ImportBot Posted July 14, 2013 Author Share Posted July 14, 2013 Originally Posted by Blitz*: Yes, absolutely. Two of the variables, tickets remaining (Early, Mid, Late) and strong/weak are already in MB as you noted, those will be the same. I'm just adding the ticket loss rate variable. What I need from potential users of this feature is what logging (CSV, spreadsheet data) do you want? I'll start with these columns: (Log will be log rolled at midnight, so date is built into the log name, e.g., 20130713_tloss.csv) Time: HH:MM:SS Round: Number Map: Text Mode: Text Max Players: Number US Players: Number RU Players: Number US Tickets: Number RU Tickets: Number Samples: Number US Average Ticket Loss: Number (looking backward for Samples) RU Average Ticket Loss: Number (looking backward for Samples) Strong unstacked to: Number (0 means no unstack this entry, 1 means to US team, 2 means to RU team) Weak unstacked to: Number (0 means no unstack this entry, 1 means to US team, 2 means to RU team) Anything else? A new entry will be added approximately once every 5 seconds during play, so these files are going to be very big. Maybe I should divide them up by map/mode/round? No entries will be made between rounds or if there less than 4 players in the server. I think that is plenty of info to properly make a graph out of the data. I will be the first to post graphs. With regards to your comments about additional variables, I think it makes total sense to use early, mid and late phase; my suggestion about triggering based on remaining tickets is redundant. I am very excited! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 15, 2013 Author Share Posted July 15, 2013 Originally Posted by PapaCharlie9*: Some early results for the initial ticket loss ratio feature. I added a histogram charting command so we can get an idea how big or small the ratio percentages should be. The ticket loss ratio percentage is the ratio of the moving average of ticket loss per minute of one team to the other team. The moving average is computed with 180 samples for moderate smoothing (think 3 minutes): you can set the samples to anything between 15 and 1200. All ticket loss rates are positive numbers and the largest is always divided by the smallest, regardless of which team is which, to get the ratio. Every 5 seconds or so the ratio is recorded by the chart. All the ratios between 100% and 199% go in the "100" bin, all of the ratios between 200% and 299% go in the "200" bin, and so on. The chart shows the frequency of a given ratio range over the course of a round. Here is a chart for a big, high ticket Conquest server that ended in a massacre. This test code only does logging, it doesn't do any unstacking. The main Procon layer may or may not have done unstacking during these rounds. Code: ] Command: histogram ] Total ratios = 565, bins = 24, peak bin = 400, peak count = 88, scale factor = 0.6818 ] 100:#################### ] 200:############################# ] 300:######################################################### ] 400:############################################################ ] 500:########################################## ] 600:####################### ] 700:############################################## ] 800:#################################### ] 900:############################# ] 1000:################ ] 1100:########## ] 1200:## ] 1300:#### ] 1400:## ] 1500: ] 1600:## ] 1700:# ] 1800:#### ] 1900:# ] 2000: ] 2100: ] 2200: ] 2300:# ] 2400:# FINAL STATUS FOR PREVIOUS ROUND: Status: Map = Operation Firestorm, mode = Conquest Large, time in round = 00:54:14, tickets = 0/1108 <- [1401] Status: Team counts [60] = 30(US) vs 30(RU), with 0 unassignedHere's one for a closer game, same server:Code: ] Command: histogram ] Total ratios = 734, bins = 14, peak bin = 100, peak count = 267, scale factor = 0.2247 ] 100:############################################################ ] 200:############################################# ] 300:###################################### ] 400:### ] 500:# ] 600:#### ] 700:#### ] 800:## ] 900:## ] 1000:### ] 1100:## ] 1200: ] 1300:# ] 1400: FINAL STATUS FOR PREVIOUS ROUND: Status: Map = Caspian Border, mode = Conquest Large, time in round = 01:05:00, tickets = 311/0 <- [1401] Status: Team counts [62] = 31(US) vs 31(RU), with 0 unassignedYou can see right away that the ratio percentages run pretty high, all the way up to 2400% in the first chart. You can also see that the more stacked the teams are, the more the ratios are skewed towards high percentages, which makes perfect sense. A close game should stay in the 100% to 200% range. Here's a chart for a smaller Scavenger server for a masscre: Code: ] Command: histogram ] Total ratios = 215, bins = 6, peak bin = 100, peak count = 106, scale factor = 0.5660 ] 100:############################################################ ] 200:################################ ] 300:###################### ] 400:##### ] 500:### ] 600:# FINAL STATUS FOR PREVIOUS ROUND: Status: Map = Talah Market, mode = Scavenger, time in round = 00:21:07, tickets = 0/292 <- [600] Status: Team counts [31] = 16(US) vs 15(RU), with 0 unassignedSame server for a close game: Code: ] Command: histogram ] Total ratios = 269, bins = 2, peak bin = 100, peak count = 256, scale factor = 0.2344 ] 100:############################################################ ] 200:### FINAL STATUS FOR PREVIOUS ROUND: Status: Map = Talah Market, mode = Scavenger, time in round = 00:25:32, tickets = 0/27 <- [600] Status: Team counts [32] = 16(US) vs 16(RU), with 0 unassigned UPSHOT: It will take a lot of logging and experimenting to find the right unstacking threshold to use. I don't think we have enough experience with this sort of metric to know whether the unstacking percentage should be set at 400% or 800% or something in between. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 15, 2013 Author Share Posted July 15, 2013 Originally Posted by Blitz*: So are you dividing ticket loss rates for both teams? In essence, your percentages equate to how many times the losing team is losing tickets over the winning team? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 16, 2013 Author Share Posted July 16, 2013 Originally Posted by mizehh*: Hello. Can someone help me setting up this balancer for me. It is acting really grazy sometimes on our server. Causing people leave server because of balancer or other team to end up in baserape. This is one example what it is doing: http://gyazo.com/741df5d0df10b6f6a0565f67d2f7cd3c http://gyazo.com/3eed702cf55ecd045b9663ae3151cdf0 My settings was balance only. Running 32 slot infantry only server. Players normally high skilled. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 16, 2013 Author Share Posted July 16, 2013 Originally Posted by PapaCharlie9*: So are you dividing ticket loss rates for both teams? In essence, your percentages equate to how many times the losing team is losing tickets over the winning team?Yes. 400% means one team is losing tickets 4x faster than the other team. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 16, 2013 Author Share Posted July 16, 2013 Originally Posted by PapaCharlie9*: Hello. Can someone help me setting up this balancer for me. It is acting really grazy sometimes on our server. Causing people leave server because of balancer or other team to end up in baserape. This is one example what it is doing: http://gyazo.com/741df5d0df10b6f6a0565f67d2f7cd3c http://gyazo.com/3eed702cf55ecd045b9663ae3151cdf0 My settings was balance only. Running 32 slot infantry only server. Players normally high skilled. Post your settings. Find the Show In Log setting and type each of these commands, one at a time, into that setting and press Enter for each one. Post the information that is shown after each command. gen 1 gen 2 gen 3 gen 6 gen cs You do not have to post screenshots, you can just copy&paste the text that is shown in the plugin window below the settings. For example, gen 2 will look like this: [08:41:00 46] [MULTIbalancer]:0 [show In Log] Command: gen 2 [08:41:00 46] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|On Whitelist: False [08:41:00 47] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|On Friends List: False [08:41:00 48] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Top Scorers: True [08:41:00 48] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags In Squad: True [08:41:00 48] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags In Team: True [08:41:00 49] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags For Rank Dispersal: False [08:41:00 49] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Lenient Rank Dispersal: False [08:41:00 49] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Minutes After Joining: 0 [08:41:00 50] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Minutes After Being Moved: 90 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 16, 2013 Author Share Posted July 16, 2013 Originally Posted by Blitz*: Yes. 400% means one team is losing tickets 4x faster than the other team.Is that really a good metric through? What if the losing team is only losing 6 tickets and the winning team loses 1 in the sample time? That's a 600% difference, but shouldn't trigger an unstack if we are dealing with a 64-man high ticket server. Another example, if the losing team is losing 60 and the winning team is losing only 10, again that's a 600% difference but a much different scenario. Would it be better to use ticket rate difference between teams and then divide that by the starting ticket count of the server for the metric (or maybe instead divide by the number of players in the server to normalize the metric to use for all game modes)? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 16, 2013 Author Share Posted July 16, 2013 Originally Posted by mizehh*: Post your settings. Find the Show In Log setting and type each of these commands, one at a time, into that setting and press Enter for each one. Post the information that is shown after each command. gen 1 gen 2 gen 3 gen 6 gen cs After that posting I changed that balance speed from adaptive to slow. Though after that it made same thing at least once more. I didn't have procon running at same time because I was playing also. Here are settings. Added gen cl also because of metro. [21:03:37 83] [MULTIbalancer]:0 [show In Log] Command: gen 1 [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Debug Level: 2 [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Maximum Server Size: 32 [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Enable Battlelog Requests: True [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Which Battlelog Stats: AllTime [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Maximum Request Rate: 10 [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Wait Timeout: 30 [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Unlimited Team Switching During First Minutes Of Round: 5 [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Seconds Until Adaptive Speed Becomes Fast: 180 [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Enable In-Game Commands: True [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Enable Whitelisting Of Reserved Slots List: False [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Whitelist: %5b--+name%2c+tag%2c+or+EA_GUID+--%5d [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Friends List: %5b--+name%2c+tag%2c+or+EA_GUID+--%5d [21:03:37 85] [MULTIbalancer]:0 [show In Log] 1 - Settings|Disperse Evenly List: %5b--+name%2c+tag%2c+or+EA_GUID+--%5d|SonS [21:04:31 93] [MULTIbalancer]:0 [show In Log] Command: gen 2 [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|On Whitelist: True [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|On Friends List: False [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Top Scorers: True [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags In Squad: True [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags In Team: False [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags For Rank Dispersal: True [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Lenient Rank Dispersal: False [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Minutes After Joining: 5 [21:04:31 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Minutes After Being Moved: 90 [21:05:33 25] [MULTIbalancer]:0 [show In Log] Command: gen 3 [21:05:33 25] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 0, 0 [21:05:33 25] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 0, 0 [21:05:33 25] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 0, 0 [21:05:33 25] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Spelling Of Speed Names Reminder: Click_Here_For_Speed_Names [21:05:33 25] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Early Phase: Balance Speed (Low, Med, High population): Slow, Slow, Slow [21:05:33 25] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population): Slow, Slow, Slow [21:05:33 25] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population): Stop, Stop, Stop [21:06:07 64] [MULTIbalancer]:0 [show In Log] Command: gen 6 [21:06:07 64] [MULTIbalancer]:0 [show In Log] 6 - Unswitcher|Forbid Switching After Autobalance: Always [21:06:07 65] [MULTIbalancer]:0 [show In Log] 6 - Unswitcher|Forbid Switching To Winning Team: LatePhaseOnly [21:06:07 65] [MULTIbalancer]:0 [show In Log] 6 - Unswitcher|Forbid Switching To Biggest Team: Always [21:06:07 65] [MULTIbalancer]:0 [show In Log] 6 - Unswitcher|Forbid Switching After Dispersal: Always [21:06:07 65] [MULTIbalancer]:0 [show In Log] 6 - Unswitcher|Enable Immediate Unswitch: True [21:07:02 16] [MULTIbalancer]:0 [show In Log] Command: gen cs [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Max Players: 32 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Check Team Stacking After First Minutes: 10 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Max Unstacking Swaps Per Round: 2 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Number Of Swaps Per Group: 2 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Delay Seconds Between Swap Groups: 600 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Determine Strong Players By: BattlelogSPM [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Percent Of Top Of Team Is Strong: 50 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Only Move Weak Players: True [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Disperse Evenly By Rank >=: 145 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Enable Disperse Evenly List: True [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Enable Strict Dispersal: False [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Definition Of High Population For Players >=: 28 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Definition Of Low Population For Players [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Definition Of Early Phase As Tickets From Start: 50 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Definition Of Late Phase As Tickets From End: 50 [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Enable Scrambler: True [21:07:02 16] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conq Small, Dom, Scav|Conq Small, Dom, Scav: Enable Metro Adjustments: False [21:08:18 75] [MULTIbalancer]:0 [show In Log] Command: gen cl [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Players: 32 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Check Team Stacking After First Minutes: 10 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Unstacking Swaps Per Round: 4 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Number Of Swaps Per Group: 2 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Delay Seconds Between Swap Groups: 600 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Determine Strong Players By: BattlelogSPM [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Percent Of Top Of Team Is Strong: 50 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Only Move Weak Players: True [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Disperse Evenly By Rank >=: 145 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Disperse Evenly List: True [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Strict Dispersal: False [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of High Population For Players >=: 28 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Low Population For Players [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Early Phase As Tickets From Start: 50 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Late Phase As Tickets From End: 50 [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Scrambler: True [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Metro Adjustments: True [21:08:18 75] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Metro Adjusted Definition Of Late Phase: 60 Quote * Restored post. 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ImportBot Posted July 17, 2013 Author Share Posted July 17, 2013 Originally Posted by PapaCharlie9*: Is that really a good metric through? What if the losing team is only losing 6 tickets and the winning team loses 1 in the sample time? That's a 600% difference, but shouldn't trigger an unstack if we are dealing with a 64-man high ticket server. Another example, if the losing team is losing 60 and the winning team is losing only 10, again that's a 600% difference but a much different scenario.Keep in mind that it's a moving average, so the losing 60 vs losing 10 will have to have been true for the number of samples you set. The default is 180, so that' 3 minutes that the teams had to be losing 60 vs 10 to get 600%. Would it be better to use ticket rate difference between teams and then divide that by the starting ticket count of the server for the metric (or maybe instead divide by the number of players in the server to normalize the metric to use for all game modes)?By ticket rate difference, you mean 60 - 10? So for 1400 tickets, that gives you 50/1400? I'm not sure I understand how that indicates that one team is stacked. I want the metric to end up being a percentage, so I can re-use the Section 3 unstacking settings. Or did you mean 60/(60+10)? That gives you what fraction of the total (both teams) ticket loss is apportioned to the team with the largest loss rate. A close game would stay near 50%, but a stacked game be larger than 50%. That could work. In Section 3, you could specify what is essentially the standard deviation. For example, if you specified "20%", that would mean +/-20% from the 50% middle. So if the rates end up 90 vs 10, that's 90%, which is outside the 30% to 70% "acceptable" range. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 17, 2013 Author Share Posted July 17, 2013 Originally Posted by PapaCharlie9*: After that posting I changed that balance speed from adaptive to slow. Though after that it made same thing at least once more. I didn't have procon running at same time because I was playing also. Here are settings. Added gen cl also because of metro.There is a lot going on in your settings that could explain what you are seeing. Only Move Weak Players: this restriction, combined with all the dispersal stuff, greatly reduces the pool of players that are available to be moved for balance. That means your teams will stay unbalanced longer. Doesn't explain all the extra moves, though. Try turning this back to False. Dispersal List: What does your Dispersal List look like? Even though you have Strict turned off, it is still possible that the teams might get out of balance in order to meet the requirements of dispersal and keeping tags together. Dispersal By Rank: same as Dispersal List. You should enable Lenient Rank Dispersal, since you have Strict Dispersal for list disabled. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 17, 2013 Author Share Posted July 17, 2013 Originally Posted by TimSad*: How do I use just the balancer to even the teams' player numbers up? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 18, 2013 Author Share Posted July 18, 2013 Originally Posted by mizehh*: There is a lot going on in your settings that could explain what you are seeing. Only Move Weak Players: this restriction, combined with all the dispersal stuff, greatly reduces the pool of players that are available to be moved for balance. That means your teams will stay unbalanced longer. Doesn't explain all the extra moves, though. Try turning this back to False. Dispersal List: What does your Dispersal List look like? Even though you have Strict turned off, it is still possible that the teams might get out of balance in order to meet the requirements of dispersal and keeping tags together. Dispersal By Rank: same as Dispersal List. You should enable Lenient Rank Dispersal, since you have Strict Dispersal for list disabled. Thank you for response. I changed only move weak players to false. And lenient rank dispersal to true. Our Dispersal list includes only 1 clan tag atm so it doesn't affect to balancing that much. Should I let top scorers exclusion to be in true or false? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 19, 2013 Author Share Posted July 19, 2013 Originally Posted by PapaCharlie9*: How do I use just the balancer to even the teams' player numbers up?Begin with the Quick Start section in post #1 of this thread. In Step 1, choose the BalanceOnly option. Follow Step 2. In Step 3, choose the Enable Settings Wizard option and follow the instructions in that part of Step 3. That should do it. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 19, 2013 Author Share Posted July 19, 2013 Originally Posted by PapaCharlie9*: Should I let top scorers exclusion to be in true or false?Leave it true. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 19, 2013 Author Share Posted July 19, 2013 Originally Posted by 24Flat*: Hey Papa, Running this on SQDM Been running 1.0.4.0 for a while now and since the update from 1.0.3.0 I have had many complaints from clan members and publics about getting balanced. From what I am seeing from watching Procon and looking at log files people are getting moved more than in 1.0.3.0. level 145's are getting moved even though they are in the white list. and level 145's are being placed together when I have it set to disperse them.? there is more just didnt want to post them all. Some more info about our server this is running on. its a 24 slot SQDM Hard core server set to 75 tickets (%150) when the server is full matches dont last but about 13 minutes so there is not a lot of time for the balancer to do its thing. If you would like to have access to our Procon and or Log files shoot me a PM Thanks again for a great Plugin!! here are my current settings: 1 - Settings|Debug Level: 5 1 - Settings|Maximum Server Size: 24 1 - Settings|Enable Battlelog Requests: True 1 - Settings|Which Battlelog Stats: AllTime 1 - Settings|Maximum Request Rate: 10 1 - Settings|Wait Timeout: 30 1 - Settings|Unlimited Team Switching During First Minutes Of Round: 5 1 - Settings|Seconds Until Adaptive Speed Becomes Fast: 220 1 - Settings|Enable In-Game Commands: True 1 - Settings|Enable Whitelisting Of Reserved Slots List: True 1 - Settings|Whitelist: NL+R|Tatt00z4DayZ+B+U+D|Catat0nic+B+U+D|KungFu-HillBilly+B+U+D|Dream_SHOINK+B+U+D+S 1 - Settings|Friends List: 1 - Settings|Disperse Evenly List: %5b--+name%2c+tag%2c+or+EA_GUID+--%5d 2 - Exclusions|On Whitelist: True 2 - Exclusions|On Friends List: False 2 - Exclusions|Top Scorers: True 2 - Exclusions|Same Clan Tags In Squad: True 2 - Exclusions|Same Clan Tags In Team: True 2 - Exclusions|Same Clan Tags For Rank Dispersal: True 2 - Exclusions|Lenient Rank Dispersal: True 2 - Exclusions|Minutes After Joining: 10 2 - Exclusions|Minutes After Being Moved: 24 3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack (Low, Med, High population): 180, 180, 180 3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack (Low, Med, High population): 150, 150, 150 3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack (Low, Med, High population): 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 (Low, Med, High population): Slow, Slow, Stop 3 - Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population): Slow, Slow, Stop 3 - Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population): Stop, Stop, Stop 4 - Scrambler|Only On New Maps: False 4 - Scrambler|Only On Final Ticket Percentage >=: 180 4 - Scrambler|Scramble By: RoundKDR 4 - Scrambler|Keep Squads Together: True 4 - Scrambler|Divide By: None 4 - Scrambler|Delay Seconds: 50 8 - Settings for Squad Deathmatch|Squad Deathmatch: Max Players: 24 8 - Settings for Squad Deathmatch|Squad Deathmatch: Check Team Stacking After First Minutes: 5 8 - Settings for Squad Deathmatch|Squad Deathmatch: Max Unstacking Swaps Per Round: 0 8 - Settings for Squad Deathmatch|Squad Deathmatch: Number Of Swaps Per Group: 0 8 - Settings for Squad Deathmatch|Squad Deathmatch: Delay Seconds Between Swap Groups: 60 8 - Settings for Squad Deathmatch|Squad Deathmatch: Determine Strong Players By: RoundKDR 8 - Settings for Squad Deathmatch|Squad Deathmatch: Percent Of Top Of Team Is Strong: 50 8 - Settings for Squad Deathmatch|Squad Deathmatch: Only Move Weak Players: True 8 - Settings for Squad Deathmatch|Squad Deathmatch: Disperse Evenly By Rank >=: 145 8 - Settings for Squad Deathmatch|Squad Deathmatch: Enable Disperse Evenly List: True 8 - Settings for Squad Deathmatch|Squad Deathmatch: Enable Strict Dispersal: True 8 - Settings for Squad Deathmatch|Squad Deathmatch: Definition Of High Population For Players >=: 22 8 - Settings for Squad Deathmatch|Squad Deathmatch: Definition Of Low Population For Players 8 - Settings for Squad Deathmatch|Squad Deathmatch: Definition Of Early Phase As Tickets From Start: 25 8 - Settings for Squad Deathmatch|Squad Deathmatch: Definition Of Late Phase As Tickets From End: 25 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 19, 2013 Author Share Posted July 19, 2013 Originally Posted by PapaCharlie9*: Running this on SQDM Been running 1.0.4.0 for a while now and since the update from 1.0.3.0 I have had many complaints from clan members and publics about getting balanced. From what I am seeing from watching Procon and looking at log files people are getting moved more than in 1.0.3.0. level 145's are getting moved even though they are in the white list. and level 145's are being placed together when I have it set to disperse them.? there is more just didnt want to post them all. Some more info about our server this is running on. its a 24 slot SQDM Hard core server set to 75 tickets (%150) when the server is full matches dont last but about 13 minutes so there is not a lot of time for the balancer to do its thing. First, if you haven't already, make sure you study this FAQ post:myrcon.net/...multibalancer-faq-and-detailed-explanations#entry43460 Based on what your described, some of your settings are in conflict with what you want to happen and with each other. 24 player balance on SQDM will work fine, even for short rounds, as long as you don't limit the pool of available players too much. Unfortunately, I think you might have. Some things you should change to improve the efficiency of balancing: * Reduce Unlimited Team Switching During First Minutes Of Round to 1 or 2. 5 minutes out of 13 is a huge percentage of a round that you are allowing players to unbalance teams * Reduce Minutes After Joining to something between 3 and 6. Again, 10 minutes is a huge fraction of a 13 minute round. * You might want to increase Minutes After Being Moved to compensate for the setting changes I recommend above. Non-excluded players will be moved sooner, so you ought to give them more time off between moves. * Only Move Weak Players should be set to False. With Strong defined as top 50%, you are only allowing yourself at most 12 players in the free-to-move pool. That's not enough to keep the server in balance. Your Section 3 balancing speeds are strange. You stop the balancer if there are more than 22 players. It will stop itself at 23 players, so no need to set Stop. It would make more sense to set your High Population to 20 and set the balance speed for High population to Fast or Adaptive. In general, the High and Low settings should be at least 4 away from the max or min server populations, respectively. Your Low of 12 is fine. I say Adaptive because, again, with 13 minutes in the round, you want the balancer to respond as quickly as possible. Adaptive will respect all your exclusions. The best speeds for SQDM on a small server would be: Fast,Fast,Fast Adaptive,Adaptive,Adaptive Stop,Stop,Stop The Early phase should be fast because if the teams start out unbalanced in the early part of the round, its hard to recover and catch up when the round is so short. Your Early/Late settings probably ought to be reduced. On a 75 ticket server, setting Late to 25 means the balancer can only work for 2/3's of the round. I'd suggest setting Early and Late to 15. Exclusions, Whitelist and Rank Dispersal are in conflict. It sounds you want to disperse Rank 145 players, but not if they are on the Whitelist and not if they have the same clan tags. So, on a 24 player server, that doesn't leave many Rank 145 players to move, potentially. You might be better off just turning off Rank Dispersal altogether. If you want to keep it on, make these changes: * Your Whitelist excludes everything EXCEPT for Rank, which is the opposite of what you want. You are using the B, U and D codes. As noted below, unstacking won't work well for you and should be disabled, so the U is unnecessary. You have Dispersal List enabled, but your Dispersal List is the default value, so that doesn't make sense. I think you should set Enable Disperse Evenly List to false and remove the D code from your Whitelist entries. Then add the R code to exclude from Rank 145 dispersal. Other improvements and comments: * Set Battlelog Requests to ClanTagOnly. You aren't using any Battlelog stats, or conversely, change all the places where you have RoundKDR to BattlelogKDR so that you actually are using Battlelog stats. * Given that you only have 24 players and 13 minute rounds, unstacking won't work well. So you should just disable it in Section 0. * You have Enable Whitelisting Of Reserved Slots List set to True. If you have a reserved slots list, be aware that you can't set codes on any of the names on that list. If they duplicate the ones you do have codes on, I'm not sure what happens. You either get an error or the first name is used. * Enabling Lenient Rank Dispersal includes Same Clan Tags For Rank Dispersal, so if you turn Lenient on, you can turn Same Clan Tags For Rank Dispersal off, though it doesn't hurt to have it on. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 19, 2013 Author Share Posted July 19, 2013 Originally Posted by PapaCharlie9*: I am very excited! Anybody besides Blitz interested in ticket rate loss? I haven't gotten any PMs other than from Blitz. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 19, 2013 Author Share Posted July 19, 2013 Originally Posted by 24Flat*: Thanks again Papa, I will make the changes and post back in a day or to. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 20, 2013 Author Share Posted July 20, 2013 Originally Posted by Blitz*: Anybody besides Blitz interested in ticket rate loss? I haven't gotten any PMs other than from Blitz.A more intelligent unstacking system. Anyone who uses your plugin right now would be stupid to not want to use this iteration. My two cents. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 20, 2013 Author Share Posted July 20, 2013 Originally Posted by XRay206*: Hello Why it does not show the correct rank Name XRay205 nuYquQd.pnghTTBNzO.png I have the Problem many times Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 20, 2013 Author Share Posted July 20, 2013 Originally Posted by kcuestag*: That's got nothing to do with the plugin, it's a Procon bug I think. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 20, 2013 Author Share Posted July 20, 2013 Originally Posted by PapaCharlie9*: Hello Why it does not show the correct rank Name XRay205 nuYquQd.pnghTTBNzO.png I have the Problem many times Not a Procon problem either. Either Battlelog or game server problem. Sorry buddy, we can't help you here. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 20, 2013 Author Share Posted July 20, 2013 Originally Posted by Jaythegreat1*: A more intelligent unstacking system. Anyone who uses your plugin right now would be stupid to not want to use this iteration. My two cents.I are teh stupids then. Really, had unstacking off... might try turning it back on, but with 2 max unstacks with 2 per group. That way it isn't too intrusive to groups. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 21, 2013 Author Share Posted July 21, 2013 Originally Posted by 24Flat*: Papa Just chiming back in on the settings you suggested for our SQDM server. MB is running AWESOME to say the least!! The Rounds are so close at the end of the game I don't think people have time to complain. LOL Awesome again Papa Thank you Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 23, 2013 Author Share Posted July 23, 2013 Originally Posted by SnotGoblin*: I have just disabled the unstacker on all 6 servers I run, just cannot seem to get it to stop splitting friends up, or tagged players, regardless of reading the FAQ and setting the server up accordingly. I have tried various combos in the Set up guide, changing minor things and running them for a day to see how it effects things, but just cannot get it to work without getting mass complaints on my Battlelog. Currently set to balance only and end of round scramble. The scramble functions works very well, but Unstacker just causes way way way too many headaches sadly. It does give some very close game results, but for the amount of rage and moaning its just not worth it sadly I hate moaning, as the concept is brilliant, but for some reason the first version just seemed to work the best, despite its faults Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 23, 2013 Author Share Posted July 23, 2013 Originally Posted by PapaCharlie9*: but Unstacker just causes way way way too many headaches sadly. It does give some very close game results, but for the amount of rage and moaning its just not worth it sadly It's not for everyone. What mode do you run and what's your min/max ticket range? Also average/max players per round? It should work well if you have 1000+ tickets and over 40 players on Conquest (barring Metro). Not enough data on other modes to know for sure yet. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 23, 2013 Author Share Posted July 23, 2013 Originally Posted by tarreltje*: Having more an more intense games since MB is on, last few games i played was even in the range of 5 kills!!! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 24, 2013 Author Share Posted July 24, 2013 Originally Posted by SnotGoblin*: It's not for everyone. What mode do you run and what's your min/max ticket range? Also average/max players per round? It should work well if you have 1000+ tickets and over 40 players on Conquest (barring Metro). Not enough data on other modes to know for sure yet. The server It seems to work best on is our Karkand 24/7 800 tickets. All modes we run it on are Conquest. The other servers are a 64p 1000 tickets Armored Kill server, and a 64p 600 Ticket AK + EG server, as well as a 48 slot Vanilla + B2K. The main problems I have seen is it splits Clans up, even when told to keep clan tags together, and if you have the friends list setting applied, it seems to do weird things at rounds end, like shift all the Tagged players to one side, leaving all the non clanners on the other, and with most clans using Mumbles or Teamspeak setup, it makes for an uneven game, and then the unstacker kicks in and starts to split friends up, causing rage. I have used the quick start guide and quick tables for keeping friends together etc, and tried different "modes" each day to see the results, but just keep getting complaints about it splitting friends and clans apart. Nothing will ever be perfect, and more than anything I want to implement this as close games are good games! Sometimes it completely ignores the whitelisted settings ie. GC U B S and unstacks GC members even tho they shouldn't be shifted. Happy to give you access to the procon layer to have a look at the settings if required. I have run the quick settings wizard, and usually use the standard settings, though I tweak the early phase to unstack @ 115, and mid to 118, which usually gives very close games. I have tried different amount of swap groups depending on the tickets on the servers, and adjusted the time between swap groups as well, and its not the actual team swaps that make people rage, its the splitting friends up side of things. People accept the team swaps, but as I keep getting told, the whole point of BF is to squad up with friends and play on TS or mumbles. I love the concept of multibalancer, so please dont get me wrong, it just seems the 1.0.2.0 version was the least instrusive so far for splitting friends apart. It may be something obvious I am missing, but I keep getting messages on my BL when it is enabled from clans saying they're not playing on the servers anymore, as it splits them up constantly. Any help appreciated Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 24, 2013 Author Share Posted July 24, 2013 Originally Posted by PapaCharlie9*: The main problems I have seen is it splits Clans up, even when told to keep clan tags together, and if you have the friends list setting applied, it seems to do weird things at rounds end, like shift all the Tagged players to one side, leaving all the non clanners on the otherWell, there could be a bug in Friends list, if it really puts all tagged players, regardless of whether they are on any list or not, on the same team. I've never seen that in my testing, but anything is possible. Sure, PM me layer access to your 64p Armored Kill server and give me some idea of what clans/players you want to stick together and how, by Whitelist, by Friends list, by clan tags, etc. And whether you want scrambling or not. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 24, 2013 Author Share Posted July 24, 2013 Originally Posted by PapaCharlie9*: Having more an more intense games since MB is on, last few games i played was even in the range of 5 kills!!! Nice! What mode do you run, average/max players, max tickets? I want to gather some usage stats on successful Unstacking, so I can refine the profile for success. If your server meets these requirements, your chance of success with unstacking is high, sort of thing. Quote * Restored post. It could be that the author is no longer active. Link to comment
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