Rating system in Splinterlands, should we change it?

Don't you think we are stuck with rating system that is pretty much DULL? +20/-20!
I get it, -3/+3 or even +0 and -36 was really harsh and hard to recover.

Main cons of current system:

Lack of flexibility! If you're significantly stronger or weaker than your opponent, this system doesn't take the difference into account. This might feel unfair if you lose to a much stronger player since you get the same amount of rating.

Demotivating for high-ranked players! You are on 5k rating and TOP player is on 6k rating. You need a perfect 50 win streak to catch him right? In your dreams with such amount of RNG in Splinterlands.

Main pros for current system:

Simplicity, easy to understand for new players.

Consistency, you don't have to worry if you will encounter 1000 rating lower guy or higher. You will always loose 20 or gain it.

I will propose a new system: a Hybrid system between those 2

Small Differences in Rating (e.g., less than 0 - 400 points apart):

Rating change: Between +17 to +23 for a win and -17 to -23 for a loss.
This range keeps the reward and risk balanced in more evenly matched games.

Moderate Differences in Rating (400-800 points apart):

Rating change: Between +15 to +25 for a win and -15 to -25 for a loss.
If you beat a slightly higher-ranked player, you get a better reward. If you lose to someone lower-ranked, the penalty increases, but not too drastically.

Large Differences in Rating (800+ points apart):

Rating change: Between +10 to +30 for a win and -10 to -30 for a loss.
A big reward for beating a much higher-ranked player and a harsh penalty for losing to a much lower-ranked one. However, this would still keep gains and losses reasonable without discouraging players too much.

Having that thought, this system should keep the double ranking for win streak up to a certain which should be enlarged to 4000 rating from current Champ 3 rating. Once you get to 4000 rating no win streak bonuses will be applied.

By capping the win streak bonus after 4000 rating, your system ensures that the highest level of play remains skill-based rather than streak-dependent. This prevents top players from snowballing out of control just because of streaks and keeps the most competitive tier balanced and focused on skill.

Low- and mid-ranked players are motivated to climb by easier climbing and catching higher positioned players. High-ranked players are more likely to engage, knowing the penalties for losing aren’t overwhelming and that win streaks can push them further before they hit the 4000 cap.
Overall, the system encourages a more active and dynamic ladder, where players are incentivized to keep playing and pushing their limits.

For final remarks, please vote on this poll. I want to hear your voice:

VOTE HERE!

Thank you for your time!

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