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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by PapaCharlie9*:

 

I'm having the same problem as Trigger28,

 

I have uploaded it to the /Plugins/BF4 folder then done a restart of the procon layer (server side) and Its not showing up in the parent layer controls tab, any Iteas?

Make sure you have plugin.log enabled on the layer. What does it say? If there is a problem compiling or loading the plugin, there will be an error.
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Originally Posted by PapaCharlie9*:

 

Working really well on our BF4 running Conquest only. Clan members reporting good balanced games.

 

Can you explain a little about the stats in the end of round report? Specifically what is the difference between an Exclusion and an Excemption? Am I getting too many exemptions here? Thanks Corsair

 

If this looking good as a typical round end?

 

[23:37:29 61] [MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:

[23:37:29 61] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Conquest Small, time in round = 00:14:53, tickets = 263/0

[23:37:29 61] [MULTIbalancer]:0 Status: Ticket difference = 263, ticket ratio percentage is 5000%

[23:37:29 61] [MULTIbalancer]:0 Status: 0/6 raged, 0 reassigned, 1 balanced, 3 unstacked, 2 unswitched, 17 excluded, 104 exempted, 0 failed; of 160 TOTAL

[23:37:29 61] [MULTIbalancer]:0 Status: Team counts [39] = 20(US) vs 19(RU), with 1 unassigned

Having a high number of exemptions is normal. Exemption just means that at the time of considering that particular player's death, there was a temporary reason to exempt him, like, he's a weak player and the target team happened to be losing at that point, or its late in the round and the balance speed is Stop, etc.

 

Exclusions are permanent. They don't change, like a player being on the Whitelist, or they change infrequently, like having the same tags as other players in the squad.

 

In terms of "good as a typical round", it depends on what you are shooting for. You have 0 rage quits, so that's good. Only 1 player got balance moved, so your server was probably balanced for the whole round. Those are positives.

 

Negatives are that the round was only 15 minutes for 40 players on a Conquest Small map, that's a bit on the short side. The ticket differences of 263 to 0 on a 400 ticket map is pretty much a lopsided win, so that's not so good.

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Originally Posted by )RAG()N*:

 

Make sure you have plugin.log enabled on the layer. What does it say? If there is a problem compiling or loading the plugin, there will be an error.

Disregard,,I found the problem it a PEBCAK error!

 

I have uploaded it to the wrong server :tongue: I used the wrong FTP details

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Originally Posted by Moli87*:

 

Hi Papa what does this mean?

 

Max Unstacking Ticket Difference: Number greater than or equal to 0. If the difference in tickets is greater than the number specified, unstacking will be disabled. Set to 0 to allow any difference for unstacking.

 

I set it up with the wizard for CQ Large minimum is 800 and maximum tickets also 800

 

Now the Max Unstacking Ticket Difference is set to 400? is that correct? When the difference is 400 of 800 tickets then unstacking is disabled?

 

Thanks and Greez

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Originally Posted by PapaCharlie9*:

 

Hi Papa what does this mean?

 

Max Unstacking Ticket Difference: Number greater than or equal to 0. If the difference in tickets is greater than the number specified, unstacking will be disabled. Set to 0 to allow any difference for unstacking.

 

I set it up with the wizard for CQ Large minimum is 800 and maximum tickets also 800

 

Now the Max Unstacking Ticket Difference is set to 400? is that correct? When the difference is 400 of 800 tickets then unstacking is disabled?

 

Thanks and Greez

I'm not sure how to explain it any more clearly than that. Perhaps a review of unstacking itself would help? This is from the top section of post #1, under heading Unstacking:

 

Stacking refers to one team having more strong players than the other team. The result of stacked teams is lopsided wins and usually rage quitting from the losing team or attempts to switch to the winning team. If unstacking is enabled and the Ticket Percentage (Ratio) is exceeded, the plugin will attempt to unstack teams. To unstack teams, a strong player is selected from the winning team and is moved to the losing team. Then, a weak player is selected from the losing team and moved to the winning team. This is repeated until the round ends, or teams become unbalanced, or Max Unstacking Swaps Per Round is reached, whichever comes first.

Normally, unstacking is controlled by ticket percentage. For example, on an 800 max ticket round, if the winner has 600 tickets left and the loser has 400 tickets left, 600/400 is 150%. So if you had set your ticket tercentage to 120%, unstacking would be triggered and players would be moved, strong players to the losing side, weak players to the winning side, per your other settings.

 

But what if the gap in tickets is huge? What if there is no chance the losing team can catch up to the winning team by doing unstacking swaps? Then it becomes unfair to move weak players to the winning side, and even worse, strong players to the losing side, right? That's what Max Unstacking Ticket Difference is for, to guard against the situation where the ticket percentage says that unstacking should happen, but the gap in tickets is so large that swapping players would be unfair.

 

So a value of 400 for an 800 ticket server means that if the winning side has, for example, 750 tickets and the losing side has 250 tickets, that's a ticket percentage ratio of 750/250 or 300%, easily triggering unstacking set to 120%. But since 750-250 = 500, which is greater than 400, unstacking would not be triggered, because the gap would be too large.

 

Clear? If you don't like 400, you can change it -- I suppose lowering is slightly, like to 300 might be okay. I wouldn't make it much higher than 400, though. Whatever you think the gap is that would make it impossible for the losing team to catch up.

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Originally Posted by PapaCharlie9*:

 

What would be a good setting for a CQ Large 24/7 Golrud server w/1200 TIX?

You need to say more about what you mean by "good"?

 

What's the overall goal? Retain players and keep people from quitting or complaining? Close games (rounds that end with 50 ticket difference or less), even if it means a lot of complaining and rage quitting? Just plain old balancing? Scrambling between rounds? Keeping friends together even if they don't have the same tags? Splitting up known gangs of owning players?

 

There are a lot of things to consider.

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Originally Posted by jking54*:

 

You need to say more about what you mean by "good"?

 

What's the overall goal? Retain players and keep people from quitting or complaining? Close games (rounds that end with 50 ticket difference or less), even if it means a lot of complaining and rage quitting? Just plain old balancing? Scrambling between rounds? Keeping friends together even if they don't have the same tags? Splitting up known gangs of owning players?

 

There are a lot of things to consider.

sorry PC, I uploaded 2 pics after you posted...

 

I don't experience much rage quitting, complaining yes but mostly from game issues etc. My goal is to have close rounds, 50 or less would be ideal, split up gangs? Yeah that might be nice aspect to have, but keep friends and clan tags together. Regarding balancing, I'm still a bit of a n00b at the types of balancing, but something that will keep most happy with any moves. Golrud is an awesome map and provides some really good action for all vehicles and right now is usually full 24/7.

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Originally Posted by PapaCharlie9*:

 

sorry PC, I uploaded 2 pics after you posted...

 

I don't experience much rage quitting, complaining yes but mostly from game issues etc. My goal is to have close rounds, 50 or less would be ideal, split up gangs? Yeah that might be nice aspect to have, but keep friends and clan tags together. Regarding balancing, I'm still a bit of a n00b at the types of balancing, but something that will keep most happy with any moves. Golrud is an awesome map and provides some really good action for all vehicles and right now is usually full 24/7.

There's an unavoidable decision you have to make. Keeping games close via unstacking generates complaints and rage quitting. You can't have one without the other.

 

Even if you are willing to accept the complaints and rage quitting, it takes a lot of work fine-tuning a server to get consistently close games with unstacking. It's possible, but if you look for posts in this thread by Blitz and OscarMike, you'll see that they spent several days, if not weeks, tweaking their settings until they got the close games they wanted.

 

I'm not trying to discourage you, just making sure you understand what it is going to take to achieve that goal. There's no magic formula or one golden set of settings that works for every situation. It's all a matter of tuning and tweaking to get to what you consider a fair game.

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Originally Posted by jking54*:

 

Ok round just ended with this summary:

 

[09:41:58 46] [MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:

[09:41:58 47] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Conquest Large, time in round = 01:26:36, tickets = 290/0

[09:41:58 47] [MULTIbalancer]:0 Status: Ticket difference = 290, ticket ratio percentage is 5000%

[09:41:58 47] [MULTIbalancer]:0 Status: 0/126 raged, 0 reassigned, 2 balanced, 0 unstacked, 0 unswitched, 10 excluded, 49 exempted, 0 failed; of 2182 TOTAL

[09:41:58 48] [MULTIbalancer]:0 Status: Team counts [63] = 32(US) vs 32(RU), with 2 unassigned

[09:41:58 48] [MULTIbalancer]:2 +------------------------------------------------+

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Originally Posted by jking54*:

 

There's an unavoidable decision you have to make. Keeping games close via unstacking generates complaints and rage quitting. You can't have one without the other.

 

Even if you are willing to accept the complaints and rage quitting, it takes a lot of work fine-tuning a server to get consistently close games with unstacking. It's possible, but if you look for posts in this thread by Blitz and OscarMike, you'll see that they spent several days, if not weeks, tweaking their settings until they got the close games they wanted.

 

I'm not trying to discourage you, just making sure you understand what it is going to take to achieve that goal. There's no magic formula or one golden set of settings that works for every situation. It's all a matter of tuning and tweaking to get to what you consider a fair game.

Understood totally, if I may do you see anything in my settings pics above that sticks out in general?
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Originally Posted by PapaCharlie9*:

 

Understood totally, if I may do you see anything in my settings pics above that sticks out in general?

No, your settings look fine and your round ending looks fine.

 

EDIT: Oops, wait, you have AllTime stats fetching enabled, but you are using RoundSPM for Strong. You don't need AllTime if you use Round* stats. AllTime is for BattlelogSPM, etc. Change AllTime to ClanTagOnly.

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Originally Posted by jking54*:

 

No, your settings look fine and your round ending looks fine.

Thanks, that is encouraging. I'm looking for closer matches but work in progress, thanks PC.

 

EDIT: Ok, will change AllTime setting, thank you! Oh and here are my other settings if this helps:

 

MB_3-roundphase_etc.pngMB_prresets.png

 

Question on the presets, is what I have correct? Or would I set it at 1200/1200 for "Lowest, Highest" max tickets for mode?

 

EDIT2: I get this now and then:

 

[10:43:53 67] [MULTIbalancer]:2 ADMIN moved player (REVERSED) xxxxxxxx_xxxx, MULTIbalancer will respect this move

 

what's happening here?

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Originally Posted by sid2005*:

 

Hello PapaCharlie9. I had es a quick question. about true balancer bf3. Why does a player who in server always comes to the winning side. and not on the losing side. Greetings sid2005

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Originally Posted by PapaCharlie9*:

 

[10:43:53 67] [MULTIbalancer]:2 ADMIN moved player (REVERSED) xxxxxxxx_xxxx, MULTIbalancer will respect this move

 

what's happening here?

Do you have any other plugin running? It's telling you that someone, an admin or a plugin, moved a player and that MB will respect that move and not switch the player back to their original team.
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Originally Posted by PapaCharlie9*:

 

Keep your fingers crossed! If all goes well with today's testing, I will release 1.0.7.0 BF4 compatible MULTIbalancer on Sunday.

 

Please play on these test servers to help with final testing!

 

Noobs rank up fast here! 64+2 cmdrs! Legion Clan - NFO LA

 

=FTB= 06 = RUSH/ ROTATION/ 100 TKTS/ FAST RESPAWN=24/7[/u]

 

=FTB= 11 = OP. LOCKER / TDM / 600 TKTS / FAST RESPAWN=24/7

 

Procon Test Server - myrcon.com

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Originally Posted by jking54*:

 

Do you have any other plugin running? It's telling you that someone, an admin or a plugin, moved a player and that MB will respect that move and not switch the player back to their original team.

AdKats actually I'm guessing that's what's doing it? Good news on your update for tomorrow, thank you.

 

EDIT: Wondering if RoundScore would be better than RoundSPM on a server such as mine....

 

some guy went 67-3 on the server with this end result:

 

[12:41:19 16] [MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:

[12:41:19 16] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Conquest Large, time in round = 00:30:15, tickets = 0/750

[12:41:19 16] [MULTIbalancer]:0 Status: Ticket difference = 750, ticket ratio percentage is 5000%

[12:41:19 17] [MULTIbalancer]:0 Status: 0/44 raged, 0 reassigned, 1 balanced, 0 unstacked, 2 unswitched, 66 excluded, 0 exempted, 0 failed; of 803 TOTAL

[12:41:19 17] [MULTIbalancer]:0 Status: Team counts [63] = 32(US) vs 31(RU), with 2 unassigned

[12:41:19 17] [MULTIbalancer]:2 +------------------------------------------------+

 

next few:

 

[13:10:49 19] [MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:

[13:10:49 20] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Conquest Large, time in round = 00:28:07, tickets = 847/0

[13:10:49 20] [MULTIbalancer]:0 Status: Ticket difference = 847, ticket ratio percentage is 5000%

[13:10:49 20] [MULTIbalancer]:0 Status: 0/45 raged, 0 reassigned, 0 balanced, 0 unstacked, 2 unswitched, 53 excluded, 4 exempted, 0 failed; of 711 TOTAL

[13:10:49 21] [MULTIbalancer]:0 Status: Team counts [63] = 32(US) vs 31(RU), with 2 unassigned

[13:10:49 21] [MULTIbalancer]:2 +------------------------------------------------+

 

[13:46:32 43] [MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:

[13:46:32 43] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Conquest Large, time in round = 00:34:20, tickets = 631/0

[13:46:32 43] [MULTIbalancer]:0 Status: Ticket difference = 631, ticket ratio percentage is 5000%

[13:46:32 44] [MULTIbalancer]:0 Status: 0/32 raged, 0 reassigned, 0 balanced, 0 unstacked, 1 unswitched, 3 excluded, 3 exempted, 0 failed; of 857 TOTAL

[13:46:32 44] [MULTIbalancer]:0 Status: Team counts [65] = 33(US) vs 32(RU), with 0 unassigned

[13:46:32 44] [MULTIbalancer]:2 +------------------------------------------------+

 

Ticket dff is a bit high for my tastes, would like to see more like 100-300 range, not liking this...

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Originally Posted by jking54*:

 

Whenever I apply settings changes, some setting revert back to where they were before I changed them, kind off frustrating, am I doing something wrong with the settings?

 

e.g.: changes revert back to what's highlighted in color from my pix in ...*...

 

[12:58:53 82] [MULTIbalancer]:0 Applying Wizard settings ...

[12:58:53 82] [MULTIbalancer]:0 For mode: Conquest Large

[12:58:53 83] [MULTIbalancer]:0 Set Max Players to 64

[12:58:53 83] [MULTIbalancer]:0 Set Definition Of High Population For Players to 48

[12:58:53 83] [MULTIbalancer]:0 Set Definition Of Low Population For Players to 16

[12:58:53 83] [MULTIbalancer]:0 Set Definition Of Early Phase As Tickets From Start to 300

[12:58:53 84] [MULTIbalancer]:0 Set Definition Of Late Phase As Tickets From End to 200

[12:58:53 84] [MULTIbalancer]:0 Set Max Unstacking Ticket Difference to 600

[12:58:53 84] [MULTIbalancer]:0 Please review your Section 3 Early, Mid and Late Balance Speeds set to style Standard

[12:58:53 84] [MULTIbalancer]:0 COMPLETED application of Wizard settings! Please review your Section 8 settings for Conquest Large

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Originally Posted by Dudenell*:

 

yeah I don't think it's adkats that's moving players...

 

[00:19:57 23] [MULTIbalancer]:2 ADMIN moved player (REVERSED) WantonTroll, MULTIbalancer will respect this move

 

 

Plugins enabled are: adkats, spambot, multibalance, and proconrulz (proconrulz is only taking PBSS and announcing kill streaks)

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Originally Posted by LumPenPacK*:

 

Keep your fingers crossed! If all goes well with today's testing, I will release 1.0.7.0 BF4 compatible MULTIbalancer on Sunday.

 

Please play on these test servers to help with final testing!

 

Noobs rank up fast here! 64+2 cmdrs! Legion Clan - NFO LA

 

=FTB= 06 = RUSH/ ROTATION/ 100 TKTS/ FAST RESPAWN=24/7[/u]

 

=FTB= 11 = OP. LOCKER / TDM / 600 TKTS / FAST RESPAWN=24/7

 

Procon Test Server - myrcon.com

Great news. Thank you for your hard work.

 

Gesendet von meinem Nexus 7 mit Tapatalk 2

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Originally Posted by OscarMike*:

 

Hey PC9,

 

3 of my 4 layers run this MB beta for BF4 without a problem. On my 4th layer there must be something wrong because I get this error message when enabling this plugin:

 

Code:

[12:05:48 49] [MULTIbalancer]:0 ERROR: Unable to append to log file: C:\Procon\kd10113\server\pls_w_3393\Logs\xxxxxxx\20131110_000_1-Hainan_Resort-CL0_tlr.csv
[12:05:48 49] [MULTIbalancer]:0 ERROR: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "C:\Procon\kd10113\server\pls_w_3393\Logs\xxxxxxx\20131110_000_1-Hainan_Resort-CL0_tlr.csv" konnte nicht gefunden werden.
   bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
   bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   bei System.IO.File.Open(String path, FileMode mode)
   bei PRoConEvents.MULTIbalancer.UpdateTicketLossRateLog(DateTime now, Int32 strong, Int32 weak)
What could cause this behavior? Something to do with ticket loss rate logging and not being able to write the data into the log file on the layer server? If I disable TLRL function then the error disappears. I don't have this problem on my other layers so curious what is causing this..
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Originally Posted by HexaCanon*:

 

Hey PC9,

 

3 of my 4 layers run this MB beta for BF4 without a problem. On my 4th layer there must be something wrong because I get this error message when enabling this plugin:

 

Code:

[12:05:48 49] [MULTIbalancer]:0 ERROR: Unable to append to log file: C:\Procon\kd10113\server\pls_w_3393\Logs\xxxxxxx\20131110_000_1-Hainan_Resort-CL0_tlr.csv
[12:05:48 49] [MULTIbalancer]:0 ERROR: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "C:\Procon\kd10113\server\pls_w_3393\Logs\xxxxxxx\20131110_000_1-Hainan_Resort-CL0_tlr.csv" konnte nicht gefunden werden.
   bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
   bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   bei System.IO.File.Open(String path, FileMode mode)
   bei PRoConEvents.MULTIbalancer.UpdateTicketLossRateLog(DateTime now, Int32 strong, Int32 weak)
What could cause this behavior? Something to do with ticket loss rate logging and not being able to write the data into the log file on the layer server? If I disable TLRL function then the error disappears. I don't have this problem on my other layers so curious what is causing this..
i think you need to create this path manually first ?
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Originally Posted by OscarMike*:

 

i think you need to create this path manually first ?

I think I discovered the flaw. The 4th layer was recently re-installed as it was causing some severe root server errors. I guess during the installation process some read/write permissions on the layer FTP got erased. Will have to contact my host to figure out what is going on though. Not quite sure I have enough permissions on this particular layer ftp to create the path manually.
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Originally Posted by Singh400*:

 

Hey PC9,

 

3 of my 4 layers run this MB beta for BF4 without a problem. On my 4th layer there must be something wrong because I get this error message when enabling this plugin:

 

Code:

[12:05:48 49] [MULTIbalancer]:0 ERROR: Unable to append to log file: C:\Procon\kd10113\server\pls_w_3393\Logs\xxxxxxx\20131110_000_1-Hainan_Resort-CL0_tlr.csv
[12:05:48 49] [MULTIbalancer]:0 ERROR: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "C:\Procon\kd10113\server\pls_w_3393\Logs\xxxxxxx\20131110_000_1-Hainan_Resort-CL0_tlr.csv" konnte nicht gefunden werden.
   bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
   bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   bei System.IO.File.Open(String path, FileMode mode)
   bei PRoConEvents.MULTIbalancer.UpdateTicketLossRateLog(DateTime now, Int32 strong, Int32 weak)
What could cause this behavior? Something to do with ticket loss rate logging and not being able to write the data into the log file on the layer server? If I disable TLRL function then the error disappears. I don't have this problem on my other layers so curious what is causing this..
It's definitely a permissions issue.
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Originally Posted by PapaCharlie9*:

 

Whenever I apply settings changes, some setting revert back to where they were before I changed them, kind off frustrating, am I doing something wrong with the settings?

 

e.g.: changes revert back to what's highlighted in color from my pix in ...*...

 

[12:58:53 82] [MULTIbalancer]:0 Applying Wizard settings ...

[12:58:53 82] [MULTIbalancer]:0 For mode: Conquest Large

[12:58:53 83] [MULTIbalancer]:0 Set Max Players to 64

[12:58:53 83] [MULTIbalancer]:0 Set Definition Of High Population For Players to 48

[12:58:53 83] [MULTIbalancer]:0 Set Definition Of Low Population For Players to 16

[12:58:53 83] [MULTIbalancer]:0 Set Definition Of Early Phase As Tickets From Start to 300

[12:58:53 84] [MULTIbalancer]:0 Set Definition Of Late Phase As Tickets From End to 200

[12:58:53 84] [MULTIbalancer]:0 Set Max Unstacking Ticket Difference to 600

[12:58:53 84] [MULTIbalancer]:0 Please review your Section 3 Early, Mid and Late Balance Speeds set to style Standard

[12:58:53 84] [MULTIbalancer]:0 COMPLETED application of Wizard settings! Please review your Section 8 settings for Conquest Large

What do you mean by "apply settings"? Did you use the wizard more than once for one mode? You are only supposed to use it once. If you make changes to the mode later, you shouldn't run the wizard again. The wizard just gets you started. If you do tweaking and then apply the wizard again, you will lose your tweaks.
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Originally Posted by PapaCharlie9*:

 

yeah I don't think it's adkats that's moving players...

 

[00:19:57 23] [MULTIbalancer]:2 ADMIN moved player (REVERSED) WantonTroll, MULTIbalancer will respect this move

 

 

Plugins enabled are: adkats, spambot, multibalance, and proconrulz (proconrulz is only taking PBSS and announcing kill streaks)

One possibility is that this is the game server moving the player to complete a delayed Join on Friend. The game server is now much more actively involved in join on friend and tries really, really hard to make it happen, even if it has to isolate the joiner in a squad by himself for a whole round and completing the join at the end of the round.

 

Over the last week of logging my server, I see about 200 instances of that message in the logs, compared to about 25 BALANCE messages. So it does happen a lot, relative to balancing moves.

 

Unfortunately, the logging level is 2 for that message, where BALANCE is level 3, so you are going to see it in your log a lot. You can try reducing your Debug Level to 1 if it bothers you. Or just ignore it. I'll change it in the next version to level 4.

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Originally Posted by DWG-Jambi*:

 

Thank you Thank you PapaCharlie9

 

Dice should hire you to fix this broken game. ;-)

I just installed and will give it a try today. We ran your beta and it has been working good. Our server stayed full all day yesterday till it crashed this morning at about 5:45a.m.

 

We have a 48 player BF4 Server. Just running conquest large right now. We took Shangi and Dawn out of the mix right now cause of all the disconnects.

 

Any tips on running the new balancer? We want friends and clans to stay together but also try and have close games.

I read through your manual and have done a little trial and error. It's been working good for the most part but have had a few complaints about being shifted during the match. We understand there is no perfect balance. Tough to balance clans sticking together and not rolling on a team. Any tips would be great but again we thank you thank you for your hard work!!

 

Come join us on Jambi Land anytime! ;-)

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Originally Posted by jking54*:

 

What do you mean by "apply settings"? Did you use the wizard more than once for one mode? You are only supposed to use it once. If you make changes to the mode later, you shouldn't run the wizard again. The wizard just gets you started. If you do tweaking and then apply the wizard again, you will lose your tweaks.

OIC now, my bad thank you PC, quick question, on "Lowest and Highest Maximum Tickets For Modes", should these settings be identical for a 24/7 server, e.g. 1200 for mine? For mys etup, a 24/7 Golrud CQ Large, would you recommend enabling uninstalling and scrambler? I've had them both off until now, and rounds do more than not end in large gaps in tickets.

 

I'm using the "Intensify" preset along with a few tweaks but what is everyone using for "Preferred Style of Balancing" ? With Golrud CQ 70, it's so wide open, so much going on, I really need something appropriate for this type of map/mode.

* Restored post. It could be that the author is no longer active.
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