Originally posted by gezza
[b]Hint: Discouraging spite-resignations isn't the main point of rating floors. It is only an small side benefit. There is a more important consideration in play.
Really. What's that then?
Me:
You argue that the RHP rating system should be changed without understanding what it currently does? How amusing!
You:
This from the guy who quotes t The problem is inflation. Just as in the hig...[/b]
Really. What's that then?
Discouraging sandbagging, and avoiding damage to the ratings of the opponents of a player who is demonstrably, by past rating, hundreds of points underrated.
But you have not bothered to find out what is in use on RHP before saying it should be changed.
Shrug. It is not necessary to know the exact formula to realize that sandbagging and vastly underrated players are a serious problem. It is also easy to see that losing 1000 points due to mass resignation has zero correlation to chess skill.
Either he is sandbagging or not. The clan leader needs to decide, and decide what to do about it. It would be feasible to deny the person entry until their rating has stabilised again.
No, it is not feasible. The player is not necessarily at fault for the rating drop and thus should not be penalized by being denied entry into a clan. And it's so easy to fix. Add a rating floor to keep him in his proper rating class so that he can be fairly matched in clan challenges!
"Leave for a while" implies come back.
But it does not necessarily mean that the player will ruin clan challenges and banded tourneys when he comes back. He may just ruin some open invites. I'm not happy with that either, but I wouldn't call it sandbagging.
a TER floor solves the banded tourney problem.
I have not disputed this.
Edit: On second thought, I want to start disputing this now. A player rated 1000 points too low could be unfairly penalized by not being able to enter tournaments in his proper band [like 1800+]. Flooring the TER only does not go far enough.
After all, losing a game (against equally rated opposition) shows that your ability and your rating are not in sync. Therefore your rating should drop.
...until it hits the floor, then it should stop.
Why not? They reflect ability to manage time, which is, as you say, part of the game.
Nonsense. They reflect the player's need to stop playing chess entirely, at least for a time. You shouldn't claim that someone lacks an ability just because they stop using it for awhile.
The likelihood of winning is reflected in a rating as is, without a floor.
Let's say
User 129166 returns to the site some day. We'll see just how well your as-is rating system predicts performance then, eh? How about a serious $$$ bet?
Just because you repeat it does not mean you are right.
However, it does refute your silly claim that I have provided no justification for rating floors.
However, if someone really, desperately wants to sandbag, they just have to convince an admin.
And the admin should not let them drop through the floor until they've been stuck on the floor several games. This is standard.
It is not inconsistent at all - I want the points when my opponent blunders - I have played better.
No, you had not in that example. You were at a disadvantage, but kept playing, and then your opponent made an odious blunder and then immediately resigned before you could even play another move. It would be pathetic for you to take credit for such a victory.
I want my rating to reflect pure chess ability only, so I make sure that time is not a problem.
Do you also refuse to claim timeouts?
I am aware that time can be a problem OTB, or in blitz, but to say that it is part of the game on RHP, when you can chose the number of games and the length of timeout/timebank you play here is stretching it.
Exactly my point, and I don't think it's a stretch at all. Time is still part of the game even if you never get timed out. Gameload, time controls, etc. all play a part in determining the quality of your moves. I have been surprised at some of the careless moves played by 1800-rated players here, but they seem to have a high gameload, so they end up playing it like blitz chess instead of correspondence! [I too have fallen into this same trap on occasion.]
He has NOT "actually lost the game" UNTIL he resigns.
Unfortunately for you, you specifically stated "your opponent resigns a bunch of games,
with yours among them" (emphasis added) right before you said that he hadn't actually lost the game!
You managed to beat someone who resigns a lot of games, and his rating WHEN he resigned reflects that.
I'd prefer that his rating reflect something resembling chess strength, instead of spiteful, deliberate manipulation. 🙄
So does it mean he loses, or not?
Yes, a player who resigns a game has lost the game.
The core is that a loss (except to a much higher rated opponent) should mean that you drop rating points - you are on average less likely to win a game than before.
This is still too simplistic.
A drop of hundreds of points is warranted if your opponent loses hundreds of games. The consequence of losing a game (against a similarly rated or weaker opponent) is to lose rating points.
Nothing new here. I still think this position is too rigid, short-sighted, and unhelpful to victims of sandbagging.
The problem is inflation. Just as in the high street your dollar, euro, or whatever no longer is worth what it was 5 years ago, so rating points become inflated. Over time, what used to be a system where you could look back 5 years and say my rating has risen by 200 points since then, so I must be better, changes to a system where you need to find a benchmark. People would be able to say "my rating is 2201, so I must be a Master", whereas they have not improved at all since when they were an expert rated 2101 - the rating points are just worth less. And so someone desiring popularity would need to move the goalposts for being a master.
That's really what this is about, eh? Desiring popularity. Bragging rights. All meaningless egoism which is irrelevant to the point of chess ratings: to
compare the strength of players, and predict the likely result of a game between them.