Box
Pro Squid
- Joined
- May 14, 2015
- Messages
- 140
Re: Team Sizes
I'm not convinced that you can really increase the number of matches being played by splitting bigger teams up. I think larger groups on the website will split up naturally into smaller teams unless they just don't have enough active members to form a second team. If you really want to put a hard limit on the number of players on a team, these are two ways to do it.:
1) Estimate the number of players after which a team doesn't benefit from adding another member. Make that maximum that number.
2) Estimate the number of players for which having one fewer member would significantly hinder the team. Make the maximum that twice that number minus one so that if you go over the maximum, you can comfortably split into two teams.
That's at least methodology with some reasoning behind it. Method 1 will probably get you more small teams. Method 2 is more accommodating to the big groups.
Re: Seasons
By splitting up into seasons, you record which teams were the best over time. It also allows for a natural point where you can review how the metagame has evolved and see about changing rules for the next season. In this current system, you can actually hang onto your rating just by playing a match once in a while. There's little need to continually prove yourself against an evolving metagame. Elo doesn't handle inactivity very well which is why I imagine you included an inactivity penalty in the first place.
Re: Tiers
Not telling people what their actual ratings are is really opaque. You also lose information by not including the numbers. It won't help anyone understand or respect your system. Numbers are actually really easy for people to understand. You can look at the difference between two teams' Elo ratings and understand the difference in their estimated skill.
I'm not convinced that you can really increase the number of matches being played by splitting bigger teams up. I think larger groups on the website will split up naturally into smaller teams unless they just don't have enough active members to form a second team. If you really want to put a hard limit on the number of players on a team, these are two ways to do it.:
1) Estimate the number of players after which a team doesn't benefit from adding another member. Make that maximum that number.
2) Estimate the number of players for which having one fewer member would significantly hinder the team. Make the maximum that twice that number minus one so that if you go over the maximum, you can comfortably split into two teams.
That's at least methodology with some reasoning behind it. Method 1 will probably get you more small teams. Method 2 is more accommodating to the big groups.
Re: Seasons
By splitting up into seasons, you record which teams were the best over time. It also allows for a natural point where you can review how the metagame has evolved and see about changing rules for the next season. In this current system, you can actually hang onto your rating just by playing a match once in a while. There's little need to continually prove yourself against an evolving metagame. Elo doesn't handle inactivity very well which is why I imagine you included an inactivity penalty in the first place.
Re: Tiers
Not telling people what their actual ratings are is really opaque. You also lose information by not including the numbers. It won't help anyone understand or respect your system. Numbers are actually really easy for people to understand. You can look at the difference between two teams' Elo ratings and understand the difference in their estimated skill.