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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by kcuestag*:

 

Getting complaints from some regular clans on our server that balancer is not respecting their tags.

 

Example: 2 players on Squad A on Team RU are playing with same tag [OFP]. The balancer unstacks one of them to the other team, splitting both clan members.

 

What could be wrong? I believe my settings should respect the clan tags on same teams and not split them:

 

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Originally Posted by PapaCharlie9*:

 

Getting complaints from some regular clans on our server that balancer is not respecting their tags.

 

Example: 2 players on Squad A on Team RU are playing with same tag [OFP]. The balancer unstacks one of them to the other team, splitting both clan members.

 

What could be wrong? I believe my settings should respect the clan tags on same teams and not split them:

Do you have Unstacking enabled? I can't tell.

 

The problem is that you have Enable Admin Kill for Fast Balance enabled. That setting ignores almost all of the exclusions. It also doesn't make sense to have your balance speeds set to Slow, then enable the "ultra fast balancing" setting.

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Originally Posted by kcuestag*:

 

Do you have Unstacking enabled? I can't tell.

 

The problem is that you have Enable Admin Kill for Fast Balance enabled. That setting ignores almost all of the exclusions. It also doesn't make sense to have your balance speeds set to Slow, then enable the "ultra fast balancing" setting.

Fair enough.

 

The reason I had that ultra fast balancing setting is because sometimes I do see cases of let's say 32 vs 24 (when new round starts and many leave, or a baserape round) and balancer took too long to fix that without that setting.

 

I do have unstacking enabled, should disabling the kill for fast balance fix the issue?

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Originally Posted by Zemner*:

 

DICE has been working on building autobalancing into the game server. BFH might be the first server where this is available. Check it out.

The one Dice has in place is shocking for BFH just waiting to see if we have a BFH plugin shortly getting sick of moving people myself in the procon window :sad:
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Originally Posted by dyn*:

 

Well now I'm forced to avoid doing anything to support BFH ... who can live up to a reputation like that? :smile:

Yes... yes.... it's working. Who can resist the dark side of procon plugin authorship. Let it pull you back in...

 

It's mainly that I don't have time to spend working on plugins these days.

 

PM me with RCON details, if you are interested in helping. This applies to anyone reading this reply.

Bingo. Same for me. Between other work and then dealing with issues in the BF4/h world I have little time left for other activities. Just now had the opportunity to see what's up with our servers and what issues have to be addressed. eeek.

 

For the server I will send a message to our other guys to see if we can get a 10 slot (is that big enough_) setup to be used for testing by procon plugin developers.

 

As for the promise of BFH - if you were not able to acquire a copy through other channels like the possibility was raised, we will also work on getting a copy of that.

 

PM will be sent with rcon info soon.

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Originally Posted by EBassie*:

 

Yes... yes.... it's working. Who can resist the dark side of procon plugin authorship. Let it pull you back in...

 

 

 

Bingo. Same for me. Between other work and then dealing with issues in the BF4/h world I have little time left for other activities. Just now had the opportunity to see what's up with our servers and what issues have to be addressed. eeek.

 

For the server I will send a message to our other guys to see if we can get a 10 slot (is that big enough_) setup to be used for testing by procon plugin developers.

 

As for the promise of BFH - if you were not able to acquire a copy through other channels like the possibility was raised, we will also work on getting a copy of that.

 

PM will be sent with rcon info soon.

Hey dyn,

 

not needed anymore, plugin devs now have access to a 70-slots Hardline test server provided by Procon.

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Originally Posted by PapaCharlie9*:

 

Hey dyn,

 

not needed anymore, plugin devs now have access to a 70-slots Hardline test server provided by Procon.

True, I have access to a server, but what I also need is players, at least 4 on the server. So I still need ip-name/port/password (PM, do not post) for a server that gets players, or alternatively, I need to people to play on this test server:

 

Procon Test Server - HEIST ALL MAPS - myrcon.com

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Originally Posted by PapaCharlie9*:

 

I'm somewhat demotivated from fixing any plugins until this server problem is resolved:

 

showthread....-Server-Issues*

 

No score information in "serverInfo" for certain game modes

Heist, Hotwire, Blood Money (possibly more modes) do not have the score information in serverInfo.

 

Example Hotwire:

[14:43:11] serverInfo

[14:43:11] OK SERVERNAME 28 32 Hotwire0 MP_Eastside 1 2 0 0 true true false 82936 324 31.204.132.95:25210 true EU ams NL 28 IN_GAME

 

Example Heist:

[15:00:42] serverInfo

[15:00:42] OK SERVERNAME 26 32 Heist0 MP_Bank 0 2 0 0 true true false 83986 34 31.204.132.95:25210 true EU ams NL 27 IN_GAME

 

Example CQ Small with scores:

[14:51:41] serverInfo

[14:51:41] OK SERVERNAME 29 32 TurfWarSmall0 MP_Growhouse 0 1 2 400 400 0 true true false 83446 69 31.204.132.95:25210 true EU ams NL 30 IN_GAME

What this is saying is that no matter how much work I put into fixing the plugin, Heist, Hotwire and Blood Money will not work properly. You guys have to tell me whether that is a major problem or not.
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Originally Posted by EBassie*:

 

I'm somewhat demotivated from fixing any plugins until this server problem is resolved:

 

showthread....-Server-Issues*

 

 

 

What this is saying is that no matter how much work I put into fixing the plugin, Heist, Hotwire and Blood Money will not work properly. You guys have to tell me whether that is a major problem or not.

It's a problem, yes. But not a real big problem.

 

Hardline is very fast paced on these new game modes. Rounds are over in less than 10-15 minutes.

Not sure if balance on skill / spm and such should be a real priority because of that.

 

Round SPM in Hotwire doesn't mean anything. With boosts applied and just driving around your ingame SPM will sky-rocket. Doesn't mean you're a good player :ohmy:

 

Where in BF4, points by boosts are counted afterwards. Hardline not so much.

 

Plain and simple player balance is kinda needed though.

 

It's up to you. If you want to wait, I get that.

 

Trying to get in contact with some Visceral devs about the issue, no luck yet.

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Originally Posted by PapaCharlie9*:

 

Update.

 

Disabled the Admin Kill for Fast Balance, but I've still seen some clan members being split for "balance".

Well that is not expected. I'll need to see Debug Level 5 logs on and around the time it happens.
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Originally Posted by BriDawg*:

 

To many exclusions, especially when you consider that you have unstacker turned on. Server becomes unbalanced, to many exclusions apply and it can't find anyone to move, it essentially flips to adaptive mode and overrides all your settings.

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Originally Posted by PapaCharlie9*:

 

To many exclusions, especially when you consider that you have unstacker turned on. Server becomes unbalanced, to many exclusions apply and it can't find anyone to move, it essentially flips to adaptive mode and overrides all your settings.

If he had balance speed set to Adaptive, that would be correct. But he has it set to Slow, so that shouldn't happen. It may mean the server remains unbalanced for a long time, though.
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Originally Posted by kcuestag*:

 

Request for future updates:

 

Maybe add "Enable Admin-Kill for Fast Balance" separately on each game mode, so I can enable it on low player maplists (Like my Domination or CQ Small) and have it disabled on Conquest Large.

 

The only reason I had it enabled is because it's needed with my unstacking settings on low player count.

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Originally Posted by xFaNtASyGiRLx*:

 

hello PC9, I know MB isn't supposed to work on HL but it does work on my server as I have it set to balance only, forbid switch to winning team, biggest team, and scramble on new maps.

 

However, how do I make it so that it doesn't balance someone to the losing team during the last few minutes of the game? It moved this guy to losing team when there was 2 minutes left to balance the server since some left.

 

thx

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Originally Posted by BriDawg*:

 

If he had balance speed set to Adaptive, that would be correct. But he has it set to Slow, so that shouldn't happen. It may mean the server remains unbalanced for a long time, though.

I believe you were supposed to be sent debugging log from our server but, we found that it overrided all settings if the server was unbalanced for x period of time (forget what it was) even with settings set to slow.
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Originally Posted by PapaCharlie9*:

 

I believe you were supposed to be sent debugging log from our server but, we found that it overrided all settings if the server was unbalanced for x period of time (forget what it was) even with settings set to slow.

Aha, I understand. Your description is not quite correct, but there is a case I forgot about that you may have meant.

 

There are two adaptive changes.

 

If speed is Adaptive, it will become Fast if balancing is active and yet teams are unbalanced after Seconds Until Adaptive Speed Becomes Fast seconds.

 

If speed is anything other than Stop and the difference in players between the two teams is more than 4, the speed becomes Fast.

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Originally Posted by PapaCharlie9*:

 

hello PC9, I know MB isn't supposed to work on HL but it does work on my server as I have it set to balance only, forbid switch to winning team, biggest team, and scramble on new maps.

 

However, how do I make it so that it doesn't balance someone to the losing team during the last few minutes of the game? It moved this guy to losing team when there was 2 minutes left to balance the server since some left.

 

thx

Which mode? MB doesn't work at all on Blood Money, Heist or Crosshair. The problem you are seeing is symptomatic of the server bug where no scores are reported.

 

For Conquest, make sure your balance speed for Late Phase are all Stop, and in your Section 8 settings, make sure your Definition of Late Phase as Tickets From End is some sensible value. Like if you are running with 800 tickets, make it 100. BTW, that might not work in any case, since BFHL might not be reporting tickets correctly even for Conquest. Who knows? MB hasn't been updated or tested on BFHL yet.

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Originally Posted by xFaNtASyGiRLx*:

 

it was on hotwire and it works on my servers (tdm & hotwire) , making the teams even # wise which is what I wanted.. also wanted the no moving to winning team part :smile:

 

[12:27:54 99] [MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:

[12:27:54 99] [MULTIbalancer]:0 Status: Map = Riptide, mode = Hotwire, time in round = 00:26:55, tickets = 0/0

[12:27:54 99] [MULTIbalancer]:0 Status: Ticket difference = 0, ticket ratio percentage is 0%

[12:27:54 99] [MULTIbalancer]:0 Status: 0/17 raged, 9 reassigned, 0 balanced, 0 unstacked, 0 unswitched, 0 excluded, 0 exempted, 0 failed; of 702 TOTAL

[12:27:54 99] [MULTIbalancer]:0 Status: Team counts [58] = 29(US) vs 29(RU), with 1 unassigned

[12:27:54 99] [MULTIbalancer]:2 +------------------------------------------------+

[12:32:41 29] Latency Manager: Kicking harryuljj : High ping (265), please return later

[12:39:59 34] [insane Limits] [DOMINATION] JZillaMan12 with 10 kills!

[12:40:16 17] [insane Limits] Dzedzy ended JZillaMan12's domination!

[12:41:55 60] [insane Limits] [DOMINATION] AssaultPlazma with 10 kills!

[12:42:33 95] [insane Limits] magicaljew ended AssaultPlazma's domination!

[12:43:40 18] [insane Limits] [DOMINATION] WantlessThorn with 10 kills!

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Originally Posted by iraqiboy90*:

 

Can someone please tell me how to read this?

Code:

[MULTIbalancer]:0 Status: 0/17 raged, 12 reassigned, 0 balanced, 8 unstacked, 1 unswitched, 192 excluded, 230 exempted, 0 failed; of 1167 TOTAL
Am I reading it correct when I say: 0 got balanced, 8 got unstacked, and 1 got switched back.

What deos 192 and 230 means? and who are "reassigned"? Who are those 0/17?

Where does 1167 "total" come from_?

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Originally Posted by PapaCharlie9*:

 

it was on hotwire and it works on my servers (tdm & hotwire) , making the teams even # wise which is what I wanted.. also wanted the no moving to winning team part :smile:

So add Hotwire to the list of modes that don't work. That 0/0 tickets stuff is the game server bug. It means that Phases won't work either. Setting Last Phase to Stop won't prevent people being moved during the last few tickets of the round.
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Originally Posted by PapaCharlie9*:

 

Can someone please tell me how to read this?

Code:

[MULTIbalancer]:0 Status: 0/17 raged, 12 reassigned, 0 balanced, 8 unstacked, 1 unswitched, 192 excluded, 230 exempted, 0 failed; of 1167 TOTAL
Am I reading it correct when I say: 0 got balanced, 8 got unstacked, and 1 got switched back.

What deos 192 and 230 means? and who are "reassigned"? Who are those 0/17?

Where does 1167 "total" come from_?

I have turned your question into a FAQ post, here:

 

myrcon.net/...multibalancer-faq-and-detailed-explanations#entry43465

 

It would be good to see the rest of the status report, like how many players there were in the round. It's hard to intepret this without the other data.

 

Let's start with 1167 total. That means during the round, there were 1167 opportunities to move players for balance or unstacking. An opportunity to move results when a player dies or when a new player joins the server. So 1167 is the sum of all player deaths and all player joins during the round.

 

0 balanced means that of those 1167 opportunities, 0 resulted in a move for balance during the round. See "reassigned" below.

 

192 excluded is relative to 1167 opportunities. Of those 1167 player deaths, 192 did not result in a balancing or unstacking move because some exclusion rule applied (Section 2 settings).

 

230 exempted is similar. Of 1167 opportunities, 230 did not result in a balancing or unstacking move because the player was temporarily exempted from being moved. This is because they had been moved once already this round, or their hasn't been enough time to fetch their clan tag yet, or they are a Strong player and you are only moving Weak players, etc., etc.

 

Reassigned is as described in post #1: When a player first joins a server but before their first spawn, they are moved to the team with fewer players. So even though it says 0 players moved for balanced, actually, 12 players were moved for balance, it just happened before they had a chance to spawn for the first time. It also means that if left to its own devices, the game server would have sent those 12 players to the team with more players, making balance worse.

 

0/17 means that of the 17 players that left the game during the round, none of them counted as a "rage quit" due to balancing or unstacking moves. A player leaving is counted as a rage quit if they leave within 60 seconds of being moved by the balancer, including unswitches.

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Originally Posted by PapaCharlie9*:

 

I'm testing an update for BFHL. It just fixes the biggest problems, it's not a complete update, but it will do for now -- at least until DICE fixes the TeamScores problem.

 

I'll let the test run through the weekend and if all goes well, I'll post it on Monday.

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