Make every win worth something without turning the ladder into a slot machine.
The Elo and uncertaintypages explain why a strong player's win paid nothing. This one is the design decision: given that payout = K · (S − E), what do you change so a win always feels like progress — and what does each lever cost you?
E so a near-certain win can never be priced at ~0. Symmetric clamp: E ∈ [1−cap, cap]. A 0.90 cap makes any win at least K·0.1.+3 becomes +30 and the number feels worth chasing.Raw E = 0.984, clamped E = 0.900
At the Convocados case (1720 vs 1000, K=32), watch the win cell:none pays 0; the 0.90 clamp lifts it;×10 turns the whole ladder into Rank Points and the floor becomes a satisfying +30 RP.
A guaranteed payout is not free. If a win always pays, a strong player who keeps playing weak fields accrues points for expected results — that is farming. Mitigations:
This is the same instinct Josh Menke argues for in his GDC talk: the rating should be fair, but the rank is a player-experience object, and an experience that shows "+0" after a win is a bug in the experience, not the maths.
Bound the expected score. Clamping E keeps the curve's shape and only removes the near-zero tail.
How large it reads. Whole-ladder scaling is a denomination change; every ratio is untouched.
Farming weak opponents. A floor pays for expected wins, so weak fields become a points source.
For the design layer, watchJosh Menke's GDC talk on skill, matchmaking and ranking— especially the "Ranking Systems" and "Hybrid Systems" chapters. For the maths of the levers, theElo article's K-factor sectionis enough.