Factors Glicko2 doesnt include in the calculation
-Specials used
-enemy splatted
-objective participation
-turf painted
-number of times splatted
-objective score
-Amount of time taken to KO
It only cares for the winner of the match, the biggest criticism I spent reading on twitter when players decide to expose about their teammates, and it is the same now in S3. (Challenges have to be using the Glicko2 since even with 3 gold ribbons, you can get vey low scores of +1)
"I lost X amount of points because <insert weapon> keep feeding while i got <this amount of kills/objective, etc>". Most common tantrums on SoloQ matches on twitter. Never have i heard about conversion bein an issue i would love to hear more of your theory. Since it becomes hard to measure it if those are under the hood. So it becomes as much of a theory as if S3 is still using Glicko2 or not at this point, right?
Not arguing Glicko2 can not be used on 4v4. I am saying the modifications to S3 are closer to an a ideal world in which the amount of points is gained or lost are better proportional to your effort you give to the match compared to S2. It is an attempt to include as you mentioned "a lot of potentially useful information" thrown away.
If you want to argue feelings then I can just counter it by saying that a lot of players were also some what unhappy with S2. If both games hurts people's feelings then both are bad and there is no better system among them; Feelings are a terrible metric.
In an ideal world where all the people close to my power are able to queue up with me in a Solo Match, with powers above or bellow me being the less likely the larger the gap. However what happens is that the game prioritizes quick match making over Power, meaning i will paired up more likely to the people closer to my rank around where I live. But in S2 the higher the power i get compared to the players around me, the more difficult i can gain power since the amount of players is lower the higher you go to the pyramid.
Meaning a single loss becomes destructive to the players points, they should have been paired with the region with similar power to that player, but the game hardly ever let's them.
Anyone that had a JP copy of the game could have access to JP Exclusive fests, i played almost all living in South America(the opposite side of Japan) While it took no more than a rotation to get to king/queen. JP was so long because i couldnt find matches, and the people i played with were almost all the same. There were around 1 million JP players and i couldnt find matches fast? Clearly being in a different region locks you out of playing with other people. And even with Optic and LAN internet it didnt matter.
I meant to address " not all players connect " because it explains why 2400 power in S2 for a JP vs NA. One is much harder to reach compared to the other. The Average JP player can get 2400 much easier than the average 2400 NA.
The height of a pyramid is only as tall as its base is big.
You can think in reverse too move a JP player to NA, in order for them to get to the 3000 they were getting in JP, it would take much longer
Same logic for Splatfest is applied to league in S2.
The criticism of glicko-2 for 4v4 is more about the speed of convergence. Being a Bayesian system, it already naturally incorporates uncertainty. It can definitely still be used for 4v4 with minor modification, it just throws away a lot of potentially useful information with teammate data. It simply makes the assumption that over a long period of time, all potential teammate issues will cancel out, leaving your influence as the sole factor.
I’m glad you prefer the S3 system but it’s absolutely not something you can generalize. S3 is designed for player feelings over anything else, and it’s clear most people are somewhat unhappy with the matchmaking and XP system.
As far as not being a great ranking because not all players connect, I mean I don’t know what you’re addressing (if anything). XP as a system is separate from divisions and matchmaking, they all work in tandem to create a ranked experience. XP’s only responsibility is to generate ordering for all participating players in the player pool.