So, the gunboat tournament was bullshit. I, along with other players, were excluded because of RR, a criteria introduced simply because it exists. This would be well and fine if I felt I was actually unreliable - but I'm not. Almost every one of my CDs or NMRs is from a live game, which is a notoriously difficult thing to never miss a phase in - and additionally, I haven't had a civil disorder in a non-live game since... wait for it... 2011. (I will admit I NMR'd a lot in the most recent batch of Lusthog games, but this was mainly due to the holidays).
The RR system as is is bullshit. Players are punished for games that happened years ago, for live games where your internet cut out or you got tied up dealing with a dog that won't come in, or when you really had to go do something. It happens, it's a fact of live game life, and it's not indicative of actual reliability.
My proposals:
1. Separate RR into a live-RR and a non-live-RR. Live RR will be more fluid, with more recent games being weighted heavier. The scale would be something like this:
6-12 Months Old: Counted at 0.10
3-6 Months Old: Counted at 0.20
0-3 Months Old: Counted at 0.70
Basically, your live game RR would reflect your average reliability over your recent games, but not completely ignore past unreliability. However, any game over 1 year old will be dropped from calculations, to allow for a gradual fix over time.
2. Have non-live RR decay by dropping any game older than 2 years old, and have games older than 1 year be weighted by half.
3. Weight RR against phase length for non-live games. An NMR 10-day/phase game would be much worse for your RR than an NMR in a 12-hour/phase game, for example. This makes it so if someone NMR's on occasion in short-phase games, it's not super detrimental to their RR, but when someone NMRs in a long-term game, it's super punishing, because it should be.