The current rating system (Glicko-2) works reasonably well here, but as you might notice, if you go to players' rating profiles, they never have an RD less than 60. The formulas of Glicko-2 (specifically volatility related formulas) prevent RD from decreasing under 60 or roughly thereabouts when the rating updates after a single game result.
Why does this happen? It's complicated but in the words of the author of the Glicko-2 system: "The Glicko-2 system works best when the number of games in a rating period is moderate to large, say an average of at least 10-15 games per player in a rating period". It has to do with the way RD' is calculated in the Glicko-2 system and because it's a function of the new variable volatility, which is designed in the Glicko-2 system to update after a moderate amount of games at a time (10-15+) rather than a single game, as single games do not allow the formulas needed to calculate volatility enough data to accurately measure how far a single game performance should vary from the expectation per rating update period. Volatility is absent in the regular Glicko system.
However RD should keep decreasing until a floor of about 40 if a player is very active as their rating should become more statistically significant if they play many games in a short period. A minimum RD of ~60 simply does not reflect this. The regular Glicko system allows RD to keep decreasing to the recommended floor of 30-50, rather than 60.
Additionally, the formulas for the regular Glicko system, which beyond being much more simple than Glicko-2, also allow RD to increase as a function of time (periods of inactivity). Which would also be a more efficient solution for choosing which players should be shown on leader boards or have active ranks (could simply be a condition of RD < 100 is required to be on the leader board for example)
Tl;dr: The Glicko rating system is better than Glicko-2 for live servers where ratings update after every game played as Glicko-2 was designed to work for ratings to update after a medium to large (10-15+) sample of games. Implementing Glicko would solve the issue of RD not decreasing under 60 (which it definitely should) and also allow players' RD to increase after periods of inactivity.
Why does this happen? It's complicated but in the words of the author of the Glicko-2 system: "The Glicko-2 system works best when the number of games in a rating period is moderate to large, say an average of at least 10-15 games per player in a rating period". It has to do with the way RD' is calculated in the Glicko-2 system and because it's a function of the new variable volatility, which is designed in the Glicko-2 system to update after a moderate amount of games at a time (10-15+) rather than a single game, as single games do not allow the formulas needed to calculate volatility enough data to accurately measure how far a single game performance should vary from the expectation per rating update period. Volatility is absent in the regular Glicko system.
However RD should keep decreasing until a floor of about 40 if a player is very active as their rating should become more statistically significant if they play many games in a short period. A minimum RD of ~60 simply does not reflect this. The regular Glicko system allows RD to keep decreasing to the recommended floor of 30-50, rather than 60.
Additionally, the formulas for the regular Glicko system, which beyond being much more simple than Glicko-2, also allow RD to increase as a function of time (periods of inactivity). Which would also be a more efficient solution for choosing which players should be shown on leader boards or have active ranks (could simply be a condition of RD < 100 is required to be on the leader board for example)
Tl;dr: The Glicko rating system is better than Glicko-2 for live servers where ratings update after every game played as Glicko-2 was designed to work for ratings to update after a medium to large (10-15+) sample of games. Implementing Glicko would solve the issue of RD not decreasing under 60 (which it definitely should) and also allow players' RD to increase after periods of inactivity.