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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by PapaCharlie9*:

 

Does it split different clans so there's not many clans in one team, or it split the members from a single clan into both teams? I'd like the first one, so that one team isn't full of clans and other team full of lone wolfs.

It splits ANY clan with X or more members evenly (you get to set X), so it will depend on the size and distribution of clans. If you have one clan with 2X and everyone else is X-1, it's possible for most of the clans to end up on one team, but very unlikely, and you'll still have half of the big clan on the other team, always. The lower you set X, the more unlikely it will be, since you reduce the X-1 population.

 

But that doesn't necessarily mean you should set X to minimum. If you rarely have more than X clan members, you're just pissing off all of your visitors by not allowing them to play together in the same squad. It should be a very rare situation for most of the clans to end up on one team.

 

Say you set X to 6. Clans up to 5 members can stay together in 1 squad, but soon after a sixth member joins the server, that clan will get split up 3 vs 3. So expect some complaints when that happens.

 

Here's a typical distribution (pulled from a full 64 slot server I'm testing on right now -- just type tags into Show Command In Log in MB to see on your own server). Notice that with X set to 6, no clan would be split up.

 

Code:

Command: tags
Tag [5PSU]:
        EoD_BlacklI, T1, Hotel
Tag [BDGS]:
        P7ayboy, T1, None
Tag [DH]:
        Kraboed_RUS, T1, Foxtrot
Tag [DIG]:
        W1ru5, T1, Hotel
Tag [F2]:
        Faction-BaD, T1, None
Tag [FUMF]:
        JERRONIMOO, T1, Foxtrot
Tag [hAx]:
        ClLalRiTy, T2, Echo
Tag [hdd]:
        hdd-ragga, T1, Bravo
Tag [IG]:
        SubzBliNdeT, T2, Bravo
Tag [Kile]:
        Kile_Hannad, T1, Echo
Tag [maxi]:
        maxi-daemon, T2, Echo
Tag [MdC]:
        NoPr0, T1, Bravo
Tag [Mex]:
        __Kpoxa-EH0T__, T2, Alpha
Tag [NWO]:
        NWO_RaxO, T1, Delta
Tag [OcL]:
        OcL-elprimo, T2, India
Tag [PoNG]:
        Faction-PuNk, T1, None
Tag [PPP]:
        Airbse, T2, Echo
Tag [Q8]:
        NoMercy_KW, T2, Delta
Tag [RST]:
        o0dozent0o, T1, Golf
Tag [RUS]:
        Nik_Spiz, T1, Foxtrot
        POwa_R71, T1, Foxtrot
        sKiiF4a, T1, Hotel
Tag [s78]:
        dmitry_s78, T1, Alpha
Tag [UA]:
        k1tkot, T2, Charlie
 === END OF TAGS ===
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Originally Posted by PapaCharlie9*:

 

Commanders are exempt from balancing, correct?

Unfortunately, in the current version, not quite. They are included in all the team counts used to determine differences for balance and unstacking. MB can't move them, though, since they never die (or can they_), so currently, team counts are off by the number of commanders and spectators in the game. For example, if US has a commander and RU doesn't, MB may think the server is balanced at 15 vs 16, but the commander is the 15th player and the real count is 14 v 16. Autobalance should be activated, but it won't be.

 

Up until the last Procon update, it was impossible to tell which players were commanders or spectators, so there was nothing I could do about it. Now that Procon supports player type, the next update of MB will fix this counting problem. I've already tested it and it is working well.

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Originally Posted by PapaCharlie9*:

 

would be interesting if unstacking could work with difference of KDR(or any similar stats) instead of ticket difference.

I can add that request to the wish list. How exactly would that work? It has to be a team-wide value, since MB decides to unstack teams because teams are stacked, not individual players.

 

It could work by summing the stat and taking the ratio of the biggest to the smallest, then applying the percentage. One problem with that approach is that it only really works if both teams have exactly the same number of players. If one team has one or two more, that will skew the sum towards that team, particularly if the extra players are pros. I suppose I could sort each team by the stat and drop the weakest players that are extras.

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Originally Posted by HexaCanon*:

 

I can add that request to the wish list. How exactly would that work? It has to be a team-wide value, since MB decides to unstack teams because teams are stacked, not individual players.

 

It could work by summing the stat and taking the ratio of the biggest to the smallest, then applying the percentage. One problem with that approach is that it only really works if both teams have exactly the same number of players. If one team has one or two more, that will skew the sum towards that team, particularly if the extra players are pros. I suppose I could sort each team by the stat and drop the weakest players that are extras.

hm, player tab always show average and total at the end, average score/kills/deaths/k,d/rank
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Originally Posted by PapaCharlie9*:

 

Tired of waiting for MULTIbalancer to balance your teams? Worried about players quitting and your server dying when one team is down by 4 or more players? Well, now with the new 1.1.0.0 release, you can enable Fast Balance mode!

 

Confused by messages like "You can't switch to the T2 team" and "Switching you back to the T1 team" and "Thanks for helping out the T2 team_" What's with all the T1 and T2 stuff in BF4? Help is on the way: install version 1.1.0.0 of MULTIbalancer and get real faction names like US, RU and CN in your message replacements! Plus, MULTIbalancer now keeps track of your faction overrides.

 

Do you have a problem with large groups of players with the same clan tag stacking your server? Want a way to split them up evenly? Never fear, MULTIbalancer 1.1.0.0 is here!

 

These are just some of the new features included in MULTIbalancer 1.1.0.0. For full details, see the update post here:

 

myrcon.net/...multibalancer-30-mar-2015-bfhl#entry33580

 

Note: MULTIbalancer 1.1.0.0 requires Procon 1.4.1.5 or later!

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Originally Posted by DWG-Jambi*:

 

Tired of waiting for MULTIbalancer to balance your teams? Worried about players quitting and your server dying when one team is down by 4 or more players? Well, now with the new 1.1.0.0 release, you can enable Fast Balance mode!

 

Confused by messages like "You can't switch to the T2 team" and "Switching you back to the T1 team" and "Thanks for helping out the T2 team_" What's with all the T1 and T2 stuff in BF4? Help is on the way: install version 1.1.0.0 of MULTIbalancer and get real faction names like US, RU and CN in your message replacements! Plus, MULTIbalancer now keeps track of your faction overrides.

 

Do you have a problem with large groups of players with the same clan tag stacking your server? Want a way to split them up evenly? Never fear, MULTIbalancer 1.1.0.0 is here!

 

These are just some of the new features included in MULTIbalancer 1.1.0.0. For full details, see the update post here:

 

myrcon.net/...multibalancer-30-mar-2015-bfhl#entry33580

 

Note: MULTIbalancer 1.1.0.0 requires Procon 1.4.1.5 or later!

Installed!!

Thank you thank you!

 

I set clan feature to 6.

Testing now. Server is getting traffic and should be full within the hour I guess.

Thanks again for your hard work.

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Originally Posted by kcuestag*:

 

Hello PC-9, I appreciated the clan splitting. But I was wondering if you could consider my request to split CLANS evenly, not clan members.

 

What I mean is, let's say there more than one person in the server with same clan tag, making it a totall of 9 "clans" (more than one person).

 

Let's say 3 clans are in one team, the other 6 are on the other, I'd like it to move 1 clan from the 2nd team so that one team has 4 clans and the other 5.

 

This way, we prevent clan stacking. I don't like the idea of splitting clan members through both teams, I'd rather have a whole clan moved if needed.

 

Many thanks for this awesome update, I really like most of the new features!

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Originally Posted by DWG-Jambi*:

 

Tired of waiting for MULTIbalancer to balance your teams? Worried about players quitting and your server dying when one team is down by 4 or more players? Well, now with the new 1.1.0.0 release, you can enable Fast Balance mode!

 

Confused by messages like "You can't switch to the T2 team" and "Switching you back to the T1 team" and "Thanks for helping out the T2 team_" What's with all the T1 and T2 stuff in BF4? Help is on the way: install version 1.1.0.0 of MULTIbalancer and get real faction names like US, RU and CN in your message replacements! Plus, MULTIbalancer now keeps track of your faction overrides.

 

Do you have a problem with large groups of players with the same clan tag stacking your server? Want a way to split them up evenly? Never fear, MULTIbalancer 1.1.0.0 is here!

 

These are just some of the new features included in MULTIbalancer 1.1.0.0. For full details, see the update post here:

 

myrcon.net/...multibalancer-30-mar-2015-bfhl#entry33580

 

Note: MULTIbalancer 1.1.0.0 requires Procon 1.4.1.5 or later!

Hey maybe I made a mistake or something. Still tweaking. I had set the clan dispersal to 6 thinking that on end of round scramble it would split the clan to each team if 6 or more are playing. There is about 8 of us right now playing and on end of round it put all 8 of us on the same team next round. I was hopping it would make it say 4 vs. 4.

I am sure I missed something and still looking at the settings. Let me know if I read this correctly. I am sure I have missed a setting.

Basically I want if only 5 to be able to play in a squad together but more than 5 to split between the teams.

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Originally Posted by PapaCharlie9*:

 

Hello PC-9, I appreciated the clan splitting. But I was wondering if you could consider my request to split CLANS evenly, not clan members.

 

What I mean is, let's say there more than one person in the server with same clan tag, making it a totall of 9 "clans" (more than one person).

 

Let's say 3 clans are in one team, the other 6 are on the other, I'd like it to move 1 clan from the 2nd team so that one team has 4 clans and the other 5.

 

This way, we prevent clan stacking. I don't like the idea of splitting clan members through both teams, I'd rather have a whole clan moved if needed.

 

Many thanks for this awesome update, I really like most of the new features!

Okay, I didn't understand what you meant before.

 

Moving entire groups simultaneously, even just two players at the same time, is extremely difficult. Single player moves are hard enough. So would it be okay if there are intermediate states where your "1 clan from 2nd team" is partially moved? It will take time, several minutes, for the clans to gradually align in the way that are talking about. And then that gets messed up when players move themselves, new players join, others leave, etc., etc. In short, it ain't easy.

 

It might be better to try it out as a couple of Insane Limits first to see if it works well enough, which I have my doubts about.

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Originally Posted by PapaCharlie9*:

 

Hey maybe I made a mistake or something. Still tweaking. I had set the clan dispersal to 6 thinking that on end of round scramble it would split the clan to each team if 6 or more are playing. There is about 8 of us right now playing and on end of round it put all 8 of us on the same team next round. I was hopping it would make it say 4 vs. 4.

I am sure I missed something and still looking at the settings. Let me know if I read this correctly. I am sure I have missed a setting.

Basically I want if only 5 to be able to play in a squad together but more than 5 to split between the teams.

Sorry, but the new setting doesn't affect Scrambling at all. It only applies to balancing moves during the round.

 

If you are trying to divide up clan members with Disperse Evenly By Clan Players, you should disable the Scrambler setting Keep Clan Tags In Same Team, otherwise you will scramble a big clan together and then move them apart again during the round. :sad: But even with the setting off, clans could end up together by luck during a scramble.

 

EDIT: To add some kind of dispersal of clans feature to Scrambler, I'd have to add a new Divide By option to the Scrambler settings. I can add that to the wish list for the next update if you want, but keep in mind that this is getting pretty complicated. If you have Keep Clan Tags In Same Team set to True and Divide By set to "disperse evenly by clan" or whatever, which setting should apply?

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Originally Posted by DWG-Jambi*:

 

Sorry, but the new setting doesn't affect Scrambling at all. It only applies to balancing moves during the round.

 

If you are trying to divide up clan members with Disperse Evenly By Clan Players, you should disable the Scrambler setting Keep Clan Tags In Same Team, otherwise you will scramble a big clan together and then move them apart again during the round. :sad: But even with the setting off, clans could end up together by luck during a scramble.

 

EDIT: To add some kind of dispersal of clans feature to Scrambler, I'd have to add a new Divide By option to the Scrambler settings. I can add that to the wish list for the next update if you want, but keep in mind that this is getting pretty complicated. If you have Keep Clan Tags In Same Team set to True and Divide By set to "disperse evenly by clan" or whatever, which setting should apply?

Ahh no worries. No need to add anything else unless you want. It was my bad. I should have read a little more before just implementing. Setting Keep Clan Tags In Same Team to false fixed the issue for us. It is working great now. I have just little patience tonight. I have been sick and I have a few clan members who just never stop with the chat. I may have to look into a plugin that will mute their chat. They think they are on Oprah or something. Just constant gabbing. I see there is a plugin to mute but it kills them I think when they chat. I don't know lol if you ever want to write a mute plugin for chat I will pay you! I wish they would give server admins the ability to just mute some players chat. So many headaches would be solved on my end. :biggrin:
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Originally Posted by DWG-Jambi*:

 

I am wondering if someone can help me one more time.

The new plugin is working great and had some close games last night. At the end of the night there were only like 15 players left on the server. I saw one team was winning like 600 - 100. This of course caused the last handful of people to leave. Which I don't care that it empties in the middle of the night. The problem I saw though was the team winning with 600 had a few more people left towards the end because people of course were quitting the losing team. I saw at around this time it balanced someone from the winning team to the losing team which pissed them off of course. I thought I had everything set to stop balancing when there is less than 200 tickets to go. I of course must have something set wrong. Can someone look at these settings and tell me what I am missing?

 

3 - |Early Phase: Ticket Percentage To Unstack: 0, 120, 115

3 - |Mid Phase: Ticket Percentage To Unstack: 0, 125, 130

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

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

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

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

 

8 - |Conquest Large: Definition Of High Population For Players >=: 32

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

8 - |Conquest Large: Definition Of Early Phase As Tickets From Start: 50

8 - |Conquest Large: Definition Of Late Phase As Tickets From End: 200

 

It is a 48p CQL server. Basically I just don't want it to balance when there is less than 200 tickets left. So people who have worked hard to win don't get moved to the losing team when players from the losing team quit. Again I saw this happen when the score was 600-100. I am sure I am missing something. Let me know if there are other settings I should have posted that relate to this.

Thanks

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Originally Posted by kcuestag*:

 

Okay, I didn't understand what you meant before.

 

Moving entire groups simultaneously, even just two players at the same time, is extremely difficult. Single player moves are hard enough. So would it be okay if there are intermediate states where your "1 clan from 2nd team" is partially moved? It will take time, several minutes, for the clans to gradually align in the way that are talking about. And then that gets messed up when players move themselves, new players join, others leave, etc., etc. In short, it ain't easy.

 

It might be better to try it out as a couple of Insane Limits first to see if it works well enough, which I have my doubts about.

Fair enough. :smile:

 

I'm giving the new "split clan members" option a try to see if I get many complaints or not. :tongue:

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Originally Posted by virusdead*:

 

Can someone tell me why I get this error

 

[3:40:36 p.m. 87] Watchdog Enabled!

[3:40:37 p.m. 03] Metabans Enabled!

[3:40:37 p.m. 05] [MULTIbalancer]: 0 Enabled! Version = 1.1.0.0

[3:40:37 p.m. 08] [MULTIbalancer]: 1 WARNING: BattlelogCache is not supported for BF4yet!

[3:40:37 p.m. 75] ProconRulz: plugin enabled version 44j.1

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Originally Posted by DWG-Jambi*:

 

Can someone tell me why I get this error

 

[3:40:36 p.m. 87] Watchdog Enabled!

[3:40:37 p.m. 03] Metabans Enabled!

[3:40:37 p.m. 05] [MULTIbalancer]: 0 Enabled! Version = 1.1.0.0

[3:40:37 p.m. 08] [MULTIbalancer]: 1 WARNING: BattlelogCache is not supported for BF4yet!

[3:40:37 p.m. 75] ProconRulz: plugin enabled version 44j.1

You get this Warning because...BattlelogCache is not supported for BF4yet! hehe

It is nothing to worry about. BL cache is not allowed in BF4 yet but works in BF3

Just ignore the smoke and smile. :smile:

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Originally Posted by PapaCharlie9*:

 

status / final round status do not show amount of forced moves.

Forced moves and normal moves are combined into the "balanced" number. I didn't see a point to having a separate count.
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Originally Posted by PapaCharlie9*:

 

I am wondering if someone can help me one more time.

The new plugin is working great and had some close games last night. At the end of the night there were only like 15 players left on the server. I saw one team was winning like 600 - 100. This of course caused the last handful of people to leave. Which I don't care that it empties in the middle of the night. The problem I saw though was the team winning with 600 had a few more people left towards the end because people of course were quitting the losing team. I saw at around this time it balanced someone from the winning team to the losing team which pissed them off of course. I thought I had everything set to stop balancing when there is less than 200 tickets to go. I of course must have something set wrong. Can someone look at these settings and tell me what I am missing?

 

3 - |Early Phase: Ticket Percentage To Unstack: 0, 120, 115

3 - |Mid Phase: Ticket Percentage To Unstack: 0, 125, 130

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

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

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

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

 

8 - |Conquest Large: Definition Of High Population For Players >=: 32

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

8 - |Conquest Large: Definition Of Early Phase As Tickets From Start: 50

8 - |Conquest Large: Definition Of Late Phase As Tickets From End: 200

 

It is a 48p CQL server. Basically I just don't want it to balance when there is less than 200 tickets left. So people who have worked hard to win don't get moved to the losing team when players from the losing team quit. Again I saw this happen when the score was 600-100. I am sure I am missing something. Let me know if there are other settings I should have posted that relate to this.

Thanks

Your settings look right, for what you've shown.

 

Do you have a plugin.log that shows this move happening? The balance speed should have been Stop and no balancing moves should happen. Even Dispersal and the new Fast Balance moves respect the speed of Stop.

 

I've run tests for 72+ continuous hours on 3 servers and never saw this happen, so I'm a little skeptical, but there is always the possibility of a bug in MB that I didn't catch.

 

I need at least Debug Level 4 logs, though 7 is preferable. But don't run with 7 for days and days, that will waste disk space.

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Originally Posted by DWG-Jambi*:

 

Your settings look right, for what you've shown.

 

Do you have a plugin.log that shows this move happening? The balance speed should have been Stop and no balancing moves should happen. Even Dispersal and the new Fast Balance moves respect the speed of Stop.

 

I've run tests for 72+ continuous hours on 3 servers and never saw this happen, so I'm a little skeptical, but there is always the possibility of a bug in MB that I didn't catch.

 

I need at least Debug Level 4 logs, though 7 is preferable. But don't run with 7 for days and days, that will waste disk space.

Sounds good. Thank you. These are pretty much the same settings I used with the older version and don't think I had ever seen it happen. If server fills again tonight I will set the debug level to 7 when things start looking like they will quiet down. Hopefully I will catch it happen again. I did see it happen before my eyes in procon and the user was pissed. I didn't chat him anything I went right to the settings and thought oops I messed up somewhere. Either way the plugin is awesome. I'll do what I can to get the info if it happens again.

Thanks again for your help.

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Originally Posted by PapaCharlie9*:

 

Only Move Weak Players

 

does this option include unstacking + balancing or only balancing ?

 

if only balancing it could be renamed to Only Balance Weak Players ?

I agree that Only Balance Weak Players is clearer.

 

I figured that since unstacking is defined as swapping a strong player with a weak player, it would be obvious that Only Move Weak Players doesn't applying to unstacking, but you're right, more clarity never hurts.

 

Unfortunately, changing the name of a setting causes all existing stored settings to require an upgrade, which is error prone. I'll do it if some other change forces a setting upgrade, but don't hold your breath.

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Originally Posted by TH3REDSP1R1T*:

 

My Multibalancer isn't working. I'm using layer, I extracted the .cs file put into my bf4 plugins, re-started procon layer and procon client and not showing in my plugins list. Please private message me if you have solution. Thanks.

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Originally Posted by EBassie*:

 

My Multibalancer isn't working. I'm using layer, I extracted the .cs file put into my bf4 plugins, re-started procon layer and procon client and not showing in my plugins list. Please private message me if you have solution. Thanks.

Are you using the latest version of Procon (1.4.1.5)?

 

Sent from my Nexus 7 using Tapatalk

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Originally Posted by HexaCanon*:

 

I agree that Only Balance Weak Players is clearer.

 

I figured that since unstacking is defined as swapping a strong player with a weak player, it would be obvious that Only Move Weak Players doesn't applying to unstacking, but you're right, more clarity never hurts.

 

Unfortunately, changing the name of a setting causes all existing stored settings to require an upgrade, which is error prone. I'll do it if some other change forces a setting upgrade, but don't hold your breath.

silly me, the plugin details states

 

Only Move Weak Players: True or False, default True. If set to True, only weak players will be moved for balancing.

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Originally Posted by PapaCharlie9*:

 

My Multibalancer isn't working. I'm using layer, I extracted the .cs file put into my bf4 plugins, re-started procon layer and procon client and not showing in my plugins list. Please private message me if you have solution. Thanks.

Read my signature about PMs.

 

Post your plugin.log entry for when MULTIbalancer is loading. What kind of error do you get? A normal load looks like this in plugin.log:

 

[10:02:00] Compiling MULTIbalancer.cs... Done

[10:02:00] [MULTIbalancer]:0 Game Version = BF4

[10:02:00] Loading MULTIbalancer... Loaded

 

Make sure your layer is running 1.4.1.5 or later. That's the most common problem people have trying to load the plugin. Second most common is not restarting the layer, but you said you did that.

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Originally Posted by PapaCharlie9*:

 

How do i post my plugin.log entry? Multibalancer doesn't even show on my plugins list, and i get no error.

Logon directly to your layer host (assuming your layer host runs the Procon GUI). Go to Procon Tools menu -> Options ... -> Basics tab, check the Enable plugin logging box, Close.

 

Exit Procon.

 

Confirm that you have the file MULTIbalancer.cs in the procon/Plugins/BF4 folder.

 

Restart Procon.

 

After it is restarted, go to the procon/Logs/(ip_port) folder and open (yearMONTHday)_plugin.log in Notepad. Paste the MULTIbalancer lines into your reply post.

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Originally Posted by DWG-Jambi*:

 

Hey PapaCharlie9 I turned on debug 7 last night and sure enough right at 200 tickets left it stopped balancing.

So I have no idea what happened the 1 time with that user. I am not going to worry about it. If it does it again i'll start logging again but everything seems to be working great.

Thanks again for your help and the awesome plugin.

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      • 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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