OK, here is the "GeoSly" formula in a real game. Remember, Geo's base formula was intended to lessen the effects of losing while rewarding a person able to pull off a win in a multi-player game.
Game Players in order of finish (with ranking at the time they entered the game):
Alneyan - 1000
Slynky - 1104
Master Belisarius - 1050
Gecko - 990
Round 1:
Gecko out receiving -26 points
Remaing players receiving +8 each
All Ratings adjusted
Round 2:
Master Belisarius out receiving -32 points
Remaining players receiving +16 each
All Ratings adjusted
Round 3:
Slynky out receiving -42 points
Alneyan receiving +42 points
All Ratings adjusted
Net results:
Gecko: -26 points
Master Belisarius: -24 points
Slynky: -18 points
Alneyan: +66 points
Here are the points layed horizontally as we have been seeing them in examples:
+66, -18, -24, -26
At first, this looks a bit unbalanced from what we have been looking at in other examples that used the sample rating of 1000 for all players. In the above, we see that the person with nearly the lowest score won the game! And the person with the highest score (me) came in second. This should explain the (kind of) wild swing in what we have been seeing when explaining the formula in the earlier Posts...the person who should have won it came in 2nd and was beaten by the person with nearly the lowest rating. Also, the person with nearly the lowest score won the game over some higher rated players.
Here is the "horizontal" for 4 players rated at 1000 points each:
+58, - 6, -22, -32
This looks a bit skewed, also so I tried to figure out why and I think the Last computation (when only 2 players remain) should not get the modifier (# of players squared) applied and just be a straight out computation as in a 1 x 1.
This would change the "horizontal" for 4 players rated at 1000 points each to:
+42, +10, -22, -32
So, what do you guys think? Does this look fair? (and your vote doesn't count, Alneyan...

).