jrh_cardinal wrote:incorrect. you are assuming pure randomness, CC players are not random. This is why my first example worked. If you play against premium oficers in clans/usergroups, they are much more likely to rate because they simply care more about the game than some freemie private you meet in a random public game.
Prove your assertion that officers in clans rate more than free private players. Saying that they "care about the game more" doesn't indicate that they're more likely to leave ratings, and isn't even necessarily true.
You didn't read the change in my scenario. I changed it so that player y only got rated by 25% of opponents (because you said this, which as I already said isn't valid, but that's beside the point), the same percentage as player x. So thank you for pointing out that by your standards, my example is completely valid.
Your scenario is invalid, because it was based on the assumption that old ratings would be kept in the new system, which they wouldn't be.
Why would people be motivated to give ratings? They wouldn't be. And who cares if they're in the center or not, as I already said ratings ranging from -.2 to .2 tell you no more about a person than ratings ranging from 4.5 to 4.9.
They would be motivated to give ratings because now, if people do nothing, they can easily have a 4.7 or 4.8. In the new system, there will be a collective drive (hopefully) to rate more so that people don't get a lower rating than they desire (since presumably everyone wants an objectively high rating - I think most people want to be 1.8 out of 2, not 0.3, even though 0.3 might be above average.
The rating system is not totally broken. No, you can't really pick out the exceptional people from the crowd, but you can pick out the bad people. Anyone below a 4.5 is almost always not someone you want to partner with. So, for instance, my clan can say you have to have a minimum rating of 4.6 to apply for membership, that weeds out the bad people. Then I can go in and look at tags, look at individual ratings and click on the games to get an idea of whether this is someone we want. In your system, you have to reset the ratings or else it won't work at all (as you said), then everyone's rating is centered around 0, and the highest ratings will be the people that have been rated the most, which has just as much to do as the type of games that you play as it does with your personality. That just makes the ratings sclae even worse as there is no point that comes close to separating the above average from the below average
The new system would have that too, plus you'd see the other end of the spectrum - the really good players.
and if people start behaving "like they should" according to you, then everyone's going to be bunched up within .1, maybe .2 of 0, with just a few outliers. So, you'll be able to pick out the outstanding and the really terrible, but won't have any distinction between the good and the bad, which is what is really necessary.
Sure, but it looks like based on your outlook we may never have that. I'm more hopeful though - if it's possible to achieve that, then this suggestion will bring us in the right direction.