see this is why i have issues with the elo system. i don't know ALL the ins and outs but i'm going to assume that wins = more elo points and losses = less elo points. just because a player wins doesn't mean that they are skilled. see, i could have gotten a defeat after a long-ass game, but i also could've heaped a ton of points because of all the kills i've made. in that situation, i am skilled, even though i ultimately was defeated. so i don't think rating a player based solely on their winning/losing a game is accurate, and all for the sake of server management.
i do recognize that i did not read the wikipedia article linked in the most recent update (for reference this post was made on 10/30/2023), so i could be missing some things. maybe the elo system really isn't just based solely on wins and losses. maybe there are more factors involved that i was unaware of simply because they were left out for brevity or some other reason. i didn't make the game; i don't plan to dig deep into its mechanics; therefore, i'm pinning my argument on assumptions, which is foolish, i know. but it's just something that i wanted to bring up.
the most important reason is perhaps this: narrow.one is a game in constant development, and trust me, it gets better with every update--it really does. so that being said, i realize that the current version of this game is not the final product, and there will be more to come. sorry if i'm contradicting myself, but this isn't really an issue that needs to be addressed ASAP. there will always be updates, tweaks, and improvements. per aspera ad astra.
if you have any suggestions, nitpicks, or if you know how to get in touch with pelican, please let me know! (just no discord please lol)