Originally Posted by McSic View Post
Interesting points.

The system can be reworked to take enemy elo into account more noticeably. Applying decay only when no AP are present (= inactive character) is an interesting thought and could work well. The reason for having account-bound elo instead of character-bound is also understandable. If we were to do this we should also remove the "Reset Elo" button on https://fgunz.net/account/characters to somewhat prevent "smurfing" (player can still "smurf" using alt accounts). Though when you have 4 characters with the same elo we need to figure out how we'd like to display that at the ranking (https://fgunz.net/ranking/individual and ingame) - probably only show your last used character or character with the highest playtime?
For the last point, it might be somewhat difficult to determine code-wise, but the best option is probably to show the character that most contributed to gaining elo out of the 4 potential characters, because thats the character you're most likely going to face in-game. For the decay, simply tying it to AP>0 is a good simple solution but I like the idea of decay-shield points acquired for every time you get an activity point or reach multiples of 1000 elo... kind of an incentive and protection to climb and stay active (maybe getting an activity point gives 2 decay-shield points so that you're allowed to go inactive every other day), but the implementation of such system in the first place opens up the freedom of balancing decisions, i.e how punishing decay is, perhaps even elo-dependent.