Skip to content

Implement Elo & Penalty System #311

@ceyonur

Description

@ceyonur

The current Raider.IO score is effective for tracking Mythic+ progress, but it's inadequate to show the actual performance and feels like it's incomplete. This is primarily because it lacks showing a true performance of players in case they abandon/fail to do a Mythic keystone. An Elo-based system could add the following benefits:

More Competitive Scaling: Elo ratings would allow for a dynamic adjustment of a player's skill level based on their performance against similarly skilled players.

Fairer Progression Tracking: It would help differentiate between players who simply grind keys and those who perform exceptionally well in higher-level dungeons.

Team-Based Adjustments: The rating system could account for group composition and overall success relative to dungeon difficulty and affixes.

Encouraging Improvement: Players would have a metric that changes based on performance, encouraging skillful play rather than just high participation.

Reducing Exploits & Unfair Losses: Currently, only the keystone holder suffers when a key is depleted, which can lead to unfair penalties and strategic quitting. If penalties applied to all group members, it would discourage quitting, intentional losses, and other exploits, ensuring that all players share both the risks and rewards of a run.

Differentiation from Blizzard’s Official Mythic+ System: Implementing an Elo-based system would set Raider.IO apart from Blizzard’s built-in Mythic+ rating by offering a more skill-based and competitive alternative. This would make Raider.IO the go-to platform for players looking for a more nuanced and competitive rating system.

Proposed Implementation:

1. Elo Calculation for Mythic+ Runs:

  • Each player starts with a base Elo rating (e.g., 1500).

  • Gains or losses are determined by dungeon success, completion time, key level, and the rating of teammates (i.e., relative to the key level and success rate).

  • Elo losses should be distributed among all group members rather than only affecting the keystone holder, eliminating risks of players intentionally quitting or throwing a run.

  • The Elo system should be optional for each run, allowing players to have more casual runs when they just want to farm lower keys for fun or loot.

  • Running in ranked mode on lower keys should carry more risk for high-Elo players, discouraging them from farming easy runs for free rating. The system also should discourage too big Elo differences in same groups (i.e no elo boosting with high elo accounts).

  • For high-elo players (like in top %10 etc), ratings should decay over time if a player is inactive for an extended period.

2. Integration with Raider.IO Score:

  • The Elo rating should be a complementary metric, displayed alongside the Raider.IO score, rather than replacing it.

  • The rating could have separate leaderboards or filters based on roles (tank, healer, DPS).

  • A matchmaking system could be introduced based on Elo brackets, helping players find similarly skilled teammates and improving group synergy.

3. Visualization & Display Options:

  • Elo score visible on player profiles within Raider.IO.

  • Optional UI enhancements to show Elo brackets (e.g., Bronze, Silver, Gold, etc.).

  • Graphs or tracking history to see rating progression.

Conclusion:
Adding an Elo-based rating system to Raider.IO would provide a more competitive and skill-reflective assessment of Mythic+ players, enhancing the current scoring system. This feature would be particularly beneficial for high-end players who want to track their skill improvement beyond simple dungeon completions while also reducing key depletion exploitation and unfair penalties.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions