Kirby wrote:I'm not quite sure which quote you are referring to for "Not getting an escaper when, while people are getting stuck ranks". You can get stuck at a rank, yes. It's possible that you are stuck at an inaccurate rank due to escapers.
I agree that playing more games will increase the probability of having an accurate rank, but this is true of most ranking systems. More data typically helps in such an analysis.
Sorry again, that should have read "Not getting escaper wins..." The point is that the stated problem is that an excessive number of wins will not cause one's rank to properly adjust, and the proposed solution is that a disproportionately small number of additional wins will make a difference compared to the excessive number of already existing wins.
My solution was not "just play more games" it was "play games handicapped at the strength you think you should be ranked." That is, if you are ranked 10k, but think you are really 7k, play 7k's even and give 10k's H3. This will do much more to remedy your issue (and will further alleviate the problem for any of your past opponents suffer from the same).
Kirby wrote:Again, the example I provided was an extreme one. You can also imagine players that play on a regular basis, but simply escape periodically, not enough to trigger a forfeit for their escapes.
The persistent escaper problem has been discussed in other threads, and as I've mentioned before (and alluded to in this thread) will result in an error of less than 1/3 of a stone.
Kirby wrote:Once again, I think that this could be resolved by:
"Why not simply disallow escaping altogether, and provide an option for users to resume games later upon mutual request (with losses after a set amount of time due to connection issues)? Is this type of system inferior in any way?"
It's been conceded that the current escaper policy allows for a different result than if the escapes were counted as losses. If an escape is not mutually agreed upon, why should this be the case? The only explanation I can think of is disconnection issues which:
a.) Can be resolved by making a loss after a set period of time (eg. 5 or 10 minutes).
b.) Are becoming less and less common with today's technology.
This has been discussed time and time again (dating back to RGG), and in fact has even been answered in this thread. The principle of "No one should be forced to continue a game they have no desire to finish."