Personally, I don’t like the fact that every team-based video game uses ELO, a system designed for a 1 on 1 game, to determine an individual’s skill.
While Elo (and side note: it’s a person’s name, not an acronym) isn’t perfect and systems like Glicko-2 are better even for 1v1s, is there a better system than Elo that could be used to rate players in team games? Especially if there’s a mix of pre-made teams and random teams thrown together by matchmaking?
Edit: extra bonus if it can be applicable in games that have both 1v1 and team game components where there might be a desire for some form of bleed between the two. (e.g. AoE2 where your starting Elo in one of them is based on your Elo in the other, if you’ve played a lot of one type of game before trying the other.)
I suspect games tinker with the formula behind the scenes, to accurately place people faster if nothing else. The more players the longer it could take for the skill of any one to show up in the numbers, so I bet they factor in other game specific metrics at least at first. There would be some risk of this being abused, but that’s less if they keep it a secret and maybe the progress numbers shown to players aren’t quite the same as the real numbers used to decide who to match them against.
I thought it was common knowledge that the pickier you are on Tinder, the better your matches will be. Swipe right on everyone and you won’t have much luck on that app.
It’s no longer determined by your swiping behavior, but rather who swipes left or right on your profile, and their elo.
If you only get swiped right by people with a low elo, then your elo will drop and your profile will only be shown to people with a low elo.
Vice versa, if a lot of people with high elo swipe right on your profile you will receive a higher elo and be show to profiles with a high elo
If it was determined by who you swipe right on it would be too easy to game the system