The Once and Future RETARDED BALANCER. - Page 2

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  1. #11
    Administrator SAM's Avatar
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    Quote Originally Posted by HIGH[+]AdRiaN View Post
    We cant just try the system that i suggested?
    The system you suggested....we haven't fully tried the one from @Higor. I'm all for trying again but the fundamental issues around client identification need to be addressed first.

    'On the fly' balancing won't work due to the nature of siege. You might be thinking 'I'd be fine being switched' but if it came to a point where your team was underdog, started winning after a massive wrestling match and you get switched due to your performance? You can never have on the fly balancing. Nor will you ever get a fully balanced match unless teams are locked and we add a 'joins' queue. The joins queue the balancer could pick the best person to join.
    Last edited by SAM; 10-26-2015 at 01:00 PM.

  2. #12
    Killing Spree jay2's Avatar
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    Balancer should be tied to ASC id instead of name.
    irc.globalgamers.net #codereview

  3. #13
    Whicked Sick Chamberly's Avatar
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    Quote Originally Posted by jay2 View Post
    ASC id
    ASC id can be cheated just like Nexgen id can be changed... if you didn't know that.


    http://irc.lc/globalgamers/uscript for uscript discussion.

  4. #14
    Dominating Scourge's Avatar
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    Quote Originally Posted by Chamberly View Post
    ASC id can be cheated just like Nexgen id can be changed... if you didn't know that.
    What information is available to the server that is specific to a player? Is there nothing that can't be changed, at least not easily?

  5. #15
    francoise's Avatar
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    La problématique de l'auto balance des équipes est complexe.
    Souvent lorsqu'une équipe est "trop forte", le flux des départs de joueurs devient important dans le camp de l'équipe perdante. S'il n'est pas compensé par l'entrée de nouveaux joueurs, la partie devient sans intérêt et termine à 5 contre 3 (par ex.)
    Le fait que les joueurs sur "siege" ne puissent se déplacer d'eux-mêmes est aussi un gros soucis (bien entendu, il faut que le joueur qui se déplace ne déséquilibre pas la partition entre les équipes). Dans ce cas de figure, on pourrait admettre qu'un joueur puisse se déplacer dans l'hypothèse où il manque au moins un joueur dans l'équipe faible. Ca m'est arrivé à plusieurs reprises, les faibles manquaient d'un joueur, mais je ne pouvais les rejoindre. Ceci devrait pouvoir se corriger au niveau de la programmation de l'autobalance...
    surrealist painter
    Blog : http://blog-bjl.bjl-multimedia.fr

  6. #16
    The Big Ticket Moskva's Avatar
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    Season ranks: MLSG - #45 Semis, MLSG II - #38 Finals, MLSG III - #34 Finals, GU.Siege - #32 5th Place, IST - #11 CHAMPION

  7. #17
    Moderator ][X][~FLuKE~][X]['s Avatar
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    One name, no aliasing on the siege server, pug it doesn't matter. System can then be implemented unique to that players name. Problem solved.....

    Groundhog day subject......... most players DGAF

  8. #18
    Whicked Sick Higor's Avatar
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    What the hell I never get to play on Adrian's or Dangerboy's team anyways, aliasing or not.
    On the other side I'm way more likely to play with Camilo than against him...
    Balancer does do funky things.
    ------------------------------------- * -------------------------------------

  9. #19
    Rampage (bO.o)b's Avatar
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    Certain players join a game and Suicide over and over to lose cookies, thus playing the system.

    For this reason (and the fact that certain players do better on certain maps), the balancer will never truly work.

    I'd turn it off if this was my server. It makes as many problems as it solves.

    A better mod would be something that Randomly Scrambles players just before a game starts, so at least we could be assured that a stacked team from the previous game will not carry over to the next.
    Last edited by (bO.o)b; 12-28-2015 at 05:36 PM.
    I Didn't 'Make' NIVEN, I Just Made It Last Forever.

  10. #20
    Administrator SAM's Avatar
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    Don't worry. There is (I think) a balancer in the works which takes 'map strength' into account too.

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