Ok so I've been noticing a lot of issues with the Elo system (no it's not ELO).
A quote from the wiki if people need a quick recap of what is it.
Spoiler:
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A few points explaining reason I find it to be unsuited to Town of Salem.
The first is that Elo is designed for games where you have to work as a team with people who are known to be part of your team. ToS is a game based around randomness, social interaction and guess work, which in a serious game as many of us love to play it can be glorious, however this is where the Elo system has no place in the game. You can be the best player in the world but you can lose every game if random luck conspires against you, sure this is unlikely but this is what does happen. I've seen good team of town destroyed by disconnections and players with power roles going afk mid game. Sure these players also get negative points but they could also win in other games because they might be dead but their other teammates push them on to victory while you have your Elo points crushed by bad teamwork and bad luck.
The second point is that Elo just isn't a good representation of player skill or how active / well they used their roles in game. As an example you could have a spammer in game, their role is lookout and they die n1 to mafia because they are annoying but then they can end up winning because the mafia ends up losing in the end. I mean I've won games by pure accident while being afk and lose games I should of won because of the game desycning for me during a night day cycle.
Third is that an Elo system can not improve game quality. Sure it can reduce the number of trolls in games who leave as power roles each game they play or randomly exe town members a vigi or jailor then leave the game but this only applies if a) the town loses or b) that player leave the game afterwards. Elo has no bearing on player skill level because it is based arounds the wins and loses of the players and they can't effectively be judged when the team they have to play with is most of the time unknown to them.
Lastly point on Elo is that the roles given to each player are completely random, there is no context behind each win or lose for that player as that role. I could play 2 nearly exact games as say a witch and lose one and win the other based on the flip of the coin because the mafia kills me n1.
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Solutions from easiest to make to hardest.
So there are a few systems I can think of the top of my head that would be more (even if slightly) useful for the player base, I'm sure others can add more.
1) Have no system for points, just higher and higher play counts in ranked to play against similar players of said play count.
So Ranked I - 50 games of standard, Ranked II - 100 games of ranked, Ranked III - 250 games of ranked, Ranked IV - 500 games of ranked, Ranked V - 1,000 games of ranked. Yes I fully understand there would be a population issue, so we would need to be able to see the number of players currently queuing for each tier of ranked in order for this to work. The ideal state being that the high up you go the better game quality will be.
2) Have W/L/D/DC be for each class only, then match players of similar W/L/D/DC ratio of class values together using a medium range.
This one would be fiddly to work but it's how some other games deal with their match making when dealing with different skills of players, the medium ranges could be adjustable to be wider in offpeak times and closer in peak times to ensure best player interaction. Note perfect ratios would have to be ignored for this to work e.g. if you have no games as witch that ratio will be ignored, if you have 10 wins and no loses as jester that ratio will be ignored and if you have 0 wins and 10 loses a WW that ratio will be ignored.
This does suffer the same issue as Elo with the randomness of the games causing players to lose lots but it will be more accurate than Elo at fair matchmaking in general.
3) Role based events Matchmaking. So this one is very fiddly and would be completely at the discretion of the game designers.
What this would entail is that based on your role you will be given points for each time you do an event in game that benefits your Role. So for WW and Arsonists the more people you manage to kill in one night the more points you get. For Vigi/Jailor/Vet the more bad people you kill later in the game the better with a penalty for killing town early on.
For some roles like Spy this will be hard without a more robust will system that uses a set formula but you could try and parse text for LW against mafia targets. I'm sure some people are more clever than me to get this to work but this would be the only system that would truly reward good players against bad players.
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Summary
I know the game makers are trying to make the Elo system work but lets face it, it's likely to do very little and the issues with bad players would still remain. The report system is not the best and ranked and casual games are both being ruined by players who do not care for the game or the player base.
I ask that they maybe rethink that sort of system they can easily use that will benefit the game, even if it means coming up with their own unique system.