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#11297: "Implemented ELO ranking system not adequate for team games (Belote)"
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When you play team games (e.g. Belote), BGA considers that you did tie with your partner. So, more you're partner have a low ELO ranking, more your own ELO ranking will degrade (whatever you win or lose).
However, it should be considered as more difficult to win with a lower ranked partner, so your ELO should grow (or at least not being affected by your partner ranking).• 브라우저가 무엇입니까?
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보고 이력
2018년 10월 25일 17:28 •
Robo65 • 개발자가 아직 버그를 재현하지 않았습니다:
2019년 10월 30일 19:06 • It's totally wrong to show the result as a tie. The team has won, so the platform should report the result as a win (unless the team scores tie, of course :) )
Romain672 • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 7월 31일 15:36 • Wanted to report the same bug.
Just played a game with 161/104/35 elo in my team, and 1 elo in the ennemy team.
We won, and I gained: +5.7, -4.3, -1.74, which is negative. The system put that to 0, but that's still not enough. I should have won +5.7.
Just played a game with 161/104/35 elo in my team, and 1 elo in the ennemy team.
We won, and I gained: +5.7, -4.3, -1.74, which is negative. The system put that to 0, but that's still not enough. I should have won +5.7.
ParadoxicallyAiriest • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 8월 19일 3:57 • I had 162 and played with 79 and 40. We won, but I lost 8 points, and they did not even gain any! Maybe this is why high rank players don't want to play with low rank players: even if the game is won, they will lose hard earned points! This is bad, we should encourage experienced players to play with new players, and help to teach them like I did. But this will not happen if the games take away their points like this.
boardgamearena.com/5/hanabi?table=107647644
boardgamearena.com/5/hanabi?table=107647644
R o d n e y • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 5일 2:06 • The ELO calculation for teams is wrong for all BGA games. In all team games on BGA, the partners tie. So, whether you win or lose, the higher ranked partner is always penalized, and the lower ranked partner is always rewarded. The ELO is supposed to be a reflection of how well a person plays, not their skill in choosing partners.
imgur.com/a/n8ldvnS
In the above game, you can see that the lower ranked partner receives an extra 9.48 points for tying his partner, while his partner loses -9.48 points. Despite both players winning the game.
On the losing team, the lower ranked partner gains 3.51 points for tying his partner, while the higher ranked partner loses an additional -3.86 points, despite both players losing the game.
imgur.com/a/n8ldvnS
In the above game, you can see that the lower ranked partner receives an extra 9.48 points for tying his partner, while his partner loses -9.48 points. Despite both players winning the game.
On the losing team, the lower ranked partner gains 3.51 points for tying his partner, while the higher ranked partner loses an additional -3.86 points, despite both players losing the game.
Pollyor • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 5일 8:38 •
2020년 10월 5일 17:07 • I think this needs to be updated also but the link will not let me like it. And yeah the game should not be a tie either it's a win for the team not a tie. I think it's great to have new players join in games but you should not be over penalised because of it.
ElrikMelny • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 5일 23:48 •
2020년 10월 6일 13:25 •
2020년 10월 7일 15:03 •
2020년 10월 7일 20:25 • C’est vrai que dans un jeu comme la belote, il semblerait logique que les deux partenaires obtiennent la même perte ou le même gain. A moins que je n’ai pas bien compris le principe du Elo. En tout cas merci aux équipes pour le plaisir que nous avons :) à jouer à tout moment et sur n’importe quel support, c’est magique.
AYoshiVader • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 7일 22:03 •
2020년 10월 7일 22:32 •
2020년 10월 7일 23:02 • All team games have problems like this and it ruins the experiece to some high ranked players.
Viaken • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 7일 23:26 • I didn't intend to vote for this. "R O D N E Y" spammed a bunch of my tables with a URL that auto-voted it. I don't particularly care about this "bug".
wolmot • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 8일 7:39 •
2020년 10월 8일 12:59 •
2020년 10월 9일 8:06 • Indeed an issue, also received bug report specific on Klaverjassen that winning team is considered a tie.
board game nerd • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 12일 22:48 • The ELO calculation is wrong for all teams games on BGA. Win or lose, one partner is penalized, and the other benefits. The bug was reported over 2 years ago, and hasn't been fixed. Will you please vote to fix this bug? And if possible, leave a comment. /bug?id=11297&vote got this wile playing sasntorine
BoB Special • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 12일 23:04 • Issue exists for years now. Goes for all team games. I love bga, but i think this is the worst error in the system. It really takes away the fun from team games
Please fix asap!!!
Please fix asap!!!
BoB Special • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 10월 12일 23:07 •
2020년 10월 12일 23:19 •
2020년 10월 16일 7:44 •
2020년 11월 9일 8:18 • This is not a game issue, but a rating issue. Seems really easy to solve - computer scientist myself :)
Think it's a quickwin
Think it's a quickwin
Cenine • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 11월 9일 8:59 • Same issue with HANABI : the players have ties wether we finish or lose.
ReneSauz • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 11월 9일 21:27 • ITS NOT A BUG...its an intentional and silly programming error. In team games just don't add or subtract ELO for the partner. There has to be an easy way to implement this instead of ignoring it.
mickalot • 개발자가 아직 버그를 재현하지 않았습니다:
2020년 12월 30일 16:49 •
2021년 1월 17일 15:22 •
2021년 1월 20일 12:24 • This seems to be especially bad for cooperative games -- it makes it impossible to get enough points to be eligible for arena mode.
ptitours de lyon • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 1월 26일 16:13 • In a team game , the two parteners are considered as "equality" and if you play whit a novice , you lose point because of probality of win, against a partener , which is impossible.
in first correction, you may suppress these points of equality
in second correction, you should calculate probapility of win by team, for example by compare the sum of ELO
in first correction, you may suppress these points of equality
in second correction, you should calculate probapility of win by team, for example by compare the sum of ELO
unclesamb • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 2월 15일 22:06 •
2021년 4월 19일 0:34 • To summarize the requests as I read them:
1. In a cooperative game in which all players win or lose together (e.g. The Crew, Hanabi, Bandido, etc), the ELO gains/losses should be calculated based on whether the group as a whole won or lost ("tie" should not be an option). Then the ELO gains/losses for each player should take into account the experience of each individual player.
2. In a team game (e.g. Kami), the ELO gains/losses for all members of a team should be based on whether the team as a whole won or lost ("tie" should not be an option). Then the ELO gain/losses for each player on each team should take into account the experience of each individual player.
In team or cooperative games, there should be no ties--there should only be winners and losers, and points should be awarded accordingly.
1. In a cooperative game in which all players win or lose together (e.g. The Crew, Hanabi, Bandido, etc), the ELO gains/losses should be calculated based on whether the group as a whole won or lost ("tie" should not be an option). Then the ELO gains/losses for each player should take into account the experience of each individual player.
2. In a team game (e.g. Kami), the ELO gains/losses for all members of a team should be based on whether the team as a whole won or lost ("tie" should not be an option). Then the ELO gain/losses for each player on each team should take into account the experience of each individual player.
In team or cooperative games, there should be no ties--there should only be winners and losers, and points should be awarded accordingly.
JSnova • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 5월 3일 12:10 •
2021년 5월 4일 18:46 • as for hanabi, based on a game theory study on hanabi, only 82% of the games are winnable (max score), based on the most known tricks, finesse, reverse finesse, gentelman discard, bluff etc.
At the moment, you get punished if you play with lower elo players, instead of rewarded.
Also how higher the difficulcy specially multi 5, reduces the max. win chance.
this is not corrected within the current elo system
also all people agreeing to leave, should result in a default pushingment or only be aloud 1 time in the 4-5 games or so.
At the moment, you get punished if you play with lower elo players, instead of rewarded.
Also how higher the difficulcy specially multi 5, reduces the max. win chance.
this is not corrected within the current elo system
also all people agreeing to leave, should result in a default pushingment or only be aloud 1 time in the 4-5 games or so.
BrenBarn • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 5월 30일 0:52 • It's frustrating that this issue still exists, as it makes ratings kind of meaningless for team games.
The problem is this: ELO is based on rating two players who COMPETE AGAINST one another. Currently, BGA considers any two players in the same game to be competing, and adjusts their ELO based on their relative standing. Two players on the same team are considered to be tied.
But this is wrong. Two players on the same team do not COMPETE AGAINST one another at all. So pairs of players on the same team should simply be ignored for ELO calculations.
BGA already computes the overall ELO adjustment by adding up the ELO adjustments for each pair of players. For instance, in a non-team 5-player game, if you come in third place, your overall ELO is adjusted based on the ELO effect of losing to the two players above you and losing to the two below you. This is all fine.
All that needs to be done is to exclude PAIRS of players on the same team from these computations. If players A and B are on the same team, their ELO standings relative to one another should not even be considered, as they were never in competition. Player A did not win AGAINST player B, nor did player A lose AGAINST player B, not did player A tie AGAINST player B. There was simply no game "between" these two players, so the ELO rating should reflect that and not compare them in any way. They should gain or lose ELO points only by comparison with players on other teams.
The problem is this: ELO is based on rating two players who COMPETE AGAINST one another. Currently, BGA considers any two players in the same game to be competing, and adjusts their ELO based on their relative standing. Two players on the same team are considered to be tied.
But this is wrong. Two players on the same team do not COMPETE AGAINST one another at all. So pairs of players on the same team should simply be ignored for ELO calculations.
BGA already computes the overall ELO adjustment by adding up the ELO adjustments for each pair of players. For instance, in a non-team 5-player game, if you come in third place, your overall ELO is adjusted based on the ELO effect of losing to the two players above you and losing to the two below you. This is all fine.
All that needs to be done is to exclude PAIRS of players on the same team from these computations. If players A and B are on the same team, their ELO standings relative to one another should not even be considered, as they were never in competition. Player A did not win AGAINST player B, nor did player A lose AGAINST player B, not did player A tie AGAINST player B. There was simply no game "between" these two players, so the ELO rating should reflect that and not compare them in any way. They should gain or lose ELO points only by comparison with players on other teams.
xjk_cn • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 6월 7일 18:25 • boardgamearena.com/table?table=178503292
Losing ELO even if I did my best in yokai. Maybe I need to try level 2 with high Elo players?
Losing ELO even if I did my best in yokai. Maybe I need to try level 2 with high Elo players?
alextingle • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 6월 19일 0:00 • Just to add to this. ELO isn't just about bragging rights, it helps to arrange games between players of approximately equal skill.
A "Not Alone" game can be completely ruined by a single inexperienced player who makes bad moves. The ELO system makes it impossible to identify those poor players. It's made even worse by the "bonus" K-factor that new players get... a couple of lucky wins can propel a new player to ELO of 150..200, which is pretty high for Not Alone. So they *look* experienced, even if they have no idea how to play.
It discourages me from playing the game at all. I often have time for one game, including waiting for 20 minutes - it's pretty frustrating to have it ruined by a weak player who makes multiple unforced errors. I'd rather play a different game where I know I'll have some fun...
A "Not Alone" game can be completely ruined by a single inexperienced player who makes bad moves. The ELO system makes it impossible to identify those poor players. It's made even worse by the "bonus" K-factor that new players get... a couple of lucky wins can propel a new player to ELO of 150..200, which is pretty high for Not Alone. So they *look* experienced, even if they have no idea how to play.
It discourages me from playing the game at all. I often have time for one game, including waiting for 20 minutes - it's pretty frustrating to have it ruined by a weak player who makes multiple unforced errors. I'd rather play a different game where I know I'll have some fun...
Ax109 • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 7월 25일 14:30 • I have not experienced this with the game Pandemic, but this might be because this is a game you don't play 'against' anyone, or the fact I play with low-ranked players.
Jellby • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 7월 30일 19:16 • As far as I understand it, Hanabi gets it "right":
* All players win or lose together.
* The ELO change is calculated based on the average ELO of all the players and a "difficulty" level depending on the settings.
* All players gain or lose the same ELO (except possible differences from rounding and possibly k-factors).
I believe other cooperative games should use the same scheme, although deciding what the "difficulty" level is not trivial and may need adjustments. Hopefully that can be more easily done one a decent amount of finished games is available.
For other team games, it would be even easier: compare the average ELO of each team, and have each member of the team gain or lose the same amount.
* All players win or lose together.
* The ELO change is calculated based on the average ELO of all the players and a "difficulty" level depending on the settings.
* All players gain or lose the same ELO (except possible differences from rounding and possibly k-factors).
I believe other cooperative games should use the same scheme, although deciding what the "difficulty" level is not trivial and may need adjustments. Hopefully that can be more easily done one a decent amount of finished games is available.
For other team games, it would be even easier: compare the average ELO of each team, and have each member of the team gain or lose the same amount.
joueur ooo • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 7월 31일 12:18 • Je n’ai pas pu cliquer pour valider mes choix au cours d’une partie.
Cela ne vient pas de mon appareil c’est arrivé A deux parties d’affilée sur votre site.
Cela ne vient pas de mon appareil c’est arrivé A deux parties d’affilée sur votre site.
Pumpkinthekingofgame • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 8월 11일 3:36 •
2021년 8월 26일 14:30 • 競技場即時制有時會搜尋不到對手,導致等很久
即便按了取消且關掉BGA網站
仍然進入了一場桌子,且沒有確認玩家是否還在場就開始遊戲
玩家已將網站關閉且人不在現場
仍然讓玩家進入桌子
就領到了超時以及離場
:(
即便按了取消且關掉BGA網站
仍然進入了一場桌子,且沒有確認玩家是否還在場就開始遊戲
玩家已將網站關閉且人不在現場
仍然讓玩家進入桌子
就領到了超時以及離場
:(
Joseph2302 • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 10월 25일 13:19 • We shouldn't be using the standard win/loss against people ELO for co-operative or team games (like Ticu, which is 2v2). Because you can do well/win and still lose rating because you "tied" against someone with lower rating than you
For team games, needs to ignore people that were on your team
For co-operative games, needs a benchmark for good/winning score, and work out the ELOs based on how close you got to that score
For team games, needs to ignore people that were on your team
For co-operative games, needs a benchmark for good/winning score, and work out the ELOs based on how close you got to that score
Maester_RJ • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 11월 8일 3:16 • A pagina fica carregando e não entra oponentes, mesmo recarregando, já alguns dias vem ocorrendo esse problema para mim. Por qual motivo, eu iria deixar um jogo, se, eu entro aqui, para jogar?
Skeptic Dave • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 11월 22일 17:57 • Coop games like Tranquility definitely suffer from this broken system. To date,I've played > 90 games of Tranquility, winning > 60 of them, yet . . . my ELO is 64! Many times, I gain zero ELO points even when playing with a similarly-ELOd partner and while winning solidly on medium difficult settings.
As others have stated, the ELOs are meaningless when trying to decide whether to play games with others. I've had other people in Tranquility games with ELOs > 100 who clearly do not understand basic gameplay concepts. I enjoy the game tremendously, but would prefer not to have to teach it while playing (most of the time.) The current ELOs make that impossible to know ahead of time.
This may not be a "bug" in the normal sense, but the end result is no different.
As others have stated, the ELOs are meaningless when trying to decide whether to play games with others. I've had other people in Tranquility games with ELOs > 100 who clearly do not understand basic gameplay concepts. I enjoy the game tremendously, but would prefer not to have to teach it while playing (most of the time.) The current ELOs make that impossible to know ahead of time.
This may not be a "bug" in the normal sense, but the end result is no different.
Philoupino • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 11월 24일 10:54 • Could you include alos the game Klaverjassen
boardgamearena.com/gamepanel?game=klaverjassen
Like belote, there are always 2 Winners & 2 Loosers.
boardgamearena.com/gamepanel?game=klaverjassen
Like belote, there are always 2 Winners & 2 Loosers.
youngathearttx • 개발자가 아직 버그를 재현하지 않았습니다:
2021년 12월 30일 6:59 • In Tichu, if my partner calls Tichu or Grand Tichu, and I support his call with my play, so he can go out first, why should I receive less ELO than my winning team partner ??
Kanan Jarrus • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 2월 4일 7:09 • Impossible de quitter la partie hier alors qu'elle était finie. J'ai essayé de concéder la victoire puis j'ai dû quitter. Le bug est connu apparemment
Cordialement
Cordialement
Romain672 • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 2월 11일 16:24 •
2022년 2월 11일 16:25 • To try to find a solution, I find this reddit subject: www.reddit.com/r/math/comments/fdz879/using_elo_to_rank_players_in_1v1_and_2v2_game/ , but there isn't much things about it.
It look like not counting the partner tie is usually done, but it's still not a solution which resolve all problems (every top elo would want to play with new players, but which are good).
It look like not counting the partner tie is usually done, but it's still not a solution which resolve all problems (every top elo would want to play with new players, but which are good).
Shiny_Charizard • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 2월 24일 21:12 • Similar for BANG, the winner ELO should only be compared against the loser ELO and the loser ELO against the winner ELO. Ties amongst team members are just simply wrong.
Average ELO for the entire team also makes sense
Average ELO for the entire team also makes sense
ptitours de lyon • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 4월 5일 0:25 • You should realy look up this ticket. Or create a "don't look up" team
JustinGames00 • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 4월 20일 6:03 •
2022년 5월 3일 18:08 • I just lost 27 ELO points for a cooperative game of Hanabi. My dad is new to the game, and I used a normal mode to help him gain some points. I pretty much only play with friends, so ELO doesn't matter much to me, but I'd like to be able to hop on a game with a random opponent every now and then. It would be nice if ELO was a reasonable estimation of someone's skill in the game rather than a random number based on whether you play with people better or worse than you often. If you're not going to implement it well, just drop the ELO ranking for coop games.
BillyBullet • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 5월 30일 4:28 • I can't report anything, always the error message. what is the tech support link??? how can they want someone to be a paying user with a site with bad technical support?
BillyBullet • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 5월 30일 4:28 • I can't report anything, always the error message. what is the tech support link??? how can they want someone to be a paying user with a site with bad technical support?
Juxta13 • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 8월 22일 14:41 • ELO does seem broken. Players should never lose points for a win (including a tie, including if someone left the game and the others are considered winners). It just encourages people to be more selective (discriminative) about who they will play with. In team/partner games, someone always gets hurt.
strufle • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 9월 1일 7:57 •
2022년 9월 5일 12:13 •
2022년 9월 5일 12:14 •
2022년 9월 6일 9:14 • Exclu dans les temps au cour d'une partie avec la n long temps dans les tours
81Valerii • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 10월 16일 18:57 • Quand je joue sur le site, ça coupe, plus d'internet.
Je me retrouve déconnecté du jeu, d'un coup.
Je ne peux rien faire, en plein milieu de la partie.
Cela mais arrivé plusieurs fois.
Ça ne m'arrive que sur ce site.
Je suis pénalisé alors que se n'est pas ma faute.
Cordialement.
Je me retrouve déconnecté du jeu, d'un coup.
Je ne peux rien faire, en plein milieu de la partie.
Cela mais arrivé plusieurs fois.
Ça ne m'arrive que sur ce site.
Je suis pénalisé alors que se n'est pas ma faute.
Cordialement.
EleaTyrell • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 12월 26일 20:06 • I also encountered this unpleasantness, in a game of warchest in 2 vs 2 players; I simply don't want to play in team mode any more...
yaron • 개발자가 아직 버그를 재현하지 않았습니다:
2022년 12월 29일 23:39 • Points awarded/deducted should be based on the average score of each team.
That way, a low ranked player would get more points for winning, but so would their partner (since winning with a weak partner is harder).
That way, a low ranked player would get more points for winning, but so would their partner (since winning with a weak partner is harder).
Onitama Königin Jo • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 1월 2일 11:23 •
2023년 1월 19일 3:16 •
2023년 3월 13일 21:22 • Yes,it often happens that someone has a Partner with who he plays often. The name of the player is Sussuarana Onitama. He plays a lot against beginners and have some second accounts. If he lost against the players who are probably his second accounts,the players gave the game with him up or let him win.And this problem was often in the past and sometimes Sussuarana Onitama does it do today also.
fishdapotato • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 6월 6일 8:13 • i played with other 3 players. they have higher ELO than me. At last, one win and we other 3 is first-runner (all same marks). Yet, turn out they reduce 6 and 7 ELO while deducted me 18 ELO. (their ELO is ordinary higher than me already)
Hagardunor • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 7월 20일 15:27 •
2023년 8월 11일 20:24 • Completely agree. ELO system has been built for a face to face game (Chess) and is totaly inadequate for team games
Malo77 • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 8월 15일 10:43 • My 2 cents about what a good Score system could be, and looks like ELO:
ELO System for all team games and/or collab games:
Maybee a system like:
- at avery game start: every player bet 1% of his ELO point into the game pot
- if the game is lost the points are lost (and BGA "keeps" thems)
- if the game is won: take the pot point x RATIO, split and and give them back to the winning players.
- the RATIO is automatically adjusted by BGA ... if the stats show that an hanabi game is won 33% of the time .. 1 time over 3 ... the RATIO multiplier would be x2 (3 games-1win=2x) .. either each players gets back his points x2 .. or split them another way ...
- this way the total ELO points of players is about the same, without points growing without limit
ELO System for all team games and/or collab games:
Maybee a system like:
- at avery game start: every player bet 1% of his ELO point into the game pot
- if the game is lost the points are lost (and BGA "keeps" thems)
- if the game is won: take the pot point x RATIO, split and and give them back to the winning players.
- the RATIO is automatically adjusted by BGA ... if the stats show that an hanabi game is won 33% of the time .. 1 time over 3 ... the RATIO multiplier would be x2 (3 games-1win=2x) .. either each players gets back his points x2 .. or split them another way ...
- this way the total ELO points of players is about the same, without points growing without limit
Hagardunor • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 8월 28일 22:23 • this demand was opened 4 years ago and nothing has appened since then des pitehundreds of signatures
tcarlaw • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 10월 13일 18:14 •
2023년 11월 30일 19:55 •
2023년 12월 14일 10:27 •
2023년 12월 14일 13:39 • Ideally, ELO ratings should be calculated based on the lowest ELO ranking from each partnership. It would motivate people to play with lower-ranked players, instead of penalizing people for being social. The partner matching algorithm could be tweaked to prevent gaming the system. Still, it would allow people to find matches in less popular games and take the pressure off low-ranked players who may worry about hurting their partner's ELO rating. I felt a little bit like a kingmaker when my ranking tanked close to the end of the Arena season knowing higher ranked players would take a big hit for being paired with me, which would be hard to avoid in a small game community.
RicardoRix • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 12월 16일 21:03 • The bug has been fixed.
But it still exists for games where someone quits or is time expelled.
ELO is exchanged between all players that didn't quit. NOT RIGHT!
But it still exists for games where someone quits or is time expelled.
ELO is exchanged between all players that didn't quit. NOT RIGHT!
ptitours de lyon • 개발자가 아직 버그를 재현하지 않았습니다:
2023년 12월 22일 11:36 • The bug is not fixed in Belote
in first correction, you may suppress points of equality between partners
in second correction, you should calculate probapility of win by team, for example by compare the sum of ELO from team
in first correction, you may suppress points of equality between partners
in second correction, you should calculate probapility of win by team, for example by compare the sum of ELO from team
ErikLevin • 개발자가 아직 버그를 재현하지 않았습니다:
2024년 2월 21일 22:49 •
2024년 7월 17일 6:04 • I'm not sure why people are saying this is fixed. Was it fixed very briefly and then broken again? I still see in team games, every time, that members within the teams exchange Elo points with one another for being tied.
Also, I don't think any complicated solutions are necessary. It is very simple: Players within the same team should not exchange Elo points with one another. Just remove team members from the calculation.
This seems like an easy fix for an obvious flaw, which has a very high demand from the user base (fourth highest voted bug/suggestion). It is very unfortunate that BGA did not roll an improvement in with the recent changes to the Elo system. You'd think that when you rework a site feature like Elo you take the chance to fix some longstanding issues with that feature while you're there. Let alone that BGA hasn't even responded or acknowledged the ticket.
Also, I don't think any complicated solutions are necessary. It is very simple: Players within the same team should not exchange Elo points with one another. Just remove team members from the calculation.
This seems like an easy fix for an obvious flaw, which has a very high demand from the user base (fourth highest voted bug/suggestion). It is very unfortunate that BGA did not roll an improvement in with the recent changes to the Elo system. You'd think that when you rework a site feature like Elo you take the chance to fix some longstanding issues with that feature while you're there. Let alone that BGA hasn't even responded or acknowledged the ticket.
Mit55 • 개발자가 아직 버그를 재현하지 않았습니다:
2024년 7월 26일 17:07 • Bonjour, depuis ce jour je ne parviens pas à jouer correctement alors que je suis bien connecté, j'ai donc été pénalisé à plusieurs reprises alors qu'il n' y a pas lieu!
joueur Mit 55
joueur Mit 55
w41k3r13 • 개발자가 아직 버그를 재현하지 않았습니다:
2024년 10월 12일 4:39 •
2024년 11월 3일 0:34 •
2024년 11월 3일 0:35 • This is not a bug, but simply a reminder that BGA does not care about it's players. It's crucial to understand their business model, you see, the consumer is the company that needs people to play their game, the product is you. A broken ELO system in single and Multi-player is the drug that keeps you around for the abuse. If BGA actually cared about the players, ELO would never have been applied to... and this is the truly crazy thing...
BOARD GAMES
BOARD GAMES
Hisoka_Onnanoko • 개발자가 아직 버그를 재현하지 않았습니다:
2024년 11월 15일 16:21 • Bonjour, depuis ce jour je ne parviens pas à jouer correctement alors que je suis bien connecté, j'ai donc été pénalisé à plusieurs reprises alors qu'il n' y a pas lieu!
Handsome the first • 개발자가 아직 버그를 재현하지 않았습니다:
2024년 12월 6일 22:11 •
2024년 12월 7일 21:47 • The same thing should applies for when the time runs out for one of the player, every other player should only win against the quitter to count towards the ELO and not also calculate the tie amongst themselves.
BurgerDragon • 개발자가 아직 버그를 재현하지 않았습니다:
2025년 1월 20일 14:20 • To address this, I suggest a system where
1. each player contributes some ELO (with higher ELO players contributing more) before the match begins, and
2. the total ELO is distributed equally among the winners.
1. each player contributes some ELO (with higher ELO players contributing more) before the match begins, and
2. the total ELO is distributed equally among the winners.
mnemonicker • 개발자가 아직 버그를 재현하지 않았습니다:
2025년 2월 8일 5:08 • Your ELO calculation doesn't make sense in most of the games. You are using too high K factor. It is like 60, 40, 20. It should be like 40, 20, 10.
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