Rating system in Splinterlands, should we change it?

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Don't you think we are stuck with rating system that is pretty much DULL? +20/-20!
I get it, -3/+3 or even +0 and -36 was really harsh and hard to recover.

Main cons of current system:

Lack of flexibility! If you're significantly stronger or weaker than your opponent, this system doesn't take the difference into account. This might feel unfair if you lose to a much stronger player since you get the same amount of rating.

Demotivating for high-ranked players! You are on 5k rating and TOP player is on 6k rating. You need a perfect 50 win streak to catch him right? In your dreams with such amount of RNG in Splinterlands.

Main pros for current system:

Simplicity, easy to understand for new players.

Consistency, you don't have to worry if you will encounter 1000 rating lower guy or higher. You will always loose 20 or gain it.

I will propose a new system: a Hybrid system between those 2

Small Differences in Rating (e.g., less than 0 - 400 points apart):

Rating change: Between +17 to +23 for a win and -17 to -23 for a loss.
This range keeps the reward and risk balanced in more evenly matched games.

Moderate Differences in Rating (400-800 points apart):

Rating change: Between +15 to +25 for a win and -15 to -25 for a loss.
If you beat a slightly higher-ranked player, you get a better reward. If you lose to someone lower-ranked, the penalty increases, but not too drastically.

Large Differences in Rating (800+ points apart):

Rating change: Between +10 to +30 for a win and -10 to -30 for a loss.
A big reward for beating a much higher-ranked player and a harsh penalty for losing to a much lower-ranked one. However, this would still keep gains and losses reasonable without discouraging players too much.

Having that thought, this system should keep the double ranking for win streak up to a certain which should be enlarged to 4000 rating from current Champ 3 rating. Once you get to 4000 rating no win streak bonuses will be applied.

By capping the win streak bonus after 4000 rating, your system ensures that the highest level of play remains skill-based rather than streak-dependent. This prevents top players from snowballing out of control just because of streaks and keeps the most competitive tier balanced and focused on skill.

Low- and mid-ranked players are motivated to climb by easier climbing and catching higher positioned players. High-ranked players are more likely to engage, knowing the penalties for losing aren’t overwhelming and that win streaks can push them further before they hit the 4000 cap.
Overall, the system encourages a more active and dynamic ladder, where players are incentivized to keep playing and pushing their limits.

For final remarks, please vote on this poll. I want to hear your voice:

VOTE HERE!

Thank you for your time!



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9 comments
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I definitely think we need some version of dynamic rating gains.

The current system has a major flaw of not representing skill properly, while at the same time being used to match opponents. That is not good for gameplay enjoyment.
Dynamic ratings help this a bit.

Another option is to add a hidden ELO rating or something similar that is purely used for matching players for a battle. This is done by many other games, and seems to work well.

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It looks more better than current 20/20.

Now when you play and you are in champ 3700+ rating you can play versus all high champion included top 1. So it makes a big difference in rating sometimes over 3k.

Now when you play and you just get matched over and over again versus the same account you just think, c'mon how i can beat that dude and mostly people just not play, when top players are in que, which is bad experience there is not much match liqudity.

I saw many times on discord that people saying that someone play right now. Like top accounts grind right now and people just don't want to play with little chance for a win.

Another problem, when you hit 4700 rating you will no longer play versus diamond player (1k rating diff) so you wait for match really long. Sometimes few times in a row there are no opponents. that's bad experience too, because you just want to play and you can't fast play few games.

Dynamic rating system would help with that, because top players will have less rating for winning versus low champ players or diamond at start of the season. In that way there be more match liquidity, because overal people will end with less rating in top.

Maybe another idea, which can help players climb. To not be scared playing versus stronger than them players.

Idea.

If you match other player and he have let's say 3 divisions more or like 1k+ rating more and you lose, you should not lose your win streak with all bonuses. We need more incetivize players with lower rating to play versus stronger players.

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thank you for your thoughts. I agree with you, and thanks for the additional idea. That would be helpful yes

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I like changing it, I would like there to be some rating inflation too.

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