Talk:Elo rating system/@comment-198.166.242.248-20120322030650/@comment-122.106.180.94-20120329144750

that's incorrect. The point the article is making is that if the specified person (ie. you) is NOT griefing, there is 5 chances of someone in the other team being a griefer, and only 4 chances of someone in your team griefing (your 4 team mates). As a result, 4 in 9 games you will lose because the griefer is in your team, but 5 in 9 you will win because the griefer is in the opposition.

The problem is that random numbers doesn't suffice when the level of enjoyment you are receiving from the game is reduced by the very existence of the griefers in the first place. Losing more games to griefers reduces your level of interest in fighting back from a deficit, being resigned to the fact that the very reason you are losing is due to griefing. As such the 10th game from the 9 you might be down 4v1 after 5 minutes and feel like you're playing with 'another griefer', resulting in your own reduced concentration and disinterest.

The 'Elo Hell' also bemoans that there are griefers in the game in the first place. At 1500+ ratings there will never be any griefers, and as such the team engagement, comeraderie, etc is higher, leading to higher enjoyment of the game. The grief aspect results in feelings of desperation at the futility of the 20 minutes of your life that is lost, more if the griefer refuses to surrender, and the psychological push/pull of these scenarios is ridiculously powerful.