Here some problems I see with the matchmaking / Elo system:
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[20] clan has only 1 player playing for them. He has 4 total games out of which 3 are free wins. The player playing for them is actually an excellent player and probably wants to actually play his games. He also can't really improve his clans Elo if he keeps only getting those free wins.
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I believe 2v2 currently does not count towards the Elo but correct me if I'm wrong.
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When you insert the Elo of 2 clans for example here
http://sandhoefner.github.io/chess.html you get the expected win rates. If I type in Pythons + M'Hunters current Elo I get the result that Python should win 70% of their games against us. Intuitively I assumed that most clans apart from the best and worst corner cases end up with exactly a 50% win rate + some noice. However the problem is that if M'Hunters would only play Python and we win the expected 30% of times against them, neither ours nor their Elo would change. If there weren't other clans "shielding" us from Python and Python would have a way higher participation rate than us, we would play mainly Python and would thus score way below 50%. In such a case our optimal play would be to throw games on purpose so another clan would take the heat. I believe a system where you can make a mathematical argument that the optimal play is to lose on purpose is inherently flawed.
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For most clans the expected Clan Wars success is 100% determined by their participation with neither wins nor losses having any effect. My clan mates get mad at me when I tell them that it's completely irrelevant whether they win or lose. I can't really be that happy about my own wins knowing that I would have helped my clan equally if I had just surrendered on picks.
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I believe there is a pretty easy solution which addresses every problem, namely:
- free wins
- clans are stuck winning 50%
- currently more theoretical argument that clans should drop games on purpose
- we want to reward both participation and skill
- we still want clans to play against their peer clans in terms of skill so both parties get a fun game
My solution would be to use a weighted random matchmaking. For example:
1) randomly pick a player
3) randomly pick 5 (or whatever) possible opponents
3) choose the opponent out of the pool from above closest to that player in terms of clan Elo
4) repeat
Edited 4/9/2021 05:53:16