Here is one example (from many):
5 days after ChIcKeNcRoSsRoAd hit 2830 (20-Jan-2010) he is under 2400 :
22: - 2394 W 2461 LinusO [ Br 3 0] --- PW Mon Jan 25, 04:28 PST 2010
What this show about rating or "rating" system on fics, well its pretty easy : turbulences 200-400 points are something very common, with which system allowing selecting opponents has to live. FICS "rating" is uncomparable with FIDE (imagine Carlsen to have one day 2800+ and few days later under 2400 - sounds like nonsense true ?) ....
Now question : which skills measure fics rating ? How big(in real seems low) is preciseness of measured values ?
Sounds that right is this hypothesis : with accuracy X +-200 is X actual rating measured by fics. So if somebody has on fics in bughouse rating X, then his strenght (of whatever measured) is from somebody able lose with "himself" (=somebody with same rating) 0:10 to somebody able beat "himself" 10:0. So it saying almost nothing. Or we can say it is divide players into levels of 400 points groups - like 1000-1400,1400-1800,1800-2200,2200-2600 thats all, bigger accuracy is impossible with current rating.
The another question is what the best measure and what the rating from viepoint of skills measure ? Sure if rating should measure not good moves of team, but more human weakness and ability of premoves in 2 0 like time controlls, fine. This view of bughouse on fics as more or less arcade mouse game can be for some peoples fine. But it is not fine for anybody who likes exact rating system which works for FIDE and for somebody who likes measure good moves of team (human or computer or half computer doesnt matter).
I think I finally understand the view of some peoples on fics and also I am sure its something what I can accepts as arcade casino rating game, but not so far as chess skils !
And I understand why such peoples so hate computer teams, because against computer is hard to premove in 2 0 and in 1 1 u have to play good moves !
My vision of bughouse was always mostly as game of good moves in some blitz speed, what is opposite to fics with vision of fast bad pre-moves.
Of course You can ignore premoves and play or 1 1 (if You will find opponents on fics) or try play it in 2 0 or 3 0, but then You can always have to count that who will be insane premover can damage game making from it last 10s premove casino gambling in which is better and in which doesnt matter if good moves are played, cos only time counts ...
True hell for thinking players isnt it ?
In this OTB has atleast 2 little advantages : You see opponents hands and nobody can really be much faster than anybody else.
Also You can play delay like bronstein time control on Czech Open !
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* NEW CHESS SERVER without fics restrictions and limitations made !! *
* Based on open source project BICS *
* http://bughousechess.wz.cz/BICS/CzechOpen
* Extra: BughouseWars : TEAM rating, simuling, bronstein time control *
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* NEW CHESS SERVER supporting BUGHOUSE is on ! No more FICS limitations! *
* Based on original Fermy's BPGNView javascript and BICS ideas *
* 2020 we celebrating year of bughouse doubles chess, new online solutions coming *
* OnlineA.org eu node is live now
* Web browser based see http://ONLINEA.eu (big improvements 2021) *
* (or directly now on : http://77.93.202.198:36701 ) *
* Whole family/club can play from single place, any PC,tablet,smartphone *
* All players of good will are welcome !!! We do it for game !!! *
* Extra ideas: a bit slower games with bronstein (delay = time for move) *
* Doubleboard lag Compensator implemented! Team Rated,Simul,Wild bughouse*
* See on video: https://www.youtube.com/channel/UCTsj5AjfxsDuEUQz5X4kPyg *
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Simple team rating calculating in simul logic and fact that strong player cannot use his abilities with much weaker: implemented on onlinea.eu is based on simple logic that the gained or lost rating points are divided in team more to weaker player if is much weaker than his pard, this way it motivates stronger to pard weaker and teach them without losing rating too much and if simuling it going to limit of both has about same rating in team.
Chess.com SKAcz(0) profile notes:
# Main principle of BUGHOUSE realtime DOUBLE(s) CHESS: #
# TIME determine when TO PLAY, POSITION when TO SIT (and think) ! #
# Number of moves on both boards should be about the same ! #
http://bughousechess.wz.cz
Time control 3 0 (or X 0 in general) is obsolete for bughouse doubles chess, same way as 5 0 is obsolete for standard blitz chess, where most people prefer time control with some time per/for move like 3 2 etc. It's only a matter of time before new players realize that a 3 0 bughouse is actually the same as a 1 0, plus annoying waiting, and most will stop playing the bughouse because it places it among the disciplines suitable mainly for young people fast with a computer mouse and lag-free internet. It is also no wonder that many young enthusiastic buggists later completely abandoned this game. Compare it to blitz chess, which can be entertained and promoted by all generations, whole families. This is much closer to what we in Europe call sustainable development, right?
Are You interested in higher quality of moves? Discover beauty of bughouse chess combinations in real time but not in insane speed ? See project onlinea.eu, where You can play also time controls allowing slower game, without last seconds flagging. Or play simul on both boards. With unique complete 2 boards lag compensator. All what will be never implemented here.