@Leif, let me help further clarify with another example. The absolute rating benefit from winning is not the only thing in play here. What's more important to look at is the ratio of the possible benefit from winning versus the penalty for losing.
Here is an example with n players, each with the same rating (just for simplicity in illustrating things).
Let's use a small tweak to the system that I proposed above (these are just choices on the parameters within the pairwise adjustment framework that Oli has described):
Win/Loss: 1/0, K=15/(n-1)
Draw/Loss: 1/0, K=15/((n-1)*d)
Draw/Draw: 0.5/0.5, K=3/((n-1)*d)
Loss/Loss: n/a, K=0 (no adjustment between these pairs)
Note: The only change is that I changed "n" to (n-1). The choices of 15 and 3 are somewhat arbitrary. If one wants faster convergence, but larger swings, these numbers can be increased. Likewise, for slower convergence, but smaller swings, these numbers would be decreased. The relative size of the choices of 3 and 15 are to deemphasize the equalizing effect of the people you share the draw with in favor of emphasizing the effect of gain from the people that were defeated.
Since everyone has the same rank, the expected result between each pair is 0.5 (i.e., the model expects them to do equally well since they have the same rank). This makes it easy to calculate what happens to a player's ranking if he wins, loses or draws.
If a player wins, he gets (n-1)*(15/(n-1))*(1-0.5) = 7.5 pts added to his rating.
If a player loses, (whether the game ends in a draw or a solo), he loses 7.5/(n-1) pts from his rating.
If a player has a d-way draw, he gains 7.5*(n-d)/(n-1) pts to his rating.
Remember, these calculations are just for illustrating with this simple example where everyone had the same rating before the game.
So, with using the (n-1) normalization, you would gain 7.5 pts to your rating for winning any size game. However, this is balanced by the fact that if you lose, you will only lose (7.5/33) = .227 pts in a 34-player game, but will lose 7.5 rating pts for a 1v1 game.
You don't have a better shot of increasing your rating by playing 1v1 games, since you risk losing more pts (because you have a better chance of winning). Assuming these equally ranked players all have equal skill, and hence should each win 1/34th of the time that the game ends with a solo, you can see that the expected gain from wins/losses balances each other out. Similarly the rating pts gained and lost in draw situations (assuming that each player would have an equally likely chance of making the draw) gets balances out as well.
A player may be able to play more 1v1 games in a shorter period of time, but that would only make their rating converge faster toward the correct rating, and not give them an unfair edge on increasing their rating.
If we remove the (n-1) normalization, then a player would stand to gain (n-1)*7.5 rating pts from winning a game, while risking the loss of the 7.5 rating pts from losing. You can see that they would still balance each other out, except that now, there is substantially more variability (larger swings) introduced for large games. In fact, a 34 player game would have 33 times the impact as a 1v1 game. The upswing from winning these games could be so large that the adjustment could easily overshoot, leaving the player temporarily over-rated. This also in essence gives larger games more weight, which I think is unjustified. From an estimation standpoint, one should not give a data point (a game) more weight simply because it took more time to play or represented more psychological effort against a larger group of players. One should only a data point more weight if it represents more meaningful information. At the end of the day, the outcome of any diplomacy game comes with substantial uncertainty despite relative skill. In fact, one could perhaps argue that larger games have more uncertainty/randomness due to the complex interplay of the increased number of players, while 1v1 matches are much more indicative of the relative skill between two players. However, I think it is reasonable to leave the weighting between games of different sizes similar.
Yet another option would be to use the "n" normalization as I originally suggested. Counter-intuitively, this would actually give larger games slightly more relative weight than smaller games. You can see that by using the n scaling factor, winning a game would earn you 7.5*(n-1)/n pts while losing would cost you 7.5/n pts. The balance between winning and losing is the same, but now, there is a (n-1)/n factor hitting the winning benefit of each game. This factor hits 1v1 (2 player) games with a 1/2 reduction factor. It hits 3-players games with a 2/3 reduction factor, and 34 player games with a 33/34 reduction factor. Thus, in the extremes, a very large game would almost be twice as much important as a 1v1 game. This isn't too ridiculous and perhaps its reasonable to give larger games slightly more weight like this since arguably larger games with the complex interaction between many players is more representative of what diplomacy should be about than the pure tactical battle of a 1v1 game.
Thus, I would perhaps recommend using the n normalization as I originally proposed:
Win/Loss: 1/0, K=15/n
Draw/Loss: 1/0, K=15/(n*d)
Draw/Draw: 0.5/0.5, K=3/((n*d)
Loss/Loss: n/a, K=0 (no adjustment between these pairs)