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View Full Version : BAN ALIASING



neuralfraud
04-26-2015, 11:35 PM
Ref: http://www.unrealkillers.com/f44/balancer-aliasing-3274/

There are really good players, who alias (sometimes under absolutely ridiculous names *cough* *cough*youknowwhoyouare*Cough*). The fact that they register a new nick and come in means that they start with a base cookie count. This causes massive imbalance as the "SmartCTF" attempts to sort teams based on the cookie count for each player, which presumably makes for a well-balanced set of teams.

So what happens when these fucking people come in with some random bullshit nickname? They get placed on a team which is nominally weaker, and then we have matches where the score is 17 to 2.

Therefore, I propose a simple method for sorting out aliasing.

Let them alias.

It's assumed each player has a unique ID, right? so can't this unique ID be used to track the player in smartCTF?

Am I posting absolute nonsense here or is there something (admittedly simple) to this?

I could care less what the names are, as long as there's some semblance of normalization of teams otherwise ...shit gets frustrating real quick.

Thats all. peace.

UT-Sniper-SJA94
04-27-2015, 04:19 AM
My cookies don't change when I use different nicks, still have 90 -120 on the combo server. I know a certain character that will reset your cookies pretty much every time you go in the server hours apart, found out by accident lol. It could of just been a coincidence though, i would go into the server and hHVA 50 cookies, gone up to 80-90 in a few games, then I'll come back later to find my cookies reset, with the same nick might i add.

This might of just been to do with my connection crashing 100 times a day, and I just got another IP several times a day.

SAM
04-27-2015, 04:40 AM
neuralfraud thanks. We definitely had not thought of that before!

neuralfraud
04-27-2015, 10:54 AM
yea yea how am I supposed to know what you have and have not thought of before?

If simply changing your nickname doesn't necessarily trick the server then there probably isn't really much of a problem. I apologize for using a such a clickbait subject. Most of the time it seems teams end up being stacked and I don't really understand how the entire system works in the first place, so I'm more or less just ranting based on observation.

it would certainly be *nice* *if* the stats calculated multi-dimensional "cookies" based on other attributes, such as a player's likelihood to run the flag, cap the flag, or strongly defend a carrier - its certainly possible ...oh, shit. I know ...you've thought of that too? :D

SAM
04-27-2015, 11:52 AM
That would be far too difficult. There'd be too many things to take into account and unfortunately. One day I may feel like running. The next day feel like covering. The way the rules are set, there should be specific position one plays. Anyway.

UT-Sniper-SJA94
04-27-2015, 12:04 PM
What really needs to be changed is the point system, there are noobs with 40 kills and 400 points who just hide for flag kills, and then you have a flag runner with 3 or 4 caps with only 200.

The balancer should reset the players time if they have been in spec for a long time, instead of it taking off stupid amounts of cookies if someone joins later.

Fnx
04-27-2015, 01:47 PM
What really needs to be changed is the point system, there are noobs with 40 kills and 400 points who just hide for flag kills

lmao it's true

UT-Sniper-SJA94
04-28-2015, 06:29 PM
Aliasing sure does cause uneven teams:

Unreal Tournament Stats - Powered by UTStats (http://www.unrealkillers.com/usstats/?p=match&mid=83341) 11 - 2,
Unreal Tournament Stats - Powered by UTStats (http://www.unrealkillers.com/usstats/?p=match&mid=83339) 5 - 13,
Unreal Tournament Stats - Powered by UTStats (http://www.unrealkillers.com/usstats/?p=match&mid=83340) 1 - 14

The balancer is useless full stop.