If the rating is designed to react to form fast, teams could potentially lose a lot of points during a season to allow gains for in form teams - but a team going 1-6 in RLCS is still probably top 10 in their region.Ĭonsidering these constraints, we made several changes to the Elo-Alogrithm to allow rating Rocket League in a more accurate fashion, which all come together as the Looking at Rocket League, this would create a problem for teams in Premier tournaments like RLCS. Elo always has even win- and loss-modifiers, which means that every point gained by a team is the loss of another one.Even daily form can make the difference of a low tier team beating the higher tier one.
In Rocket League, form can drastically change quickly.
There are a lot of rating algorithms out there with probably the most prominent one being Elo. In addition we also want it to be able to do this across regions with at least somewhat precise results. The rating should reflect the current form of a team and make it possible to rank teams accordingly. Our main goal was to create a rating of all the teams that is based purely on data and therefore not subjective.