Using Player-based ELO to determine team elo score
Posted: Sun May 21, 2006 11:30 pm
I'll try to describe another way to calculate team scores.
The idea is to rate every player and let team score depends on this. Let me try to make it not-so-long . (For you that knows how my old ladder worked, this is basically the same)
The idea is to rate every player and let team score depends on this. Let me try to make it not-so-long . (For you that knows how my old ladder worked, this is basically the same)
- The team elo-score will be the average of the members elo-score (perhaps one could exclude the lowest and the highest - so avoid that a single player affects score too much - ie. a new player). This score is used on the website
- A players ELO score changes ONLY when participating in a match.
- When calculating the amount of points a team loses/wins - only the players elo-points are used. Not the average score described in the first point. So if two weak players participate, the elo-score for their team is low, compared if two strong players from the same team plays
- If a team wins or loses 32 points, the participating players split this score. If players sub, they are given points for the time they played. Eg. Player A plays a full match, but B and C subs after 15 mins. Then player A will get 50% and B, C will get 25% each. (Instead of splitting points equally between players - it could be weighted)
- It may create new problems such as trading players. Suddenly getting the "right" players to join your team will boost your score - so there is not much teameffort in gaining that score. However to increase it, they need to work. This may or may not be a problem. If a very strong player joins a team, I'll bet most of you will consider that alot stronger - even if they didnt play a match since the arrival of that player
- Downside: The current way of reporting matches is insufficient. We need some code to handle match-reporting (which also also for some other neat stuff). However, it is still somewhat more complicated
- Downside: Focus is shifted abit from team-wise to player-wise scoring. However as player scores only changes in matchs, I dont see this as a major issue.
- If a team uses two weak players to fight a match, they will not lose as many points as if two strong was playing.
- Teams will actually benefit from using the weakest players, as they gain point more if they win (which might yeil more equal matches - however i doubt that people will consider this, due to the complexity of elo)
- Single players can see if they improve directly in their own stats. Only they can change it (so if they want to earn elo, they need to work for it)