I’ve heard that from TMG that he is planning to leave. He is not the first to decide to leave having been frustrated by the tendency to draw, Noodlebug did so after being asked if he wanted a draw a few turns into a WTA game.
Noodlebug was prior to the Ghost-Rating system, but post points. I think that the issue would not be Ghost-Rating system rather than the existence of a rating system making evaluations of the result people have achieved. Before points, the ratings (Puppet, Mastermind etc.) were done on the basis of raw win count. It was a terrible system because it promoted a “scattergun” approach to diplomacy. Eventually the more nuanced reward system of PPSC was used as a means to keep people from abandoning games without having the small, tight community of pre-0.7
The relative values of different results are difficult to assess, however first of all, for a rating system, the game should be zero-sum. A perfect game should end in a draw, and if that is negative sum, that means that a group of players all playing perfect diplomacy could lose rating. Similarly, if the draw is considered positive-sum, then players could “fix” games to gain rating indefinitely.
Draws see all players equal, according to the rules. That means that an n-way must give a result of 1/n. Now, the only way we could increase the value of a win would be to say that a win was worth more than 1, and then say that a defeat and/or survival when there is a solo is worth worse than nothing. This seems to me to be potentially absurd: if defeat is worse than nothing, people who go out in year 3 are then loosing points because of the other 6 players’ choices after they are out of the game, but if we go for just survival being worse than nothing, then there could be an absurd race to be defeated. You could try a kind of continuum between the two, of course.
Interestingly the idea of having survival + a continuum would really penalise killing off people only to come second.
Note that Rait and TMG have both topped the Ghost-Rating lists.
However, I would warn you, people’s actions are not based necessarily on what benefits them in G-Rating, even if that is their aim. Perception is what matters, and there are many (e.g. you are better off playing stronger players in G-Rating)
To give you an idea of G-Rating and rewards, if, at the point of the last Ghost Rating, MM had played numbers 2-7 in a game, these would have been the changes in ratings he’d have for various results:
Win: +191.669
2-Way: +73.9294
3-Way: +34.68286
4-Way: +15.05958
5-Way: +3.285619
6-Way: -4.56369
7-Way: -10.1703
Defeat: -43.8102
You should note that it is not linear from 0, and that 3 3-ways are not worth a win, indeed, with the reduction in deltas that comes from gaining rating, you gain more from one solo than you do from 6 three ways.
Here is a list of Win Percents, with a min qualification of 40 games, 25% wins.
UserID,Wins,Games,Win Percent
950,61,119,51.3%
6454,51,100,51.0%
3149,19,41,46.3%
15832,25,56,44.6%
9013,18,42,42.9%
877,19,50,38.0%
1824,22,60,36.7%
5945,96,274,35.0%
5265,22,63,34.9%
3922,18,52,34.6%
20789,23,67,34.3%
13159,16,47,34.0%
16965,17,50,34.0%
2803,18,53,34.0%
8737,19,56,33.9%
19520,24,71,33.8%
18322,19,57,33.3%
964,29,88,33.0%
17706,15,46,32.6%
4792,13,40,32.5%
3514,34,105,32.4%
9215,15,47,31.9%
11454,13,41,31.7%
1474,13,42,31.0%
20297,13,42,31.0%
13890,25,81,30.9%
2061,27,88,30.7%
19730,14,47,29.8%
5210,24,81,29.6%
8919,13,44,29.5%
1332,23,78,29.5%
5167,12,41,29.3%
11329,14,48,29.2%
11338,14,48,29.2%
2560,36,124,29.0%
4010,15,52,28.8%
4793,16,56,28.6%
3660,12,42,28.6%
1990,13,46,28.3%
10008,32,115,27.8%
1132,13,47,27.7%
9124,11,40,27.5%
928,24,88,27.3%
2735,25,92,27.2%
222,52,192,27.1%
1705,18,67,26.9%
5965,26,97,26.8%
4102,16,60,26.7%
4029,18,68,26.5%
842,14,53,26.4%
1207,15,57,26.3%
5385,15,57,26.3%
10873,16,61,26.2%
6718,17,65,26.2%
1967,33,127,26.0%
2037,14,54,25.9%
8019,27,105,25.7%
3474,44,173,25.4%
1778,24,96,25.0%
11508,10,40,25.0%
21717,10,40,25.0%