Disclaimer: The first comment is for the players still struggling to understand the system, the second comment is directed towards the developers. (I forgot btw that Anet already plans to implement leagues and ladders)
The leaderboards have been an issue for most for a long time, I presume.
They came rather late to the party and were also not gently welcomed by the time frustration had built up to the release of them.
I want to propose some review of the pros and cons of the current system and possible solutions. For more information visit the glicko 1 or 2 entry on wiki and/or the professor’s own homepage.
1. Rating deviation
Rating deviation is very high at start (I assume 350 with a start value for the rating of 1500) and will go lower by the matches or time played.
This means that the more a players has played, the lower the rating deviation is and the smaller the range of rating is for opponents the player will face.
This means, the more one plays, the more they keep a constant rating.
The formula for it is r-2*RD for lower interval boundary and r+2*RD for higher interval boundary.
There is a % of confidence of how true this statement or therefore rating/value is.
Issue: This can be an issue for these on a losing streak and pin-downs them to a certain rating after a certain amount of matches or time.
Also, if not matches are unrated, the RD’ will change but the rating not.
Issue 2: With a high decay, there will be rating loss (I assume decay works externally as maybe a constant) and therefore one who has an unlucky streak in e.g. SoloQ will be punished no matter what his skill is.
2. Rating period
I have seen that the initial amount to get out of the unrated bracket is to play 10-15 games (a medium to large amount as was recommended).
The length for a rating period is determined by an administrator (obviously who it is here). For us, the rating period has started since the leaderboards were released.
Issue: 10-15 games are not really crucial to determine the true rating (and “skill” of a player).
Issue 2: If a decent player starts later, he is punished by having a different pool than decent players who started earlier.
3. Rating volatility
This is actually seems to have less effect in general. It describes the consistency. A low value of rating volatility describes a consistent level of performance while a high one displays a sudden peak and change in performance.
Issue: No transparency on any data for the players. While this is not much of an issue for players as they can see first-hand if they lose or win and can improve from mistakes done during the matches, it may still show interesting data.
It would involve meta changes more often for example so players can see that if they played a certain build, their performance was consistent and invovled mostly wins or losses. It would give players some more feedback.
4. System constant
The system constant restraints large volatility measure changes so the rating changes less.
Issue: I see not much of an issue here since this allows to have a similar rating change as with the Elo-System.
5. Quantity v
This describes the estimated variance of a team’s and/or player’s rating based only on outcomes of matches. It includes individual ratings and rating derivations.
It still gives me a bit confusion to what its purpose is.
6. Quantity “Delta”
This describes the estimated improvement in rating by the comparison of a pre-period rating to a performance rating based on the outcome of matches.
I assume this includes a rating before a period of no matches and a recent (and still active) period. This explains maybe why some players could take a break for a longer time and still not be punished by a much lower rating as there was a small decay.
(edited by Sari.9836)