What about my other point? Do you dislike this? And if so, why?
The more the games the more accurate the elo, so 18-2 would be better than 90-10 depending of how reliable the initial calculation is.
Through my eyes the K-factor only depends on the number of games one is able to make in a period of time. So I would compare the number of games per player per month in warlight with the number of games in chess and intialize the K-factor to that value.
There are also some psychological factors:
1st: How much luck is involved in a warlight game? It is frustrating to loose a game and loose a lot of points only because you had bad luck. Just imagine the following situation:
A, elo 2000; B, elo 1900 => A wins 2 out of 3 games (if I am right); But lets imagine in the game there will appear (with a very high probability) a situation where winning chances are 50%/50%; Than A will loose most probably loose elo against B.
2nd: Someone who plays activly, usally wants to see his elo increasing. But sometimes there are some barriers and he wont do it that fast. This is sometimes very demotivating.
I am not sure how, but I would definetly try to push activity activly and keep players motivated. Maybe a small inflation of the system is wanted as it will push activity.
One also has to think about the time it takes to balance the elo-system in the ladder. Wouldnt a higher K-factor lead to a faster balancing (I know it wouldnt be that accurate at the start, but at least one would see different elo-numbers)?
Edited 11/15/2016 23:52:59