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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by PapaCharlie9*:

 

how the setup changes to fast autobalance? i am novice to config it!

What do you mean by fast autobalance? The balancer works when players die. It only movers players that have died, so sometimes it takes a few minutes to balance out. It can't go faster than that.

 

If you mean the Balance Speed setting for different Phases and Populations, that is set in Section 3, as described in post #1.

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Originally Posted by FLirtY-3D*:

 

having trouble with the unstacking section.... running a 64player metro rush with a 1,000 tickets and would like it to unstack at about 500 tickets for the 1st set mcoms and same for the second set .....

have the Ticket Percentage To Unstack settings set at 110 for :Early Phase Mid Phase: :0 Late Phase:

 

would like to no what to set the Rush mode section

Stage 1 Ticket Percentage To Unstack Adjustment

Stage 2 Ticket Percentage To Unstack Adjustment

 

to unstack at 500 tickets both sets

 

thankyou for the help in advance

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Originally Posted by exadmin*:

 

So, i've used this plugin for over a month now without problems... but something just happened today, the balancer just messed up team switching all players on a Rush round.

 

Code:

[10:54:03] [MULTIbalancer]:2 ADMIN moved player xCokeAddictkx, MULTIbalancer will respect this move
[10:54:04] [MULTIbalancer]:2 ADMIN moved player squall9891144, MULTIbalancer will respect this move
[10:54:04] [MULTIbalancer]:2 ADMIN moved player royfrosty, MULTIbalancer will respect this move
[10:54:04] [MULTIbalancer]:2 ADMIN moved player fluck2544, MULTIbalancer will respect this move
[10:54:05] [MULTIbalancer]:2 ADMIN moved player gotblast12, MULTIbalancer will respect this move
[10:54:05] [MULTIbalancer]:2 ADMIN moved player Xanaris, MULTIbalancer will respect this move
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: TURAGSOY from Defending team to Attacking team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: ElmoDog from Attacking team to Defending team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: Pitteammates750 from Attacking team to Defending team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: Finalbasic from Defending team to Attacking team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: Micheal_5381 from Attacking team to Defending team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: Azury-5 from Attacking team to Defending team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: JACICO from Attacking team to Defending team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: banboo_lance from Defending team to Attacking team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: tankorori from Attacking team to Defending team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:05] [MULTIbalancer]:5 (SWITCH) Player team switch: LaceSeeker89 from Attacking team to Defending team
[10:54:05] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: PLA--Fapex7swvvt from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: NaitouSecond from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: xaou_llSJ from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: xGewehr from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: ting900108 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: TMM333 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: JuzMadness from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: XtremePlayer22 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: say2202182 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: dericksoon from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: romanredice from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: fel520 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: bladeleige534 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: qq2489960876 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: ShangWu35 from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: Lc_Marcustscc from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: XHCYJ from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: alreadyhave8 from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: CalebWan from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: ianzsret from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: 245388 from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] AdaptiveServerSize: TASK -> 59 players online. 1 players joining. Server size set to 64, but should be 66. Round started at 64. Waiting for round to end.
[10:54:06] [MULTIbalancer]:4 Player left: XHCYJ
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: Mz_Zvocado from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: Xtream102 from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: dearxcorex from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: weston521924 from Attacking team to Defending team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: ukiti from Defending team to Attacking team
[10:54:06] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:06] [MULTIbalancer]:5 (SWITCH) Player team switch: ANANVT9T6C from Attacking team to Defending team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: AZEL-BadTang from Attacking team to Defending team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: Lalachu from Defending team to Attacking team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 ToTeam for kh3n: analyze returned (27/27/0/0), 1 ==> 2
[10:54:07] [MULTIbalancer]:5 New player: kh3n not reassigned, reassignment disabled for BF4 ... 
[10:54:07] [MULTIbalancer]:4 New player: kh3n, assigned to Defending team by game server
[10:54:07] [MULTIbalancer]:3 Thread(fetcher):  1 request in Battlelog request queue
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: Little_Bird91 from Defending team to Attacking team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: J0HN_RAMB0_26 from Attacking team to Defending team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: -A1-Avenger from Defending team to Attacking team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: 4gent-0range from Defending team to Attacking team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: wzCxiao from Attacking team to Defending team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: yorohati from Attacking team to Defending team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: otyahato from Attacking team to Defending team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: jin-jp from Defending team to Attacking team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] [MULTIbalancer]:5 (SWITCH) Player team switch: Meat_Snorkel from Defending team to Attacking team
[10:54:07] [MULTIbalancer]:5 (SWITCH) ALLOWED: Time in round 1 < 2
[10:54:07] AdaptiveServerSize: TASK -> 58 players online. 1 players joining. Server size set to 64, but should be 66. Round started at 64. Waiting for round to end.
-Map was in Golmud Railway Rush

-This is a start of the 2nd round of RUSH

-Scrambler is set to only at new MAP and in 40secs

-Team switching is only allowed for 2minutes

-This is the first time switching all players back to the defending team when the second round starts

-All other rush maps after this is working fine.

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Originally Posted by Tweeder*:

 

Hi Guys

 

Need some help.

 

I have been running the plugin and it works great. The only thing I want to find out is how to get the plugin to check the balance more frequently. I have times on the server that it 8 vs 6 which guys complain about. Is there a way to set the time how frequently balance is checked?

 

I would like it to check every minute or two so that we have even players.

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Originally Posted by PapaCharlie9*:

 

having trouble with the unstacking section.... running a 64player metro rush with a 1,000 tickets and would like it to unstack at about 500 tickets for the 1st set mcoms and same for the second set .....

have the Ticket Percentage To Unstack settings set at 110 for :Early Phase Mid Phase: :0 Late Phase:

 

would like to no what to set the Rush mode section

Stage 1 Ticket Percentage To Unstack Adjustment

Stage 2 Ticket Percentage To Unstack Adjustment

 

to unstack at 500 tickets both sets

 

thankyou for the help in advance

Are you kidding? 1000 tickets per stage? How many hours does it take to play an entire 4000 ticket round? How many players?

 

The short answer is, forget about it.

 

The long answer is that Unstacking works best when the map is NOT Metro and the mode is NOT Rush. Trying to do both at the same time isn't impossible, but it is very difficult.

 

Because it is Rush, each of the Early/Mid/Late phases applies to each stage, which is to say, each pair of MCOM objectives. That's a limitation of the game server/RCON events, not the plugin. That's why the per-mode section for Rush has additional settings for each stage's Ticket Percentage To Unstack Adjustment. The idea is to favor unstacking in early stages and disable it in the late stages.

 

So what you need to do is set up Section 3 for the ideal stage, the stage you want to act "normally" with respect to Unstacking (adjustment will be 0%). Then, in the per-mode settings, use negative adjustment values to have more unstacking (reduces the thresholds) and positive adjustment values to have less unstacking (increases the thresholds).

 

For example, Metro is 4 stages, right? You said you want 110 for Early/Mid and 0 for Late (which is very low, by the way -- wouldn't 120 be better_). So lets treat that as the "normal" stage. Set Section 3 to:

 

Early: 110,110,110

Mid: 110,110,110

Late: 0,0,0

 

Now, which stage do you want to be the normal one? It's either the first or the second. Let's say the first. You set Stage 1 Ticket Percentage to Unstack Adjustment to 0. The adjustment is added/subtracted from your base settings in Section 3. That means for Stage 1 you will get these thresholds:

 

Stage 1

Early: 110,110,110

Mid: 110,110,110

Late: 0,0,0

 

If you want to encourage more unstacking in the second stage, you would use a negative number for Stage 2, say -5. That means your Stage 2 will get these thresholds, because 110 - 5 = 105:

 

Stage 2

Early: 105,105,105

Mid: 105,105,105

Late: 0,0,0

 

Notice that no adjustment is made if the value is already 0.

 

Now for Stage 3 you want to cut way back on unstacking. Lets say you want the threshold to be 180%. So 110 + 70 = 180, that's what you will use as the adjustment for Stage 3, 70. You will have these thresholds:

 

Stage 3

Early: 180,180,180

Mid: 180,180,180

Late: 0,0,0

 

Now for Stage 4 you want to turn off unstacking completely. So 110 - 110 = 0, so you use -110 for the Stage 4/5 adjustment. You will have these thresholdS:

 

Stage 4

Early: 0,0,0

Mid: 0,0,0

Late: 0,0,0

 

So altogether, for this example, the Stage X Ticket Percentage To Unstack Adjustments are:

 

Stage 1 Ticket Percentage To Unstack Adjustment: 0

Stage 2 Ticket Percentage To Unstack Adjustment: -5

Stage 3 Ticket Percentage To Unstack Adjustment: 70

Stage 1 Ticket Percentage To Unstack Adjustment: -110

 

Make sense? If it doesn't, I don't blame you. That's why I said the short answer is forget about it.

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Originally Posted by PapaCharlie9*:

 

So, i've used this plugin for over a month now without problems... but something just happened today, the balancer just messed up team switching all players on a Rush round.

-Map was in Golmud Railway Rush

-This is a start of the 2nd round of RUSH

-Scrambler is set to only at new MAP and in 40secs

-Team switching is only allowed for 2minutes

-This is the first time switching all players back to the defending team when the second round starts

-All other rush maps after this is working fine.

What version of MULTIbalancer were you using?

 

That's definitely unexpected. From the log, MULTIbalancer thinks some other plugin was moving all the players, but you think the Scrambler did all those moves? Did an admin change the map or do a run next map, start next level, or something like that? Or maybe xVotemap or UMM change the map?

 

40 is kind of low, you should set it to something between 50 and 60.

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Originally Posted by PapaCharlie9*:

 

Hi,

As before, the shuffler isn't working.

I've attached the logs.zip

See this post* for my settings.

That's not the log file I need. I need plugin.log with Debug Level set to 7.

 

I looked at your settings. They are a bit unusual. What exactly is happening that makes you think the scrambler is not working?

 

You have Only On Final Ticket Percentage set to 120. That means that the previous round has to end with tickets more than 120% apart. If the round ended closer than that, like 40 to 0 on a 300 ticket round, no scrambling will happen. How many tickets in your rounds? In the logs, it would be best to include the FINAL STATUS log messages, so I can see what the final tickets were, number of players, map/mode, etc.

 

You have Keep Squads Together set to False. That means squads will be broken up.

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Originally Posted by PapaCharlie9*:

 

Hi Guys

 

Need some help.

 

I have been running the plugin and it works great. The only thing I want to find out is how to get the plugin to check the balance more frequently. I have times on the server that it 8 vs 6 which guys complain about. Is there a way to set the time how frequently balance is checked?

 

I would like it to check every minute or two so that we have even players.

It checks every time a player dies. It's not based on time. The balancer only moves players that are already dead and haven't spawned yet.

 

When the population is low (14 is low, anything below 20 is low), the pool of available dead players to move is limited. Unless a lot of players on the team with 8 players die in a short period of time, it might be a long wait. This is made worse if players on the 8 player side have exclusions, like clan tags in squad, or whitelist, or top scoring, or recently moved, or you have Only Move Weak Players, which means instead of the pool of available movers being 8, its only 4 (assuming you define strong as the top 50%).

 

Also, if there are players waiting to join, the balancer will wait for them rather than moving dead players. You will see this in the log as "waiting for players to be reassigned".

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Originally Posted by DWG-Jambi*:

 

No, you did something right by pointing out my mistake!

 

I always double check my download to make sure I uploaded the right version, but since I was in a hurry I skipped that check this time. Of course, this had to be the time I messed up!

 

I've fixed it. Download again and you should have the correct version.

 

 

No, you can continue to use All-Time and BattleogSPM. It should work better now!

I haven't tried using ClanTagsOnly and RoundSPM. I think this would be better than using AllTime and BattelogSPM.

The reason I haven't tried this yet is because I see so many clients dropping during the round change. I know some quit but I also see the same people come right back for the next round. What do you think Papa? Would RoundSPM work better even with the many client drops between rounds? How does it figure the RoundSPM? Is it based on the previous round or does it keep some log of the players average RoundSPM? I am still trying to get a decent balance on our server. With our current config it does all right. We have had the 1-0 games but we have also had the 700-0 games. I can't seem to figure out why this happens. The only thing I can figure what is happening is I just see so many clients drop during the game and on round change. I disabled unstacking because at one point it will be 24 vs 24...then 3-4 drop from a side and then the unstacker kicks in. So right now we just use end of round scramble. Just looking to pick your brain a bit and again thank you for all your work on this plugin.

 

DWG-Jambi

AKA TheMightyJambi from Jambi Land ;-)

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Originally Posted by PapaCharlie9*:

 

I haven't tried using ClanTagsOnly and RoundSPM. I think this would be better than using AllTime and BattelogSPM.

The reason I haven't tried this yet is because I see so many clients dropping during the round change. I know some quit but I also see the same people come right back for the next round. What do you think Papa? Would RoundSPM work better even with the many client drops between rounds? How does it figure the RoundSPM? Is it based on the previous round or does it keep some log of the players average RoundSPM? I am still trying to get a decent balance on our server. With our current config it does all right. We have had the 1-0 games but we have also had the 700-0 games. I can't seem to figure out why this happens. The only thing I can figure what is happening is I just see so many clients drop during the game and on round change. I disabled unstacking because at one point it will be 24 vs 24...then 3-4 drop from a side and then the unstacker kicks in. So right now we just use end of round scramble. Just looking to pick your brain a bit and again thank you for all your work on this plugin.

 

DWG-Jambi

AKA TheMightyJambi from Jambi Land ;-)

There are problems either way.

 

RoundSPM is just the current round. So for the first 5 minutes or so, you're going to have a lot zeroes and some 800+.

 

BattlelogSPM has a different problem. Since BF4 is relatively new, not enough time has past for the averages to be smoothed out. So you could have Rank 7 noobs with SPM 500+ and Rank 37 pros with SPM below 100 because they are trying out new stuff or working on unlocks/assignments.

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Originally Posted by FLirtY-3D*:

 

Are you kidding? 1000 tickets per stage? How many hours does it take to play an entire 4000 ticket round? How many players?

 

The short answer is, forget about it.

 

The long answer is that Unstacking works best when the map is NOT Metro and the mode is NOT Rush. Trying to do both at the same time isn't impossible, but it is very difficult.

 

Because it is Rush, each of the Early/Mid/Late phases applies to each stage, which is to say, each pair of MCOM objectives. That's a limitation of the game server/RCON events, not the plugin. That's why the per-mode section for Rush has additional settings for each stage's Ticket Percentage To Unstack Adjustment. The idea is to favor unstacking in early stages and disable it in the late stages.

 

So what you need to do is set up Section 3 for the ideal stage, the stage you want to act "normally" with respect to Unstacking (adjustment will be 0%). Then, in the per-mode settings, use negative adjustment values to have more unstacking (reduces the thresholds) and positive adjustment values to have less unstacking (increases the thresholds).

 

For example, Metro is 4 stages, right? You said you want 110 for Early/Mid and 0 for Late (which is very low, by the way -- wouldn't 120 be better_). So lets treat that as the "normal" stage. Set Section 3 to:

 

Early: 110,110,110

Mid: 110,110,110

Late: 0,0,0

 

Now, which stage do you want to be the normal one? It's either the first or the second. Let's say the first. You set Stage 1 Ticket Percentage to Unstack Adjustment to 0. The adjustment is added/subtracted from your base settings in Section 3. That means for Stage 1 you will get these thresholds:

 

Stage 1

Early: 110,110,110

Mid: 110,110,110

Late: 0,0,0

 

If you want to encourage more unstacking in the second stage, you would use a negative number for Stage 2, say -5. That means your Stage 2 will get these thresholds, because 110 - 5 = 105:

 

Stage 2

Early: 105,105,105

Mid: 105,105,105

Late: 0,0,0

 

Notice that no adjustment is made if the value is already 0.

 

Now for Stage 3 you want to cut way back on unstacking. Lets say you want the threshold to be 180%. So 110 + 70 = 180, that's what you will use as the adjustment for Stage 3, 70. You will have these thresholds:

 

Stage 3

Early: 180,180,180

Mid: 180,180,180

Late: 0,0,0

 

Now for Stage 4 you want to turn off unstacking completely. So 110 - 110 = 0, so you use -110 for the Stage 4/5 adjustment. You will have these thresholdS:

 

Stage 4

Early: 0,0,0

Mid: 0,0,0

Late: 0,0,0

 

So altogether, for this example, the Stage X Ticket Percentage To Unstack Adjustments are:

 

Stage 1 Ticket Percentage To Unstack Adjustment: 0

Stage 2 Ticket Percentage To Unstack Adjustment: -5

Stage 3 Ticket Percentage To Unstack Adjustment: 70

Stage 1 Ticket Percentage To Unstack Adjustment: -110

 

Make sense? If it doesn't, I don't blame you. That's why I said the short answer is forget about it.

Yes thank you for your time in the reply as you said it is crazy but it works and is super populated all the time. I work on what you posted and make a work around that works for my scenario ..

Peace...

 

ok i have took your advice made what seems to be working well and moved to 120 ratio

 

Stage 1 Ticket Percentage To Unstack Adjustment: 0

Stage 2 Ticket Percentage To Unstack Adjustment: 30

Stage 3 Ticket Percentage To Unstack Adjustment: -120

Stage 4 Ticket Percentage To Unstack Adjustment: -120

 

great help again thankyou peace

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Originally Posted by DWG-Jambi*:

 

There are problems either way.

 

RoundSPM is just the current round. So for the first 5 minutes or so, you're going to have a lot zeroes and some 800+.

 

BattlelogSPM has a different problem. Since BF4 is relatively new, not enough time has past for the averages to be smoothed out. So you could have Rank 7 noobs with SPM 500+ and Rank 37 pros with SPM below 100 because they are trying out new stuff or working on unlocks/assignments.

Thank you for this explanation. I will just leave it to AllTime and BattelogSPM.

Also one other thing. I am not sure if this is a bug and it's not really a big deal but I though I point it out.

I have set all the messages to Quiet. I have seen a few times and this has happened to me where I got a message telling me I can't switch to the winning team even though I never tired to switch. I am sure what is happening is the built in balance tried to switch me and Multibalancer wouldn't allow it and gave me a message that it was sending me back and not to try and switch to the winning team. Again not a big deal but I have had a few players cry about it and say wtf I didn't try to switch. For now I just told them it was a bug and that they were the only ones that saw that message. Is there a conflict with the built in balance? I am guessing for some reason the built wanted to switch me but multi wouldn't allow it.

Only other question I have....

I have set the delay for the scramble at 54 seconds but when I run the delay command it said the average for scramble was 147 seconds. Is 54 seconds good? I am guessing 147 seconds is not correct.

 

Thanks again for your help.

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Originally Posted by LordMaxxie*:

 

That's not the log file I need. I need plugin.log with Debug Level set to 7.

 

I looked at your settings. They are a bit unusual. What exactly is happening that makes you think the scrambler is not working?

 

You have Only On Final Ticket Percentage set to 120. That means that the previous round has to end with tickets more than 120% apart. If the round ended closer than that, like 40 to 0 on a 300 ticket round, no scrambling will happen. How many tickets in your rounds? In the logs, it would be best to include the FINAL STATUS log messages, so I can see what the final tickets were, number of players, map/mode, etc.

 

You have Keep Squads Together set to False. That means squads will be broken up.

Ok, I'll post new logs when I can.

I used preset values, the only thing I want multibalancer to do was to scramble teams basically, while trying to keep clans together (with the same tag).

So I used the preset value and edited some settings to what I think would work.

 

On all modes tickets are 150%. Obliteration is the only 100% tickets. We run Rush, Obliteration and Conquest Small.

 

I'll upload everything in the log folder. FWIW, here are some more logs, but the debug was 6.

 

Attached Files:

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Originally Posted by jking54*:

 

Anyone knows what the max rank is for this game? I want to set the Disperse Evenly by Rank but I'm not sure which is the highest rank.

I'd sure like to know this as well, seems there is some discussion on my servers, guys with colored colonel wings what is up with that? a hack?
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Originally Posted by PapaCharlie9*:

 

Thank you for this explanation. I will just leave it to AllTime and BattelogSPM.

Also one other thing. I am not sure if this is a bug and it's not really a big deal but I though I point it out.

I have set all the messages to Quiet. I have seen a few times and this has happened to me where I got a message telling me I can't switch to the winning team even though I never tired to switch. I am sure what is happening is the built in balance tried to switch me and Multibalancer wouldn't allow it and gave me a message that it was sending me back and not to try and switch to the winning team. Again not a big deal but I have had a few players cry about it and say wtf I didn't try to switch. For now I just told them it was a bug and that they were the only ones that saw that message. Is there a conflict with the built in balance? I am guessing for some reason the built wanted to switch me but multi wouldn't allow it.

Assuming this is BF4, there are only two situations that could cause a move to fail: 1) you are running an Official server, or 2) the server is full but your Maximum Server Size and/or Max Players settings are wrong, e.g., the server is full at 64 players, but you have Maximum Server Size set to 68.

 

If you are sure neither of those apply, please set Debug Level to 7 and collect plugin.logs of these errors. I want to figure out what is going on. It doesn't make sense, that should never happen under normal circumstances.

 

Only other question I have....

I have set the delay for the scramble at 54 seconds but when I run the delay command it said the average for scramble was 147 seconds. Is 54 seconds good? I am guessing 147 seconds is not correct.

 

Thanks again for your help.

Does it seem to take more than two minutes between the end of one round and the beginning of the next? I have been getting over 70 seconds for China Rising maps, but I've never seen over a hundred. Do you use UMM or some other kind of maplist plugin? That could cause longer than normal delays.

 

You could try bumping up your delay to 60 seconds.

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Originally Posted by PapaCharlie9*:

 

Ok, I'll post new logs when I can.

I used preset values, the only thing I want multibalancer to do was to scramble teams basically, while trying to keep clans together (with the same tag).

So I used the preset value and edited some settings to what I think would work.

 

On all modes tickets are 150%. Obliteration is the only 100% tickets. We run Rush, Obliteration and Conquest Small.

 

I'll upload everything in the log folder. FWIW, here are some more logs, but the debug was 6.

First of all, you should set Enable Ticket Loss Logging to False. You are just wasting disk space and Procon cpu time. I really don't understand why people keep turning that experimental stuff on. I might have to remove it on the next update.

 

Second of all, the log explains what is wrong:

 

(SCRAMBLER) Enable Scrambler is False, no scramble this round

 

You don't have the per-mode settings for Scrambler enabled. I have to admit, I didn't even check that in your screenshots, since I assumed you had turned scrambler on for each mode you wanted to scramble.

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Originally Posted by PapaCharlie9*:

 

Anyone knows what the max rank is for this game? I want to set the Disperse Evenly by Rank but I'm not sure which is the highest rank.

I'd sure like to know this as well, seems there is some discussion on my servers, guys with colored colonel wings what is up with that? a hack?

According to the BF4 Wiki, the maximum level is 110. There are already several players with this level.

 

http://battlefield.wikia.com/wiki/Ba...4_Online_Ranks

 

I think you could make an argument to disperse any rank over 80 at this point. I've been in servers where one team had one 76 and one 64 and everyone else below 30 across both teams. Totally stacked/lopsided.

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Originally Posted by DWG-Jambi*:

 

Assuming this is BF4, there are only two situations that could cause a move to fail: 1) you are running an Official server, or 2) the server is full but your Maximum Server Size and/or Max Players settings are wrong, e.g., the server is full at 64 players, but you have Maximum Server Size set to 68.

 

If you are sure neither of those apply, please set Debug Level to 7 and collect plugin.logs of these errors. I want to figure out what is going on. It doesn't make sense, that should never happen under normal circumstances.

 

 

Does it seem to take more than two minutes between the end of one round and the beginning of the next? I have been getting over 70 seconds for China Rising maps, but I've never seen over a hundred. Do you use UMM or some other kind of maplist plugin? That could cause longer than normal delays.

 

You could try bumping up your delay to 60 seconds.

Yeah we run a ranked BF4 server. So it's not official. We are just running 2 plugins. With all the problems BF4 has I figured let's not load it up with lots of plugins yet. We just use votemap and Multibalancer. We have all the base maps loaded right now and are just running Normal CQL. We have paid for 52 slots. We do 2 commanders and 2 spectators so total of 48p in game. In Multibalancer I have set the player count to 48p not 52. I am guessing 48 is the correct setting in multibalancer. As far as the moves go. When we get this message no one is trying to move. I got the message myself saying that I had tried to move to the other team when I didn't. So something was trying to move me to the other team and Multibalancer would not allow it. Which is good. I think that part is working correctly but what tried to move me? The only thing I can think of is the built in balancer tried to move me for whatever reason and Multibalancer did it's job and would not allow switching to the winning team. It hasn't happened alot but I see it every now and then and like I said there is always some player that gripes about it. Always the player will say something like they never tried to move.

 

When I did the delay command and got 147 seconds it was when we were running just the 4 China Rising maps. I have taken them out of the mix for now cause we have some clan members who bought digital deluxe but not premium so they can't play on our server with those maps loaded. Which is another cluster mess in itself. So we have gone back to just running all 10 base maps CQL. We will try china rising again after the 17th. Now with just the 10 base maps loaded and running the delay command I get 58 seconds so that is what I have the scramble setting set at. I will try and get some logs for you of when the moving to the winning team messages happens. Yesterday we had a crash with R14 so I kind of gave up yesterday. Almost ready to give up on the whole game. Your balancer is great but with the client crashes it's almost impossible to have fun competitive games. Soon as 2-3 clients crash from one side it doesn't take long for the other side to grab the advantage. I have noticed some maps are worse than others with the client crashes. Crash of Shangi and gamebreaker seem to be the worst maps for client crashes on our server but they all seem to be a mess.

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Originally Posted by kcuestag*:

 

According to the BF4 Wiki, the maximum level is 110. There are already several players with this level.

 

http://battlefield.wikia.com/wiki/Ba...4_Online_Ranks

 

I think you could make an argument to disperse any rank over 80 at this point. I've been in servers where one team had one 76 and one 64 and everyone else below 30 across both teams. Totally stacked/lopsided.

So if I set it to 80 it will disperse anyone above 80? I thought it would only disperse that specific lvl 80, and not the ones above.
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Originally Posted by PapaCharlie9*:

 

I got the message myself saying that I had tried to move to the other team when I didn't. So something was trying to move me to the other team and Multibalancer would not allow it. Which is good. I think that part is working correctly but what tried to move me? The only thing I can think of is the built in balancer tried to move me for whatever reason and Multibalancer did it's job and would not allow switching to the winning team. It hasn't happened alot but I see it every now and then and like I said there is always some player that gripes about it. Always the player will say something like they never tried to move.

I need to see Debug Level 7 OnPlayerTeamChange events in the plugin log. If you set Log Chat to True, the messages should go into the chat.log as well, to help you pinpoint the time interval to check plugin.log for. That is the only thing that the team switching warning depends on. So something is causing the player to get an OnPlayerTeamChange event and it has to be to a different team, since the code checks to see if the switch is to the same time. It logs that case, switch to same team, with a message like this:

 

Player team switch: name, player model already updated to Tx team

 

Any other message means the OnPlayerTeamChange event was to a different team and that should be impossible based on everything else you said.

 

I have a full CQL test server I'll also do some logging against, to see if I can catch this situation.

 

When I did the delay command and got 147 seconds it was when we were running just the 4 China Rising maps. I have taken them out of the mix for now cause we have some clan members who bought digital deluxe but not premium so they can't play on our server with those maps loaded. Which is another cluster mess in itself. So we have gone back to just running all 10 base maps CQL. We will try china rising again after the 17th. Now with just the 10 base maps loaded and running the delay command I get 58 seconds so that is what I have the scramble setting set at. I will try and get some logs for you of when the moving to the winning team messages happens. Yesterday we had a crash with R14 so I kind of gave up yesterday. Almost ready to give up on the whole game. Your balancer is great but with the client crashes it's almost impossible to have fun competitive games. Soon as 2-3 clients crash from one side it doesn't take long for the other side to grab the advantage. I have noticed some maps are worse than others with the client crashes. Crash of Shangi and gamebreaker seem to be the worst maps for client crashes on our server but they all seem to be a mess.

I think I know what happened. I got a delay of 14758 seconds for one round yesterday. :smile: Looks like warmup rounds are getting counted as well, so a round ends after a warmup and may sit in that state for hours until more players come back and start the next round. I've already put a fix in to ignore any delay over 180 seconds. It will be in the next update.
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Originally Posted by DWG-Jambi*:

 

I need to see Debug Level 7 OnPlayerTeamChange events in the plugin log. If you set Log Chat to True, the messages should go into the chat.log as well, to help you pinpoint the time interval to check plugin.log for. That is the only thing that the team switching warning depends on. So something is causing the player to get an OnPlayerTeamChange event and it has to be to a different team, since the code checks to see if the switch is to the same time. It logs that case, switch to same team, with a message like this:

 

Player team switch: name, player model already updated to Tx team

 

Any other message means the OnPlayerTeamChange event was to a different team and that should be impossible based on everything else you said.

 

 

I have a full CQL test server I'll also do some logging against, to see if I can catch this situation.

 

 

I think I know what happened. I got a delay of 14758 seconds for one round yesterday. :smile: Looks like warmup rounds are getting counted as well, so a round ends after a warmup and may sit in that state for hours until more players come back and start the next round. I've already put a fix in to ignore any delay over 180 seconds. It will be in the next update.

Our server is full now so I will try and get the logs for you.

The server name is Jambi Land. I am not sure how to add the gametracker banner here but we seem to have a pretty popular server which I give alot of credit to your balancer for this.

 

Ok I have gone into the procon options and enabled chat logging and plugin logging. This is what I do correct? Also set debug to 7. Do I get the log from the procon directory? Sorry haven't done much logging but I'll figure it out here.

 

Ok I think I just figured out the move issues. It's the join on friend feature. I just had it happen to a user. So someone tried to join on a friend....then the built in balance puts them on the other team because teams are currently even. When there is a chance I think the built tries to move the user to the other team to play with their friend but Multibalancer won't allow this. I am 99% sure that is what's happening. Again I will get you the logs just trying to figure out how to get the log.

 

Here is a portion of the chat log....

 

admin > Caramel did you crash out?

[12:01:51] CaramelGeoff > ya :sad:

[12:01:53] admin > i am trying to get as much info to our gsp and dice that i can

[12:01:57] admin > any messages?

[12:02:06] admin > or bf4.exe stop responding?

[12:02:11] CaramelGeoff > just bf4 stop responding

[12:02:16] OhamsterO > yeah fix shit =)

[12:02:16] admin > ok ty

[12:02:20] OhamsterO > tell them that

[12:02:31] admin > yeah it's starting to make me mad ;-(

[12:02:31] Brentifer > TEll them at DUNK is better than JL

[12:02:43] admin > i want fun balanced games and it's almost impossible

[12:02:48] admin > lol

[12:02:51] admin > brent

[12:03:19] Brentifer >

[12:03:23] MULTIbalancer > CaramelGeoff: CaramelGeoff, you can't switch to team T2: switching to the winning team is not allowed, sending you back ...

[12:03:27] admin > bare with us everyone and hopefully soon this will all be fixed

[12:03:40] MULTIbalancer > CaramelGeoff: CaramelGeoff, please stay on the T1 team for the rest of this round

[12:03:45] LinkZeppeloyd - Chinese Army > gg

[12:03:52] Brentifer > GG

[12:04:00] admin > Carmel real quick_....

[12:04:02] CaramelGeoff - US Army > #GETDUNKED

[12:04:08] admin > did you try changing teams or no?

[12:04:10] CaramelGeoff > no

[12:04:12] CaramelGeoff > it was autobalance

[12:04:12] LinkZeppeloyd > bf4 has grown on me despite problems

[12:04:14] admin > ok perfect

[12:04:16] CaramelGeoff > cause i joined on brent

[12:04:20] admin > i have logged this message

[12:04:30] admin > ok ty for the info

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Originally Posted by Crazyw0lf*:

 

Any way to reset the settings to all default?

I did manual settings before wich worked okish but not great. Then i tried the wizard and something is so wrong now... i saw it unstacking people with 4 tickets left.... :mad:

Never did that before.

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Originally Posted by DWG-Jambi*:

 

Any way to reset the settings to all default?

I did manual settings before wich worked okish but not great. Then i tried the wizard and something is so wrong now... i saw it unstacking people with 4 tickets left.... :mad:

Never did that before.

For us we shutoff unstacking. It just cause to many problems with the clients crashing out. Soon as a few would crash the unstacker thinks it needs to shift players which it does but players are getting screwed with the switching cause others crash or leave. Mostly crash.

 

I am pretty sure if you run this command "reset settings" it should reset Multi back to defaults.

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Originally Posted by PapaCharlie9*:

 

Any way to reset the settings to all default?

I did manual settings before wich worked okish but not great. Then i tried the wizard and something is so wrong now... i saw it unstacking people with 4 tickets left.... :mad:

Never did that before.

Type reset settings into Show Command In Log.
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