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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by dyn*:

 

Added to wish list for Version 2.

That's one way to get me to shut up about it. :P lol!! I love you Papa (not like that... unless you're into that... then what the hell).

 

We want to to once we're able to take advantage of it.

 

Thanks again :ohmy:

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Originally Posted by kcuestag*:

 

I definitely need to see a Debug Level 7 plugin.log to understand what is going on. I moved the check well ahead of the unstacking code, so I'm not sure what could cause that to happen.

 

Just a sanity check: Same Clan Tags In Squad is set to True, correct?

 

EDIT: Ah, a possible explanation. Doruko666 has two tags. On PC he is PVTA but on XBox he is SDI. It is possible the plugin picked up the SDI tag instead of the PVTA tag. Again, the Debug Level 7 log will prove one way or the other.

Yes, "Same Clan Tags in Squad" is set to True.

 

I will use Debug 7 and wait until it happens again. :smile:

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Originally Posted by PapaCharlie9*:

 

Yes, "Same Clan Tags in Squad" is set to True.

 

I will use Debug 7 and wait until it happens again. :smile:

You'll probably be waiting a long time. :smile:

 

I'm almost positive it's because that one player has the same player name for both PC and xbox, but different tags. That's definitely a bug. It's a bug that's also in Battlelog Cache and Insane Limits, they all use the same code. Fortunately, that's a rare situation. Most players that play xbox or ps3 use a different player name than the one for PC, and even if they use the same name, they don't both have tags that are different. I'll still fix it, though.

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Originally Posted by kcuestag*:

 

You'll probably be waiting a long time. :smile:

 

I'm almost positive it's because that one player has the same player name for both PC and xbox, but different tags. That's definitely a bug. It's a bug that's also in Battlelog Cache and Insane Limits, they all use the same code. Fortunately, that's a rare situation. Most players that play xbox or ps3 use a different player name than the one for PC, and even if they use the same name, they don't both have tags that are different. I'll still fix it, though.

Thanks, I removed our clan members from the whitelist, my self included, so that we can test to see if the plugin splits us when we're in same squad. :smile:
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Originally Posted by tarreltje*:

 

My server is running Canals and Kharg TDM, and Metro Conq small. I was wondering wat kind of settings you recommend. At the settings thread i see for conquest the advice is to turn of the unstacker, to not get many rage quiters. But in like SQDM its turned on, as i see SQDM kind the same as TDM...

 

I already have seen some rage quiters on the metro map unfortunately..

 

So what do you recommend, unstack on off, and for section 3;

 

3 - |Early Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - |Mid Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - |Late Phase: Ticket Percentage To Unstack: 0, 0, 0

3 - |Early Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - |Mid Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - |Late Phase: Balance Speed: Stop, Stop, Stop

 

Im kinda lost atm..

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Originally Posted by PapaCharlie9*:

 

My server is running Canals and Kharg TDM, and Metro Conq small. I was wondering wat kind of settings you recommend. At the settings thread i see for conquest the advice is to turn of the unstacker, to not get many rage quiters. But in like SQDM its turned on, as i see SQDM kind the same as TDM...

 

I already have seen some rage quiters on the metro map unfortunately..

 

So what do you recommend, unstack on off, and for section 3;

 

3 - |Early Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - |Mid Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - |Late Phase: Ticket Percentage To Unstack: 0, 0, 0

3 - |Early Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - |Mid Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - |Late Phase: Balance Speed: Stop, Stop, Stop

 

Im kinda lost atm..

How many tickets for each mode? That makes a difference.

 

Unstacking is turned off for SQDM. The key unstacking settings are defaulted to 0 in SQDM.

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Originally Posted by PapaCharlie9*:

 

Thanks, I removed our clan members from the whitelist, my self included, so that we can test to see if the plugin splits us when we're in same squad. :smile:

For future reference, you can disable the whitelist without having to change it with On Whitelist set to False, in Section 2.
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Originally Posted by Jaythegreat1*:

 

Here is a bit of data..

 

Running 0, 120, 150

 

 

[18:35:34 53] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[18:35:34 53] [MULTIbalancer] Status: Map = Sharqi Peninsula, mode = Assault64, time in round = 00:39:12, tickets = 0/214

[18:35:34 53] [MULTIbalancer] Status: 0/21 raged, 10 reassigned, 2 balanced, 8 unstacked, 2 unswitched, 10 excluded, 161 exempted, 0 failed; of 618 TOTAL

[18:35:34 53] [MULTIbalancer] Status: Team counts [35] = 17(US) vs 18(RU), with 1 unassigned

[18:35:34 53] [MULTIbalancer] +------------------------------------------------+

 

 

[19:00:02 01] [MULTIbalancer] Status: Map = Ziba Tower, mode = Conquest Domination, time in round = 00:23:10, tickets = 0/127

[19:00:02 01] [MULTIbalancer] Status: 0/9 raged, 7 reassigned, 6 balanced, 8 unstacked, 2 unswitched, 94 excluded, 262 exempted, 0 failed; of 835 TOTAL

[19:00:02 01] [MULTIbalancer] Status: Team counts [42] = 21(US) vs 21(RU), with 3 unassigned

[19:00:02 01] [MULTIbalancer] +------------------------------------------------+

 

[19:16:14 92] [MULTIbalancer] Status: Map = Operation 925, mode = Conquest Domination, time in round = 00:02:55, tickets = 132/0

[19:16:14 92] [MULTIbalancer] Status: 0/14 raged, 12 reassigned, 0 balanced, 4 unstacked, 3 unswitched, 78 excluded, 362 exempted, 0 failed; of 805 TOTAL

[19:16:14 92] [MULTIbalancer] Status: Team counts [61] = 30(US) vs 31(RU), with 1 unassigned

[19:16:14 92] [MULTIbalancer] +------------------------------------------------+

 

[19:45:27 96] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[19:45:27 96] [MULTIbalancer] Status: Map = Death Valley, mode = Conquest Large, time in round = 00:20:16, tickets = 0/38

[19:45:27 96] [MULTIbalancer] Status: 0/36 raged, 17 reassigned, 2 balanced, 1 unstacked, 1 unswitched, 15 excluded, 228 exempted, 0 failed; of 583 TOTAL

[19:45:27 96] [MULTIbalancer] Status: Team counts [58] = 26(US) vs 32(RU), with 0 unassigned

[19:45:27 96] [MULTIbalancer] +------------------------------------------------+

 

[20:10:50 46] [MULTIbalancer] Status: Map = Damavand Peak, mode = Conquest Large, time in round = 00:23:57, tickets = 133/0

[20:10:50 46] [MULTIbalancer] Status: 0/24 raged, 16 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 0 excluded, 157 exempted, 0 failed; of 650 TOTAL

[20:10:50 46] [MULTIbalancer] Status: Team counts [63] = 31(US) vs 32(RU), with 0 unassigned

 

[20:30:42 49] [MULTIbalancer] Status: Map = Sabalan Pipeline, mode = Conquest Large, time in round = 00:18:31, tickets = 178/0

[20:30:42 49] [MULTIbalancer] Status: 1/16 raged, 11 reassigned, 1 balanced, 4 unstacked, 0 unswitched, 2 excluded, 210 exempted, 0 failed; of 560 TOTAL

[20:30:42 49] [MULTIbalancer] Status: Team counts [63] = 31(US) vs 32(RU), with 0 unassigned

[20:30:42 49] [MULTIbalancer] +------------------------------------------------+

 

[20:56:06 07] [MULTIbalancer] Status: Map = Alborz Mountains, mode = Conquest Large, time in round = 00:23:44, tickets = 0/79

[20:56:06 07] [MULTIbalancer] Status: 0/25 raged, 12 reassigned, 1 balanced, 4 unstacked, 1 unswitched, 8 excluded, 139 exempted, 0 failed; of 436 TOTAL

[20:56:06 07] [MULTIbalancer] Status: Team counts [57] = 29(US) vs 29(RU), with 1 unassigned

 

 

----------------------------------------------------------------------------------------------------------------

Running 0, 120, 120

 

 

 

[21:48:26 12] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[21:48:26 12] [MULTIbalancer] Status: Map = Operation 925, mode = Conquest Domination, time in round = 00:20:29, tickets = 0/91

[21:48:26 12] [MULTIbalancer] Status: 0/5 raged, 7 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 4 excluded, 139 exempted, 0 failed; of 296 TOTAL

[21:48:26 12] [MULTIbalancer] Status: Team counts [23] = 11(US) vs 12(RU), with 1 unassigned

[21:48:26 12] [MULTIbalancer] +------------------------------------------------+

 

[22:08:27 93] [MULTIbalancer] Status: Map = Donya Fortress, mode = Conquest Domination, time in round = 00:18:47, tickets = 0/7

[22:08:27 93] [MULTIbalancer] Status: 0/14 raged, 27 reassigned, 1 balanced, 0 unstacked, 1 unswitched, 23 excluded, 364 exempted, 0 failed; of 1147 TOTAL

[22:08:27 93] [MULTIbalancer] Status: Team counts [59] = 29(US) vs 30(RU), with 0 unassigned

[22:08:27 93] [MULTIbalancer] +------------------------------------------------+

 

[22:27:19 96] [MULTIbalancer] Status: Map = Scrapmetal, mode = Conquest Domination, time in round = 00:17:35, tickets = 92/0

[22:27:19 96] [MULTIbalancer] Status: 0/24 raged, 11 reassigned, 2 balanced, 4 unstacked, 2 unswitched, 6 excluded, 461 exempted, 0 failed; of 1052 TOTAL

[22:27:19 96] [MULTIbalancer] Status: Team counts [58] = 29(US) vs 29(RU), with 2 unassigned

[22:27:19 96] [MULTIbalancer] +------------------------------------------------+

 

[22:59:57 08] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[22:59:57 08] [MULTIbalancer] Status: Map = Bandar Desert, mode = Conquest Large, time in round = 00:31:05, tickets = 0/191

[22:59:57 08] [MULTIbalancer] Status: 0/27 raged, 13 reassigned, 7 balanced, 4 unstacked, 2 unswitched, 11 excluded, 99 exempted, 0 failed; of 369 TOTAL

[22:59:57 08] [MULTIbalancer] Status: Team counts [46] = 22(US) vs 24(RU), with 0 unassigned

[22:59:57 08] [MULTIbalancer] +------------------------------------------------+

 

[23:18:37 35] [MULTIbalancer] Status: Map = Ziba Tower, mode = Conquest Domination, time in round = 00:17:22, tickets = 0/79

[23:18:37 35] [MULTIbalancer] Status: 0/14 raged, 10 reassigned, 2 balanced, 4 unstacked, 0 unswitched, 32 excluded, 474 exempted, 0 failed; of 1000 TOTAL

[23:18:37 35] [MULTIbalancer] Status: Team counts [45] = 22(US) vs 23(RU), with 1 unassigned

[23:18:37 35] [MULTIbalancer] +------------------------------------------------+

 

[20:33:00 88] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[20:33:00 88] [MULTIbalancer] Status: Map = Ziba Tower, mode = Conquest Domination, time in round = 00:19:05, tickets = 0/47

[20:33:00 88] [MULTIbalancer] Status: 0/10 raged, 11 reassigned, 0 balanced, 0 unstacked, 0 unswitched, 116 excluded, 438 exempted, 0 failed; of 1054 TOTAL

[20:33:00 88] [MULTIbalancer] Status: Team counts [41] = 18(US) vs 23(RU), with 0 unassigned

 

[20:52:34 35] [MULTIbalancer] Status: Map = Operation 925, mode = Conquest Domination, time in round = 00:18:12, tickets = 0/33

[20:52:34 35] [MULTIbalancer] Status: 0/13 raged, 15 reassigned, 1 balanced, 1 unstacked, 1 unswitched, 96 excluded, 240 exempted, 0 failed; of 891 TOTAL

[20:52:34 35] [MULTIbalancer] Status: Team counts [46] = 23(US) vs 23(RU), with 0 unassigned

[20:52:34 35] [MULTIbalancer] +------------------------------------------------+

 

[21:21:00 89] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[21:21:00 89] [MULTIbalancer] Status: Map = Kiasar Railroad, mode = Conquest Large, time in round = 00:07:09, tickets = 16/0

[21:21:00 89] [MULTIbalancer] Status: 1/24 raged, 21 reassigned, 0 balanced, 7 unstacked, 7 unswitched, 19 excluded, 133 exempted, 0 failed; of 583 TOTAL

[21:21:00 89] [MULTIbalancer] Status: Team counts [56] = 27(US) vs 29(RU), with 1 unassigned

 

[22:12:05 19] [MULTIbalancer] Status: Map = Alborz Mountains, mode = Conquest Large, time in round = 00:25:56, tickets = 0/13

[22:12:05 19] [MULTIbalancer] Status: 0/25 raged, 12 reassigned, 2 balanced, 5 unstacked, 5 unswitched, 46 excluded, 172 exempted, 0 failed; of 514 TOTAL

[22:12:05 19] [MULTIbalancer] Status: Team counts [62] = 31(US) vs 31(RU), with 1 unassigned

 

[22:39:18 48] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[22:39:18 48] [MULTIbalancer] Status: Map = Strike at Karkand, mode = Assault64, time in round = 00:25:53, tickets = 0/240

[22:39:18 48] [MULTIbalancer] Status: 1/29 raged, 20 reassigned, 1 balanced, 8 unstacked, 4 unswitched, 37 excluded, 229 exempted, 0 failed; of 722 TOTAL

[22:39:18 48] [MULTIbalancer] Status: Team counts [58] = 28(US) vs 30(RU), with 1 unassigned

 

[23:01:57 42] [MULTIbalancer] Status: Map = Sharqi Peninsula, mode = Assault64, time in round = 00:21:17, tickets = 0/430

[23:01:57 42] [MULTIbalancer] Status: 2/22 raged, 16 reassigned, 1 balanced, 6 unstacked, 2 unswitched, 33 excluded, 265 exempted, 0 failed; of 622 TOTAL

[23:01:57 42] [MULTIbalancer] Status: Team counts [64] = 32(US) vs 32(RU), with 0 unassigned

[23:01:57 42] [MULTIbalancer] +------------------------------------------------+

 

 

That last round of Sharqi prompted me to check when the balancer first checks for unstacking, which is at 10 minutes. Typically our rounds are 20-30 minutes, so the round could be a third or halfway through before it would check. So if a team was getting steam-rolled... it's too late. I've changed First check from 10 minutes to 5... we'll see how that goes.

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Originally Posted by Roughneck2-0*:

 

Hey there, ...*.

 

Thank you for this awesome plugin!!

 

Regarding Battlelog stats fetching:

Since the mechanism is already in place, could you have it also pull the following data from the Battlelog:

TotalScore/TotalSPM/TotalKills/TotalKDR/TotalKPM

 

...and allow us to use it against the Scramble By and Determine Strong Players By features?

 

Personally, I would use the TotalSPM value.

 

One way I could think of to save on Battlelog bandwidth, is to have MULTIbalancer query Battlelog only for the Scramble By and Determine Strong Players By settings which are relevant to the currently active game-mode preset (section 8 in the plugin).

 

 

Regards,

//Subscribed to thread.

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Originally Posted by tarreltje*:

 

How many tickets for each mode? That makes a difference.

 

Unstacking is turned off for SQDM. The key unstacking settings are defaulted to 0 in SQDM.

Sorry more info:

 

32 player server

TDM Canals + Kharg - Adaptive tickets: 100-150-200-250

CONQ SML Metro - Adaptive tickets: 300-400-500

 

Should i set the tickets the same for each mode to make it easyer?

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Originally Posted by Kinsman*:

 

Now testing on a 32P CQ Small Server with Adaptive Tickets. We use adaptive tickets to try and maintain 30 min rounds dependent on server population.

 

If anybody has recommendations feel free, if not I will add my own after a week or so to fine tune. I basically started with Intense, then changed a few things that I thought might suit us, see how it goes I guess.

 

Thanks for the great work. :biggrin:

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Originally Posted by Kinsman*:

 

Actually now that I have had time to digest some of the settings I may have a request, if its feasible. It would seem that people using the Adaptive Tickets Plugin may struggle with defining Early and Late phases.

 

In our instance our server varies between 250 and 500 tickets depending on players, so if I define early as 50 tickets thats a very small phase once we hit 500 tickets total, but probably acceptable when we are at 250 tickets total.

 

Is it possible to make that setting a percentage?

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Originally Posted by hatecreeper*:

 

Hello PapaCharlie9, i just installed your plugin a few hours back. A minute ago i had a Rush game (Metro) at the last MCOM where someone got unstacked into the winning team (only 1 Mcom was left and planted). Is there a way to prevent that? Maybe something with the settings.. I guess i could deactive unstacking but that would be dumb for the rest of the game in my opinion.

Else i really like your plugin so far. I always wanted extra balance between the higher Level players on my server, i think that is the feature i like the most.

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Originally Posted by PapaCharlie9*:

 

Here is a bit of data..

Is that from one server or several different servers?

 

What are your Conquest Large settings? Your Phase settings are going to have as much to do with how unstacking and balancing works as anything else.

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Originally Posted by PapaCharlie9*:

 

Since the mechanism is already in place, could you have it also pull the following data from the Battlelog:

TotalScore/TotalSPM/TotalKills/TotalKDR/TotalKPM

Already planned for the next major version (1.1.0.0). I'll probably use BattlelogScore, BattlelogSPM, etc. as the names. The TotalScore, TotalSPM, etc., are the total for all rounds played by this player during this connection session (also coming in 1.1.0.0).
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Originally Posted by PapaCharlie9*:

 

Sorry more info:

 

32 player server

TDM Canals + Kharg - Adaptive tickets: 100-150-200-250

CONQ SML Metro - Adaptive tickets: 300-400-500

 

Should i set the tickets the same for each mode to make it easyer?

No, you can make different Early/Late settings for each mode, so that's fine. I will assume your server is usually full, so the maximum tickets are 250 for TDM and 500 for Metro (isn't Conquest Small the same as Conquest Large for Metro_)

 

Here is what I would recommend:

 

Insure that Enable Unstacking is set to False.

 

For TDM:

 

showthread....ll=1#post72959*

 

For Metro Small:

 

Use the Metro Large settings with changes. Start with this:

showthread....ll=1#post72791*

 

Then change these settings:

8 - |Conquest Large: Definition Of High Population For Players >=: 24

8 - |Conquest Large: Definition Of Low Population For Players

8 - |Conquest Large: Definition Of Early Phase As Tickets From Start: 100

8 - |Conquest Large: Definition Of Late Phase As Tickets From End: 100

 

 

If you get too many lopsided rounds, for example, lots of TDM rounds that end with more than a 75 ticket difference or lots of Metro rounds that end with more than a 200 ticket difference, post again and we'll walk you through your unstacking settings.

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Originally Posted by PapaCharlie9*:

 

Is it possible to make that setting a percentage?

I've been resisting that because it trades one problem with another. For 300 tickets something like 33% would make sense for Early and Late, but for 1200 that would be 400 tickets, which is way too much. I don't think Early or Late should be more than 200 tickets, with a few exceptions like Metro. For most maps/modes, the first and last 200 tickets play exactly the same, whether your have 600 tickets or 1500 tickets.

 

In the mean time, split the difference. 100 for early and late is ideal for 500 but too cramped for 250, and as you say 50 is too shrimpy, so try 75/75. Or you can go 50/100, that might make more sense.

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Originally Posted by PapaCharlie9*:

 

can we have one topic instead of two ?

No. In fact, I was thinking of adding a third: Settings Advisors, specifically for posting your settings and getting help tuning them. But we'll stick with 2 for now and do the advising in this thread.
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Originally Posted by PapaCharlie9*:

 

Hello PapaCharlie9, i just installed your plugin a few hours back. A minute ago i had a Rush game (Metro) at the last MCOM where someone got unstacked into the winning team (only 1 Mcom was left and planted). Is there a way to prevent that? Maybe something with the settings.. I guess i could deactive unstacking but that would be dumb for the rest of the game in my opinion.

Else i really like your plugin so far. I always wanted extra balance between the higher Level players on my server, i think that is the feature i like the most.

I'd need all the details, maximum players, maximum tickets, what your current Section 3 and Section 8 Rush settings are, etc. The default settings are supposed to prevent unstacking during the last stage, but if you've changed Section 3 without also changing Section 8, you can get into unstacking trouble.. I assume that's what you mean by last MCOM.

 

Use the Show In Log commands gen 3 and gen r to get your settings. Or post a screenshot.

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Originally Posted by PapaCharlie9*:

 

64, Aftermath 1200 tickets.

 

edit- oops sorry just saw it was already posted.

 

Anyone else got settings that work for them that they want to share? particularly for CTF- 64?

Posted here: showthread....ll=1#post72963*
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Originally Posted by tarreltje*:

 

No, you can make different Early/Late settings for each mode, so that's fine. I will assume your server is usually full, so the maximum tickets are 250 for TDM and 500 for Metro (isn't Conquest Small the same as Conquest Large for Metro_)

 

Here is what I would recommend:

 

Insure that Enable Unstacking is set to False.

 

For TDM:

 

showthread....ll=1#post72959*

 

For Metro Small:

 

Use the Metro Large settings with changes. Start with this:

showthread....ll=1#post72791*

 

Then change these settings:

8 - |Conquest Large: Definition Of High Population For Players >=: 24

8 - |Conquest Large: Definition Of Low Population For Players

8 - |Conquest Large: Definition Of Early Phase As Tickets From Start: 100

8 - |Conquest Large: Definition Of Late Phase As Tickets From End: 100

 

 

If you get too many lopsided rounds, for example, lots of TDM rounds that end with more than a 75 ticket difference or lots of Metro rounds that end with more than a 200 ticket difference, post again and we'll walk you through your unstacking settings.

Just to make sure if you get what i ment, Im running TDM and Conq small on the same server. So the problem i get is in the balance settings.

 

For TDM it is:

3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack: 0, 0, 0

3 - Round Phase and Population Settings|Spelling Of Speed Names Reminder: Click_Here_For_Speed_Names

3 - Round Phase and Population Settings|Early Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - Round Phase and Population Settings|Mid Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - Round Phase and Population Settings|Late Phase: Balance Speed: Stop, Stop, Stop

 

And for Conquest Small it is:

3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack: 0, 0, 0

3 - Round Phase and Population Settings|Early Phase: Balance Speed: Slow, Stop, Stop

3 - Round Phase and Population Settings|Mid Phase: Balance Speed: Fast, Slow, Slow

3 - Round Phase and Population Settings|Late Phase: Balance Speed: Stop, Stop, Stop

 

Those are 2 different settings, i cant put in!!, just 1, so that was kinda my problem. Maby for a next update To have Roundphase and Population settings for each mode? Or maby i dont get your repley :P

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Originally Posted by hatecreeper*:

 

I'd need all the details, maximum players, maximum tickets, what your current Section 3 and Section 8 Rush settings are, etc. The default settings are supposed to prevent unstacking during the last stage, but if you've changed Section 3 without also changing Section 8, you can get into unstacking trouble.. I assume that's what you mean by last MCOM.

 

Use the Show In Log commands gen 3 and gen r to get your settings. Or post a screenshot.

Since my log is getting spammed by another plugin a screen is easier for me:

This is Sec 3 http://puu.sh/2U5hF.png

and my Rush Settings http://puu.sh/2U5iK.png

Max Players are 16, Tickets are set to 100%

I actually can't remember if i changed anything other than the max player Settings, sorry :/

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Originally Posted by NemesisPDX*:

 

I'm new to Procon and to the plugins. I have a newbie question for you.

 

What is the definition of "stacking" you are using in your MULTIbalancer plugin?

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Originally Posted by LumPenPacK*:

 

I'm new to Procon and to the plugins. I have a newbie question for you.

 

What is the definition of "stacking" you are using in your MULTIbalancer plugin?

It's written in the plugin description.

You can adjust the definition if a team is stacked or not but the idea behind this plugin is to detect a a high ticket difference between the two teams and balance the teams during a round and not just scrambling teams after a round was finished.

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Originally Posted by Jaythegreat1*:

 

Here are my settings... now I know why scrambler wasn't working... but if it's splitting up squads, I may leave that as False.

 

 

Section 1

 

Debug Level: 3

Maximum Server Size: 64

Enable Battlelog Requests: True

Maximum Request Rate: 10

Wait Timeout: 30

Unlimited Team Switching During First Minutes Of Round: 2

Seconds Until Adaptive Speed Becomes Fast: 240

Enable Whitelisting Of Reserved Slots List: True

 

Section 2

Exclusions|On Whitelist: True

Exclusions|Top Scorers: True

Exclusions|Same Clan Tags In Squad: True

Exclusions|Minutes After Joining: 2

 

Section 3

Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 120, 120

Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 120, 120

Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 0, 0

 

Round Phase and Population Settings|Early Phase: Balance Speed (Low, Med, High population): Fast, Adaptive, Adaptive

Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population): Fast, Adaptive, Adaptive

Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population): Stop, Stop, Stop

 

 

 

Conquest Large

 

Max Players: 64

Check Team Stacking After First Minutes: 5

Max Unstacking Swaps Per Round: 4

Number Of Swaps Per Group: 2

Delay Seconds Between Swap Groups: 300

Determine Strong Players By: PlayerRank

Percent Of Top Of Team Is Strong: 50

Disperse Evenly By Rank >=: 0

Enable Disperse Evenly List: False

Definition Of High Population For Players >=: 48

Definition Of Low Population For Players

Definition Of Early Phase As Tickets From Start: 100

Definition Of Late Phase As Tickets From End: 100

Enable Scrambler: False

 

 

 

Domination

 

 

Max Players: 64

Check Team Stacking After First Minutes: 5

Max Unstacking Swaps Per Round: 4

Number Of Swaps Per Group: 2

Delay Seconds Between Swap Groups: 300

Determine Strong Players By: PlayerRank

Percent Of Top Of Team Is Strong: 50

Disperse Evenly By Rank >=: 0

Enable Disperse Evenly List: False

Definition Of High Population For Players >=: 48

Definition Of Low Population For Players

Definition Of Early Phase As Tickets From Start: 150

Definition Of Late Phase As Tickets From End: 150

Enable Scrambler: False

* Restored post. It could be that the author is no longer active.
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Originally Posted by PapaCharlie9*:

 

Just to make sure if you get what i ment, Im running TDM and Conq small on the same server. So the problem i get is in the balance settings.

 

For TDM it is:

3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack: 0, 0, 0

3 - Round Phase and Population Settings|Spelling Of Speed Names Reminder: Click_Here_For_Speed_Names

3 - Round Phase and Population Settings|Early Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - Round Phase and Population Settings|Mid Phase: Balance Speed: Fast, Adaptive, Adaptive

3 - Round Phase and Population Settings|Late Phase: Balance Speed: Stop, Stop, Stop

 

And for Conquest Small it is:

3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack: 0, 120, 120

3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack: 0, 0, 0

3 - Round Phase and Population Settings|Early Phase: Balance Speed: Slow, Stop, Stop

3 - Round Phase and Population Settings|Mid Phase: Balance Speed: Fast, Slow, Slow

3 - Round Phase and Population Settings|Late Phase: Balance Speed: Stop, Stop, Stop

Just use the Conquest Small Metro settings, since that is the more demanding case. They are not that much different.
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Originally Posted by PapaCharlie9*:

 

Since my log is getting spammed by another plugin a screen is easier for me:

This is Sec 3 http://puu.sh/2U5hF.png

and my Rush Settings http://puu.sh/2U5iK.png

Max Players are 16, Tickets are set to 100%

I actually can't remember if i changed anything other than the max player Settings, sorry :/

And you are sure a player got unstacked during the last stage? Into the winning team? Probably a case of the plugin making the wrong guess at what stage the Rush mode was in.

 

Try setting Stage 3 Percentage To Unstack Adjustments to -120. That should prevent unstacking from happening on either the 3rd or the 4th stage.

* Restored post. It could be that the author is no longer active.
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Originally Posted by PapaCharlie9*:

 

Does the plugin take into account for Conquest Assault maps when it comes to ticket differential?

It doesn't need to. The only place it matters is Phase and that always uses the highest ticket count.
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