The "skill" field should have an information pop-up as "utilization" has, explaining how it is computed.
Introduce a mechanism to eliminate outliers in the skill computation.
More on suggestion 2: the skill computation seems to take into account the skill of the adversaries (good), but it lacks a mechanism to cut off outliers (bad). For example, in my stats for "Roll for the Galaxy" I have a skill score of 278 with 19/23 wins (82%). However, it just so happen that I lost one of my early games to a friend I normally never play with and who now - with a 1/1 (100%) wins - has a skill score of 600. Essentially the natural statistical noise is confused with a proper signal, and a stroke of luck with skill. Moreover, unless a re-match happens, this friend will now have his leading position uncontested forever.
Ideas on how to address this:
Cut off the top and worse X% performances from the computation
Provide a weight bonus on skill linked to the number of plays
Require a minimum number of matches for a player's skill to be computed
More on suggestion 2: the skill computation seems to take into account the skill of the adversaries (good), but it lacks a mechanism to cut off outliers (bad). For example, in my stats for "Roll for the Galaxy" I have a skill score of 278 with 19/23 wins (82%). However, it just so happen that I lost one of my early games to a friend I normally never play with and who now - with a 1/1 (100%) wins - has a skill score of 600. Essentially the natural statistical noise is confused with a proper signal, and a stroke of luck with skill. Moreover, unless a re-match happens, this friend will now have his leading position uncontested forever.
Ideas on how to address this: