As I alluded to in this post, the topic of revamping the reqs we use has been a discussion among tier leaders for several weeks now, and this is what we've decided to do to try to fix the issues various tiers have with suspect requirements. We are bringing back COIL for tiers that opt-in to it.
Before going into what COIL is, I'd like to specify some of the assumptions we make about what a good system for suspect requirements looks like.
1) It should demonstrate comprehension of the element being suspect tested.
2) It should be entirely meritocratic. There should not be any subjective component by which reqs are easier for some than they are for others.
3) Achieving reqs is a way to demonstrate engagement and care of the outcome of the vote by dedicating time to achieve it.
4) Better players should be able to get reqs quicker, as we assume they start with a higher level of comprehension of the element being suspect tested.
5) Enough people should be able to achieve reqs that it is a representative vote of the invested parties in a tier.
If you disagree with any of these principles, it should be the subject of a separate policy review thread. If you believe there is a system that fits these parameters that is better than COIL, by all means bring it up here. This thread should be focused on COIL and any other issues people have with the current suspect process, working within the scope of the five assumptions above.
I'm going to put some of the more maths-heavy explanations of COIL in the spoilers below, for anyone who wants to understand exactly how the system will work. The short version is that COIL is a function of GXE and games played that can be approximated to a skill threshold. Its akin to an Elo score, but one that does not directly effect matchmaking (aka, you're not only going to play people with similar COIL). As such, its a more refined version of the system we are currently using for reqs, with each tier having far more flexibility with COIL than they currently do.
COIL is not something unfamiliar to Smogon users of a certain age. It was the metric by which reqs were done when I first joined the website, and continued to be used for several years before it was shut down by Zarel on account of people misusing it all the time by having a minimum GXE that didnt match what the actual minimum gxe of the COIL was. In bringing COIL back, it will not be used with game limits of any sort, and if anyone notices a tier using them, message me so I can go yell at the tier leader in question.
COIL is more generally customisable than current GXE-based suspect qualifications. Tiers can customise the formula to suit their own particular ladder needs, both making reqs easier for tiers with inactive ladders, or raising the bar for reqs in tiers where the GXE benchmarks are currently too low. It is also a more tangible goal when laddering for reqs, as COIL will trend upwards over a larger sample of games, as opposed to just having a GXE target.
One of the main aspects of COIL that appeals to me is the fact that it scales down the GXE floor that requires reqs in a lot of cases, especially for lower tiers who currently have ladders where the established GXE values are more difficult to achieve, and currently suffer from lower voter counts than they used to, in spite of the player base still remaining strong. It doesnt clear the hassle hurdle at the moment, and COIL can help overcome that. In addition to that, COIL should also remove a lot of stress from getting reqs, as it trends upwards as the number of games played increases. Getting reqs in 50 games with 80 GXE is easy to measure, but it isnt as stressful if you know that with a GXE of 79.6, you'll still get reqs in 5 more games. This also means players can continue laddering after getting reqs if they want to, because it is easier to gain back any losses in COIL over a number of games played. However, this aspect is not for all tiers, especially those that already have very high voter turnout, which is why this system will be opt-in.
Implementing COIL for a tier will also remove the current 30 game minimum requirement for players who are substantially above the level of the ladder within that tier. Right now, if you can quickly amass a GXE several points higher than the current minimum required in the 30 games, you still have to play the minimum 30 games (potentially losing the GXE to luck along the way). However, with this system, once you reach COIL, you can get reqs immediately, letting players get reqs faster if calibrated right. This will largely be edge cases, or people achieving reqs in around 25 games or so, but is still something that we anticipate to have a positive effect on suspect participation.
This is primarily going to be useful for lower tiers that are currently struggling with the rigidity of the current system. COIL has been introduced to all ladders on PS already, but this is opt-in by tier leaders, tiers like OU have already expressed a preference to stick to the current reqs system. Without being used for suspects, the COIL tab for other tiers will be only for aesthetics. This also will not be used in any Old Gen OU ladders to get suspect reqs, as those tiers will continue with the existing qualification setup.
TL;DR:
COIL was a system we used to use for rating suspect tests, which we're bringing back now for some tiers with a few tweaks as we believe it'll be a fairer and more achievable system for getting reqs in tiers that the current system isnt working for. You ladder until your COIL reaches the number specified in the OP of the suspect. This will not be mandatory for all tiers.
Before going into what COIL is, I'd like to specify some of the assumptions we make about what a good system for suspect requirements looks like.
1) It should demonstrate comprehension of the element being suspect tested.
2) It should be entirely meritocratic. There should not be any subjective component by which reqs are easier for some than they are for others.
3) Achieving reqs is a way to demonstrate engagement and care of the outcome of the vote by dedicating time to achieve it.
4) Better players should be able to get reqs quicker, as we assume they start with a higher level of comprehension of the element being suspect tested.
5) Enough people should be able to achieve reqs that it is a representative vote of the invested parties in a tier.
If you disagree with any of these principles, it should be the subject of a separate policy review thread. If you believe there is a system that fits these parameters that is better than COIL, by all means bring it up here. This thread should be focused on COIL and any other issues people have with the current suspect process, working within the scope of the five assumptions above.
I'm going to put some of the more maths-heavy explanations of COIL in the spoilers below, for anyone who wants to understand exactly how the system will work. The short version is that COIL is a function of GXE and games played that can be approximated to a skill threshold. Its akin to an Elo score, but one that does not directly effect matchmaking (aka, you're not only going to play people with similar COIL). As such, its a more refined version of the system we are currently using for reqs, with each tier having far more flexibility with COIL than they currently do.
COIL is a function of GXE and games played, that follows this formula: COIL=40*GXE*2^(-B/N)
B is a value that the tiers themselves set to try to tweak the number of games people need to play to achieve a target COIL, but essentially, as the number of games increases, your COIL increases until it reaches the maximum value (40 times your GXE). So, if you have 80 GXE, your COIL would eventually reach 3200, but wouldnt go above that unless you managed to increase your GXE.
What this roughly boils down to that having a higher B value is good if you want a greater difference in games played between gxes, and a higher COIL if you want higher GXE requirements. The equation is set up so that as N increases, the section of 2^(-B/N) will trend towards 1, as B/N trends lower and lower towards 0. It being a negative power is necessary for COIL to start small and accumulate over larger games.
For further explanation, this thread from Antar from back in the day should explain things in greater detail.
I have also made a desmos program that you can play around with the values with this calculation here, if anyone prefers a more visual representation of what COIL means. In this calculation, C is COIL, b is B, and x is the GXE people have. The y-axis is the number of games people would have to play with x GXE. There are some visual aides in the form of bars at GXE values of 70, 80 and 85. In the example its set to open at, this would mean that 70 GXE would attain COIL reqs of 2400 after 71 games, 80 GXE would attain them after 38 games, and 85 GXE would attain them in 31. By tweaking these values so that C=2600, and b=9, you can see that it would turn into 85 games, 31 games and 24 games, respectively, always rounding the number of games up. You cant play 0.05 of a game, after all.
B is a value that the tiers themselves set to try to tweak the number of games people need to play to achieve a target COIL, but essentially, as the number of games increases, your COIL increases until it reaches the maximum value (40 times your GXE). So, if you have 80 GXE, your COIL would eventually reach 3200, but wouldnt go above that unless you managed to increase your GXE.
What this roughly boils down to that having a higher B value is good if you want a greater difference in games played between gxes, and a higher COIL if you want higher GXE requirements. The equation is set up so that as N increases, the section of 2^(-B/N) will trend towards 1, as B/N trends lower and lower towards 0. It being a negative power is necessary for COIL to start small and accumulate over larger games.
For further explanation, this thread from Antar from back in the day should explain things in greater detail.
I have also made a desmos program that you can play around with the values with this calculation here, if anyone prefers a more visual representation of what COIL means. In this calculation, C is COIL, b is B, and x is the GXE people have. The y-axis is the number of games people would have to play with x GXE. There are some visual aides in the form of bars at GXE values of 70, 80 and 85. In the example its set to open at, this would mean that 70 GXE would attain COIL reqs of 2400 after 71 games, 80 GXE would attain them after 38 games, and 85 GXE would attain them in 31. By tweaking these values so that C=2600, and b=9, you can see that it would turn into 85 games, 31 games and 24 games, respectively, always rounding the number of games up. You cant play 0.05 of a game, after all.
COIL is not something unfamiliar to Smogon users of a certain age. It was the metric by which reqs were done when I first joined the website, and continued to be used for several years before it was shut down by Zarel on account of people misusing it all the time by having a minimum GXE that didnt match what the actual minimum gxe of the COIL was. In bringing COIL back, it will not be used with game limits of any sort, and if anyone notices a tier using them, message me so I can go yell at the tier leader in question.
COIL is more generally customisable than current GXE-based suspect qualifications. Tiers can customise the formula to suit their own particular ladder needs, both making reqs easier for tiers with inactive ladders, or raising the bar for reqs in tiers where the GXE benchmarks are currently too low. It is also a more tangible goal when laddering for reqs, as COIL will trend upwards over a larger sample of games, as opposed to just having a GXE target.
One of the main aspects of COIL that appeals to me is the fact that it scales down the GXE floor that requires reqs in a lot of cases, especially for lower tiers who currently have ladders where the established GXE values are more difficult to achieve, and currently suffer from lower voter counts than they used to, in spite of the player base still remaining strong. It doesnt clear the hassle hurdle at the moment, and COIL can help overcome that. In addition to that, COIL should also remove a lot of stress from getting reqs, as it trends upwards as the number of games played increases. Getting reqs in 50 games with 80 GXE is easy to measure, but it isnt as stressful if you know that with a GXE of 79.6, you'll still get reqs in 5 more games. This also means players can continue laddering after getting reqs if they want to, because it is easier to gain back any losses in COIL over a number of games played. However, this aspect is not for all tiers, especially those that already have very high voter turnout, which is why this system will be opt-in.
Implementing COIL for a tier will also remove the current 30 game minimum requirement for players who are substantially above the level of the ladder within that tier. Right now, if you can quickly amass a GXE several points higher than the current minimum required in the 30 games, you still have to play the minimum 30 games (potentially losing the GXE to luck along the way). However, with this system, once you reach COIL, you can get reqs immediately, letting players get reqs faster if calibrated right. This will largely be edge cases, or people achieving reqs in around 25 games or so, but is still something that we anticipate to have a positive effect on suspect participation.
This is primarily going to be useful for lower tiers that are currently struggling with the rigidity of the current system. COIL has been introduced to all ladders on PS already, but this is opt-in by tier leaders, tiers like OU have already expressed a preference to stick to the current reqs system. Without being used for suspects, the COIL tab for other tiers will be only for aesthetics. This also will not be used in any Old Gen OU ladders to get suspect reqs, as those tiers will continue with the existing qualification setup.
TL;DR:
COIL was a system we used to use for rating suspect tests, which we're bringing back now for some tiers with a few tweaks as we believe it'll be a fairer and more achievable system for getting reqs in tiers that the current system isnt working for. You ladder until your COIL reaches the number specified in the OP of the suspect. This will not be mandatory for all tiers.