@Mittag
That is actually a good summary of what my rating system (I will adopt the term 'mRating') does in its core.
I have to say, I got annoyed at some of your previous posts. When you e.g. claim that something is 'obviously' true without giving any explanation as to why, then I am left wondering whether you just neglected to explain your thought process and it is worthwhile to figure out what it is, or whether you just didn't have that much of a thought process when you made the claim.
I like this post, though. Like I said, I think it summarizes well what mRating and the other rating systems do. I will now address the concern you raised with mRating supposedly stimulating players to throw the game if they are about to be eliminated. Some if it is true, some of it is not, and some of it needs nuance.
"However, for players who are eliminated or who are just about to be eliminated, (3) does make a difference. If you're the fifth rank and get eliminated in a game that ends with a solo, then mPoints will say that you were expected to loose. You will not loose that many points. But if you're the fifth rank and you get eliminated in a game that ends in a five-way draw, then mPoints will say that you were expected to be in that draw. You will loose more points."
In this scenario, if you are the fifth ranked player in the match, then you will be expected to win with less than 1/5 probability, so if the game ends in a solo, so you will be expected to get in between 0 and 1/5th of the pot. If the game ends in a 5-way draw, then you can at most get 1/5th of the pot, so you will be expected to get in between 0 and 1/5th of the pot, too.
Admittedly, these two expected numbers need not to be the same, though. I think you can find examples where they are the same, but let's for the sake of the example make that not be the case: Assume that the four players who are higher ranked than you, are rated much higher than you, and all the other players in the game are rated much lower than you. Then if the game ends in a solo, the probability you will be the winner will be close to 0 (since there are four players who are rated much higher than you), so your expected gain will be close to 0. If the game ends in a draw, the probability you will be in it will be close to 1 (since there are only four players who can be expected to fare better than you, and the rest is expected to almost certainly fare worse than you). so your expected gain will be close to 1/5th of the pot. So in this instance, yes, you DO gain from throwing.
"The consequence is that any player who is about to loose a game, should try to throw the game."
No, it doesn't extend that way. Suppose for instance that you are the highest rated player in the game. Then if your rating is sufficiently high, you may as well be expected to win with a probability higher than 1/5 if the game ends in a solo, so if the game does end in a solo, you will be expected to gain more than 1/5th of the pot. If the game ends in a 5-way draw however, you cannot be expected to win more than 1/5th of the pot. As a consequence, if you are about to be eliminated, you have an incentive to NOT throw.
This effect undeniably exists. I don't think it is that big, though. These examples were all quite contrived; in a real game, if you are the 5th highest rated player, the 4th and 6th highest rated players are probably rated quite similar to you, and it would not be obvious what the difference between throwing or not throwing the game would mean to your rating.
I don't like this effect, though. I said in my initial post already that in this aspect, I like GhostRating MORE than my own rating system. The reason why I choose to do mRating in this way anyway is twofold: it is both political and practical.
The political reason is that I wanted a rating system that is strictly better than vRating so that there would be no discussion which would be better. I do think it is strictly better than vRating. Any effect the score of other players in your game has on your change in mRating is not depending on their rating (so no headhunting!) and is likely smaller and less obvious than the effect would be under vRating. (Under vRating for instance, if you are losing and you can manage to throw the game to a high rated player, that always greatly reduces the vPoints you will lose from the game). If I were to adopt the logic of GhostRating, which in principe I like more, I would potentially be advocating for a rating system that translates worse across multiple variants than vRating does. High rated players would have an incentive to only play on maps where a large percentage of players tend to get eliminated.
I know of a way to potentially solve that issue, though: We can use machine learning to apply the rating differently across multiple variants in such a way that players are no longer encouraged to play specific variants because of their rating. However, that brings me to the practical reason for making mRating the way it is: That would be more work. Even if I did all the work, I wouldn't know if everyone in the community would prefer my rating system over vRating, as it would still introduce the effect of high rated players losing points in a draw in some instances.