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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by Blitz*:

 

Now what would make this plugin fool proof, is if it could gather data over several rounds and make adjustments to the settings automatically. This would be ideal for people who don't want to learn all the settings of the plugin.

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Originally Posted by xFaNtASyGiRLx*:

 

Some of the whines I am getting are because clans get split up even though I have it set for them to stay together in the settings. But somehow they are still getting split up?

 

Anyone else having this problem? I do not have battlelog cache set up btw.

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Originally Posted by PapaCharlie9*:

 

Some of the whines I am getting are because clans get split up even though I have it set for them to stay together in the settings. But somehow they are still getting split up?

 

Anyone else having this problem? I do not have battlelog cache set up btw.

Did you enable the Battlelog setting? If not, players with the same tag might get split up because the plugin doesn't know what tag they have.

 

The other possibility is if they are 100 colonels. They might get split up even if Battlelog is enabled and they have the same tag. You can disable that if that is the case.

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Originally Posted by Jaythegreat1*:

 

Did you enable the Battlelog setting? If not, players with the same tag might get split up because the plugin doesn't know what tag they have.

 

The other possibility is if they are 100 colonels. They might get split up even if Battlelog is enabled and they have the same tag. You can disable that if that is the case.

I've noticed this we a squad of s***buckets would get split up. Would raising the disperse evenly for rank >= 145 solve the issue? I guess it wouldn't with = sign. But I think there should be a way to disable that.

 

EDIT: Well it was set to false but I still seen messages, try setting to 0 like to document said to do.

 

EDIT #2: Getting the same complaints of Fantasy, and BattleLog requests is set to true.

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Originally Posted by xFaNtASyGiRLx*:

 

thanks for testing J. So how do we fix?

 

This plugin was great when I first enabled it yesterday and saw some really even rounds. Then the raging began. Some of my regulars threatened to leave the server blablabla which really irritates me when people threaten anything. But I also don't want to lose too many regulars so what I'm thinking of doing is just whitelisting the regulars who are the biggest whiner and see how that goes. But I can tell you, there is now whining every round.

 

For my metro server with the most regulars, I just enabled balance with scramble at the end to keep it as close as it was when I was using both True Balancer (for even numbers) and Insane balancer (for scramble) until I can figure out what settings to do. But I would also like to use the team stacking limit that prevents players from moving to the winning side when the game is almost over. Is there a setting in MB that will do this? Or since I'm just using balancing preset, can i renable this limit in insane limits?

 

Thanks!

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Originally Posted by Blitz*:

 

I've noticed this we a squad of s***buckets would get split up. Would raising the disperse evenly for rank >= 145 solve the issue? I guess it wouldn't with = sign. But I think there should be a way to disable that.

 

EDIT: Well it was set to false but I still seen messages, try setting to 0 like to document said to do.

 

EDIT #2: Getting the same complaints of Fantasy, and BattleLog requests is set to true.

Papa, with regards to Jay's comment, does "Disperse Evenly for Rank" ignore squaddie's with the same clan tag? This would probably fix a lot of the whiners.
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Originally Posted by LumPenPacK*:

 

Does anyone have already some experience with this plugin on rush mode? I'm not sure what are good settings for rush, especially because I use adaptive ticket count, so the start value for tickets is between 100% and 150%. Maybe it doesn't work properly because the detecting of new stages doesn't work for me.

 

BTW: Thanks again PapaCharlie9 and co to give us this plugin. It has so many features I was waiting so long for.

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Originally Posted by Jaythegreat1*:

 

thanks for testing J. So how do we fix?

 

This plugin was great when I first enabled it yesterday and saw some really even rounds. Then the raging began. Some of my regulars threatened to leave the server blablabla which really irritates me when people threaten anything. But I also don't want to lose too many regulars so what I'm thinking of doing is just whitelisting the regulars who are the biggest whiner and see how that goes. But I can tell you, there is now whining every round.

 

For my metro server with the most regulars, I just enabled balance with scramble at the end to keep it as close as it was when I was using both True Balancer (for even numbers) and Insane balancer (for scramble) until I can figure out what settings to do. But I would also like to use the team stacking limit that prevents players from moving to the winning side when the game is almost over. Is there a setting in MB that will do this? Or since I'm just using balancing preset, can i renable this limit in insane limits?

 

Thanks!

Problem with white-listing too many folks is it would be counter-productive to this plugins purporse. All the whitelisted folks could team up and steam-roll again. I'm thinking of switching to a passive preset instead of standard so it less intrusive. I think most of the complaints happen when the balancer kicks into fast / aggressive mode.

 

Also, the other complaint is people getting switched more than once, and I really agree with them on this one, players should only be targeted once for balance.. one they have been moved they should be removed from consideration altogether regardless of score.

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Originally Posted by xFaNtASyGiRLx*:

 

I have decided to disable MB on metro for now but leave it on others. Its just a no go and way too much raging for Metro style I guess.

 

However, on Aftermath & Armored Kill- it works great! Raging? yes- but hopefully people will get used to being balanced and not rage so much.

 

I just watched a really close round on Aftermath and don't think I've seen a round go this close on this server before. It was back and forth for the last 200 tickets:

 

[13:30:23 84] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:

[13:30:23 84] [MULTIbalancer] Status: Map = Azadi Palace, mode = Conquest Large, time in round = 00:53:29, tickets = 29/0

[13:30:23 84] [MULTIbalancer] Status: 2/56 raged, 24 reassigned, 3 balanced, 16 unstacked, 2 unswitched, 1 excluded, 226 exempted, 0 failed; of 1895 TOTAL

[13:30:23 84] [MULTIbalancer] Status: Team counts [63] = 31(US) vs 32(RU), with 0 unassigned

btw- how the heck does MB know whats considered a "rage" for the final stats? lol! Cause I'll tell you- there were def more than the 2 it listed :ohmy:
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Originally Posted by PapaCharlie9*:

 

EDIT #2: Getting the same complaints of Fantasy, and BattleLog requests is set to true.

Has there been enough time since enabling the plugin to fetch all the tags? Are you sure the tags are getting fetched, or are you getting nothing but Battlelog fetch errors?

 

Two ways to analyze:

 

1) Set Debug Level to 6 to see FETCH progress. You'll also get a lot of other debugging logging, but just pay attention to the messages that start FETCH. If you are getting Battlelog errors, they will be very obvious.

 

2) Level Debug Level 2 and type tags into Show In Log. That will list all the known tags and all the players that have those tags, by team and squad, in plugin.log. If that looks right, then something else is going on.

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Originally Posted by PapaCharlie9*:

 

Papa, with regards to Jay's comment, does "Disperse Evenly for Rank" ignore squaddie's with the same clan tag? This would probably fix a lot of the whiners.

Indeed, the Dispersal rules have the highest priority over everything else. After all, if the only three 100 Colonels on the server all have the same tag and all are on the same team, dispersal won't work if tags are taken into account. The pool of potential players to move is extremely limited, so normal exclusions can't be applied.

 

The best thing to do if this is causing problems is disable it. Just set Disperse Evenly For Rank to 0.

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Originally Posted by PapaCharlie9*:

 

Also, the other complaint is people getting switched more than once, and I really agree with them on this one, players should only be targeted once for balance.. one they have been moved they should be removed from consideration altogether regardless of score.

That's exactly what the plugin does and that has been thoroughly tested. I'm confident that part is working, so something else is going on.

 

One thing we noticed during testing is that players who try to team switch to the winning team and get moved back count that as being moved for balance, even though it isn't. That's one possible explanation.

 

The best thing to do is increase your Debug Level to 7 and keep track of the log during the complaints. Then send me the plugin.log and the chat.log around the complaint. I'll be able to see whether the complaint is legit and there is a problem with plugin, or if it is a bogus complaint and they are just whining.

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Originally Posted by PapaCharlie9*:

 

btw- how the heck does MB know whats considered a "rage" for the final stats? lol! Cause I'll tell you- there were def more than the 2 it listed :ohmy:

You really ought to read the documentation at some point. :smile:

 

A rage quit is any player quit that happens within 1 minute of being moved for balance or unstacking.

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Originally Posted by Flyswamper*:

 

For what it's worth, I'm one of the "regulars" on FantasyGirl's metro server....

 

My observations/complaints/whines/comments would be as follows...

 

- Clearly the balancer is WAY more *active* in moving people than we were used to.

- It seems to make a habit of switching me from one team to the other just after the round has started. Typically I rush to the B-flag, perhaps make serveral kills in a really short time, help secure the flag, and then immediately find myself on the team I just helped prevent from getting the B flag. I dunno, but I'm guessing my rapid kills in a rushed-target-rich environment might be triggering me as a candidate. I do know it sure is deflating to get swapped only a few seconds into the round to the team that I just played a major-role in making sure they would lose (that's the nature of Metro and the B-flag).

 

A few times I've been switched later in the rounds and I suppose I understand the plugin/logic is *TRYING* to balance the server and make the outcome more even. To be honest, in a Metro-64 when one team has control of the center/B flag you really have to do more than even up the teams to cause the tide to turn. The nature of that map is that whichever teams holds B *should* dominate the other team provided the players are reasonably close in game-skills.

 

So.... I could get used to the new logic/plugin there, but I'll admit that it has been more deflating than I would have liked.

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Originally Posted by PapaCharlie9*:

 

Does anyone have already some experience with this plugin on rush mode? I'm not sure what are good settings for rush, especially because I use adaptive ticket count, so the start value for tickets is between 100% and 150%. Maybe it doesn't work properly because the detecting of new stages doesn't work for me.

If you are looking for settings, try this thread:

 

showthread....ected-Settings*

 

I just posted the Rush settings I was using for testing on 75-100 ticket servers. That should be close enough for your gameModeCounter range. You might try increasing Definition Of Last Phase to 30.

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Originally Posted by PapaCharlie9*:

 

For what it's worth, I'm one of the "regulars" on FantasyGirl's metro server....

 

My observations/complaints/whines/comments would be as follows...

 

- Clearly the balancer is WAY more *active* in moving people than we were used to.

- It seems to make a habit of switching me from one team to the other just after the round has started. Typically I rush to the B-flag, perhaps make serveral kills in a really short time, help secure the flag, and then immediately find myself on the team I just helped prevent from getting the B flag. I dunno, but I'm guessing my rapid kills in a rushed-target-rich environment might be triggering me as a candidate. I do know it sure is deflating to get swapped only a few seconds into the round to the team that I just played a major-role in making sure they would lose (that's the nature of Metro and the B-flag).

 

A few times I've been switched later in the rounds and I suppose I understand the plugin/logic is *TRYING* to balance the server and make the outcome more even. To be honest, in a Metro-64 when one team has control of the center/B flag you really have to do more than even up the teams to cause the tide to turn. The nature of that map is that whichever teams holds B *should* dominate the other team provided the players are reasonably close in game-skills.

 

So.... I could get used to the new logic/plugin there, but I'll admit that it has been more deflating than I would have liked.

Good feedback. I can see why those things were happening in the settings being used. FG gave me layer access and I tuned up the settings. You should not see any of those things happen any more. The balancer is now disabled for the first 75 tickets and the last 300 tickets.

 

Are you a 100 colonel? Well, that's turned off now too. :smile:

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Originally Posted by Jaythegreat1*:

 

I'm still running Standard pre-set, but I am trying to make a bit less-aggressive by raising the ticket differential on mid and late-phases.

 

Also, going to have it scramble by player rank rather than spm... we seem to have a lot of success with TrueBalancer scrambling by rank.

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Originally Posted by LumPenPacK*:

 

If you are looking for settings, try this thread:

 

showthread....ected-Settings*

 

I just posted the Rush settings I was using for testing on 75-100 ticket servers. That should be close enough for your gameModeCounter range. You might try increasing Definition Of Last Phase to 30.

Thank you, I'm just trying these settings on my 48 slots 150% Rush server but the "new stage detecting" is stilll a little bit strange:

 

[23:27:57 32] [MULTIbalancer] :::::::::::::::::::::::::::::::::::: Level loaded detected ::::::::::::::::::::::::::::::::::::

[23:28:06 75] [MULTIbalancer] :::::::::::::::::::::::::::::::::::: First spawn detected ::::::::::::::::::::::::::::::::::::

[23:28:07 21] [MULTIbalancer] REASSIGNING new player Wesker_GER from Defending team to Attacking team because difference is 0

[23:28:08 87] [MULTIbalancer] .................................... New rush stage detected ....................................

[23:29:51 98] [MULTIbalancer] .................................... New rush stage detected ....................................

[23:30:16 01] [MULTIbalancer] REASSIGNING new player MuhKuh2205 from Attacking team to Defending team because difference is 0

[23:30:30 70] [MULTIbalancer] .................................... New rush stage detected ....................................

[23:30:32 39] [MULTIbalancer] .................................... New rush stage detected ....................................

[23:30:33 87] [MULTIbalancer] .................................... New rush stage detected ....................................

[23:31:10 95] [MULTIbalancer] .................................... New rush stage detected ....................................

[23:31:12 10] [MULTIbalancer] .................................... New rush stage detected ....................................

[23:31:23 01] [MULTIbalancer] .................................... New rush stage detected ....................................

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Originally Posted by HexaCanon*:

 

would be awesome if admins look at "round over report" and compare the number of rage.

 

Code:

// AK server
[23:51:32 76] [MULTIbalancer] :::::::::::::::::::::::::::::::::::: Round over detected ::::::::::::::::::::::::::::::::::::
[23:51:32 96] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:
[23:51:32 96] [MULTIbalancer] Status: Map = Alborz Mountains, mode = Conquest Large, time in round = 00:03:59, tickets = 0/39 <- [800]
[23:51:32 96] [MULTIbalancer] Status: 8/63 raged, 28 reassigned, 13 balanced, 21 unstacked, 17 unswitched, 19 excluded, 295 exempted, 0 failed; of 999 TOTAL
[23:51:32 96] [MULTIbalancer] Status: Team counts [52] = 24(US) vs 28(RU), with 0 unassigned
[23:51:32 96] [MULTIbalancer] +------------------------------------------------+
// B2K server
[23:53:27 74] [MULTIbalancer] :::::::::::::::::::::::::::::::::::: Round over detected ::::::::::::::::::::::::::::::::::::
[23:53:27 96] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:
[23:53:27 96] [MULTIbalancer] Status: Map = Sharqi Peninsula, mode = Assault64, time in round = 00:05:54, tickets = 0/216 <- [840]
[23:53:27 96] [MULTIbalancer] Status: 5/25 raged, 15 reassigned, 7 balanced, 13 unstacked, 5 unswitched, 32 excluded, 330 exempted, 0 failed; of 819 TOTAL
[23:53:27 96] [MULTIbalancer] Status: Team counts [49] = 24(US) vs 25(RU), with 0 unassigned
[23:53:27 96] [MULTIbalancer] +------------------------------------------------+
i like the balancing, one round was finished with 39 tickets difference.

 

just wondering if others get the same amount of rage numbers.

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Originally Posted by dyn*:

 

Good work papa! When i saw the thread pop up the title made it seem this was still for the discussion thread.. Had no idea you were ready to release a finished plugin. Nicely done :ohmy:

 

At first I must say I was very adamant about not implementing any of the un-stacking features. My original thought was that it would totally destroy teamplay. Our servers attract a lot of clan members who come in force to play with us. If we keep splitting them up all round it wouldn't help us any since they would just get pissed off and leave. The best solution to keep the teams fair and prevent an hour long rape, IMHO, is to just keep tickets low. Servers with 1000+ tickets are usually just a rape fest. Now, however, I suppose the rape can be limited by un-stacking but you do risk alienating some of your better players.

 

 

Reading over the documentation I do like the control we have over when a server is un-stacked. Being able to un-stack a team within the first hundred tickets and then not touch it again all round does sound very appealing to me. The end of round balancing usually does a fine job (True Balancer - your edit) evening up the teams. One situation that does sometimes happen is we'll have a group of people quit right after the scrambling has taken place, just before the next map loads. Maybe the group calls out 'let's quit' -- so they all do. This then screws with the balance for the next round. Being able to correct that sounds great.

 

The only thing keeping me from implementing this across our servers is the inability to keep squads together at round end. We push VERY hard to get people on TeamSpeak so we can actually have 'team work' (foreign concept to some new players or recent BF converts:P ) and by splitting up the squads we risk moving people who are playing together on TeamSpeak into different squads and teams. Many of these players are just friends or friends of friends and don't share the same Clan tag.

 

Ideally we would scramble round end, keeping squads together and then unstack the teams for the first few tickets if it was needed. There are usually enough guys on TeamSpeak so just one individual being moved wouldn't break us.

 

What's everyone's take on this strategy ?

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Originally Posted by kcuestag*:

 

I'll do a summary for my feedback/complaints:

 

- Players being moved more than once per round (Even up to 3-4 times per round, already reported by Jaythegreat1)

- Have an option to keep a squad together when team scrambling

- Clan Tags aren't working, at least on my server, we get complaints from same clan members being splitted when the plugin does unstacking... :sad:

- Stats fetching from Battlelog (And use Battlelog Cache) so that we can do team scrambling at round end or start instead of unstacking through the round (Seems like unstacking is getting lot of complaints on my CQL server...)

 

That's pretty much it for now.

 

I'll admit the plugin does a great job at keeping rounds well balanced/tight, but at a huge cost of making players angry because they keep getting moved to the other team even with clan tags...

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Originally Posted by PapaCharlie9*:

 

Thank you, I'm just trying these settings on my 48 slots 150% Rush server but the "new stage detecting" is stilll a little bit strange:

Doesn't every round have 8 stages? :smile:

 

Increase your Debug Level to 4 so you can see what stage and tickets the plugin thinks it is at. It's guesswork, so there will be some mistakes from time to time.

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Originally Posted by PapaCharlie9*:

 

would be awesome if admins look at "round over report" and compare the number of rage.

 

Code:

// AK server
[23:51:32 76] [MULTIbalancer] :::::::::::::::::::::::::::::::::::: Round over detected ::::::::::::::::::::::::::::::::::::
[23:51:32 96] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:
[23:51:32 96] [MULTIbalancer] Status: Map = Alborz Mountains, mode = Conquest Large, time in round = 00:03:59, tickets = 0/39 <- [800]
[23:51:32 96] [MULTIbalancer] Status: 8/63 raged, 28 reassigned, 13 balanced, 21 unstacked, 17 unswitched, 19 excluded, 295 exempted, 0 failed; of 999 TOTAL
[23:51:32 96] [MULTIbalancer] Status: Team counts [52] = 24(US) vs 28(RU), with 0 unassigned
[23:51:32 96] [MULTIbalancer] +------------------------------------------------+
// B2K server
[23:53:27 74] [MULTIbalancer] :::::::::::::::::::::::::::::::::::: Round over detected ::::::::::::::::::::::::::::::::::::
[23:53:27 96] [MULTIbalancer] FINAL STATUS FOR PREVIOUS ROUND:
[23:53:27 96] [MULTIbalancer] Status: Map = Sharqi Peninsula, mode = Assault64, time in round = 00:05:54, tickets = 0/216 <- [840]
[23:53:27 96] [MULTIbalancer] Status: 5/25 raged, 15 reassigned, 7 balanced, 13 unstacked, 5 unswitched, 32 excluded, 330 exempted, 0 failed; of 819 TOTAL
[23:53:27 96] [MULTIbalancer] Status: Team counts [49] = 24(US) vs 25(RU), with 0 unassigned
[23:53:27 96] [MULTIbalancer] +------------------------------------------------+
i like the balancing, one round was finished with 39 tickets difference.

 

just wondering if others get the same amount of rage numbers.

The other numbers are important too when considering rage quits. You have more unstacking than balancing moves. Tons of team switching getting unswitched also. Those two things seem to create the most rage quits.
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Originally Posted by xFaNtASyGiRLx*:

 

I posted this in the plugin dev thread but decided to put it here too for those who don't read that section.

 

This is more in reference to your question on the set up for keeping clans together question.

 

I am not sure but whatever its at now for Aftermath- is perfect. Really it is. 9 out of 10 matches have been extremely close and less than 100 point difference throughout. Many type "gg" after each match which doesn't happen to often.

 

Domination - I have set to intensify- a few complaints but again- very close matches.

 

Scavenger - Standard preset- again close match and not much raging.

 

Metro - Not much raging anymore.

 

I'm not sure if its because this plugin has been running now for 3 days and players are just used to it but the raging has subsided a lot since the first day. The raging I see now is just being switched to the losing side. I haven't seen any for not being able to play with teammates.

 

When I was running TB & IB, I had it set to keep squads together= false. This was because sometimes a whole clan of top players would join my server and stomp one side round after round. If I wasn't there to see it, the server would surely die. If I was there- I always ask the clan to split sides in which they oblige, no problem.

 

If a clan really wanted to play together they would just suicide a few times and attempt to get on with their teammates... UNSURE if MB now allows this where it was possible for them to do with TB/IB.

 

Or if all else fails, I have seen them quit the game and come back.

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Originally Posted by PapaCharlie9*:

 

The only thing keeping me from implementing this across our servers is the inability to keep squads together at round end. We push VERY hard to get people on TeamSpeak so we can actually have 'team work' (foreign concept to some new players or recent BF converts:P ) and by splitting up the squads we risk moving people who are playing together on TeamSpeak into different squads and teams. Many of these players are just friends or friends of friends and don't share the same Clan tag.

 

Ideally we would scramble round end, keeping squads together and then unstack the teams for the first few tickets if it was needed. There are usually enough guys on TeamSpeak so just one individual being moved wouldn't break us.

 

What's everyone's take on this strategy ?

It's a good point. MB can't move entire squads so it pretty much ignores squads, except for the clan tag exclusion.
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Originally Posted by HexaCanon*:

 

The other numbers are important too when considering rage quits. You have more unstacking than balancing moves. Tons of team switching getting unswitched also. Those two things seem to create the most rage quits.

most of the unstacking settings are the default ones. i think the amount of unstack and group size are un-touched.

 

could the default settings be a bit 2 much ? (talking about conquest large).

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Originally Posted by PapaCharlie9*:

 

I'll do a summary for my feedback/complaints:

 

- Players being moved more than once per round (Even up to 3-4 times per round, already reported by Jaythegreat1)

I think this is a misunderstanding on the player's part or a plugin settings issue, since the code won't allow the same player to be moved if they were moved for balance or unstacking. If they team switched or are colonel 100, that's a different story, but both of those can be disabled.

 

I'd have to see Debug Level 7 logs of a suspected double-move to understand what is really going on.

 

- Have an option to keep a squad together when team scrambling

That's possible, but as noted in the discussion thread, the scrambler is already handicapped by too many restrictions. Add some posts to that discussion and maybe we can figure something out that will work better.

 

- Clan Tags aren't working, at least on my server, we get complaints from same clan members being splitted when the plugin does unstacking... :sad:

That got past our testing. You are correct, that is a defect in the plugin. I will have to do a patch to fix it.

 

- Stats fetching from Battlelog (And use Battlelog Cache) so that we can do team scrambling at round end or start instead of unstacking through the round (Seems like unstacking is getting lot of complaints on my CQL server...)

That's on the wish list for Version 2.

 

I'll admit the plugin does a great job at keeping rounds well balanced/tight, but at a huge cost of making players angry because they keep getting moved to the other team even with clan tags...

I suggest you increase your unstacking percentages. If they are 120, make them 130 or 150. That will reduce the unstacking to only the worst cases. You can also reduce the maximum number of unstacking swaps and group size or increase the delay between groups.

 

Also, make sure your Late Phase (which should have 0,0,0 for unstacking percentages) is the correct size for your ticket count. If you only have 50 or 100, consider increasing it to 200 or 300 for max tickets of 600 or more. That will disable unstacking for the last part of the round, up to the last half if you want.

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      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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