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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by Po1337iKeR*:

 

Hey PapaCharlie9,

 

i've got one question regarding the "Apply Friend List To Team". Your manual says.

 

True or False, default False. Only visible if On Friends List is True. If True, if 5 or more friends are on the same team, they will not be moved, regardless of which squads they are in. If False, if 2 or more friends are in the same squad, they will not be moved.

But what will happen if i set this to TRUE and there are "just" 2 clanmates in one squad? Will they/one of them be moved because they are just two and not 5? Or is it more like an AND

 

FALSE = 2 or more friends are in the same squad will not be moved

 

TRUE = 2 or more friends are in the same squad will not be moved AND 5 or more friends are on the same team will not be moved

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Originally Posted by ColColonCleaner*:

 

Hey PapaCharlie9,

 

i've got one question regarding the "Apply Friend List To Team". Your manual says.

 

 

 

But what will happen if i set this to TRUE and there are "just" 2 clanmates in one squad? Will they/one of them be moved because they are just two and not 5? Or is it more like an AND

 

FALSE = 2 or more friends are in the same squad will not be moved

 

TRUE = 2 or more friends are in the same squad will not be moved AND 5 or more friends are on the same team will not be moved

2 or more in a squad, that includes 2. In other words it doesn't matter which selection you take in this case, it's the same outcome for your 2 players.
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Originally Posted by kcuestag*:

 

Another question I have. I like not having unstacking on CQL maplists, because people complain a lot about it, I'd rather let the round run it's course. However, to fill it on Domination is a different Story, I think unstacking is needed there...

 

Is there any way you could add a feature to enable unstacking based on game mode?

Would this be possible? I'd love to disable unstacking for Conquest Large, but I find it very much needed in lower player count modes to fill the server.
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Originally Posted by ColColonCleaner*:

 

Would this be possible? I'd love to disable unstacking for Conquest Large, but I find it very much needed in lower player count modes to fill the server.

You could try increasing your balance speed during low population and disable unstacking.

 

Alternatively since you already run AdKats you can try out the new top player monitor. It works in tandem with mb and disperses regular players between rounds based on their proficiency on your specific server, working to stop stacking before it starts.

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Originally Posted by kcuestag*:

 

You could try increasing your balance speed during low population and disable unstacking.

 

Alternatively since you already run AdKats you can try out the new top player monitor. It works in tandem with mb and disperses regular players between rounds based on their proficiency on your specific server, working to stop stacking before it starts.

That sounds awesome, but at the same time so hard to set up lol. :tongue:

 

 

Here are my Balancer settings, I've had a few complaints of clans being split for either balance or unstack.... And I don't know why, it's not due to Fast Balance, because when that happens there arent more than 3 players on the other team.

 

 

Posted Image

 

Posted Image

 

Posted Image

 

Posted Image

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Originally Posted by Hodor*:

 

Code:

[14:33:11 76] [MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:
[14:33:11 76] [MULTIbalancer]:2 Status: Winner was team 1 (US)
[14:33:11 76] [MULTIbalancer]:0 Status: Map = Operation Locker, mode = Conquest Large, time in round = 00:22:57, tickets = 444/0 <- [800]
[14:33:11 76] [MULTIbalancer]:0 Status: Ticket difference = 444, ticket ratio percentage is 225%, average RoundScore stats ratio = 211% (7444,3/3524,4)
[14:33:11 76] [MULTIbalancer]:0 Status: 0/28 raged, 0 reassigned, 0 balanced, 0 unstacked, 1 unswitched, 105 excluded, 30 exempted, 0 failed; of 622 TOTAL
[14:33:11 76] [MULTIbalancer]:0 Status: Team counts [25] = 14(US) vs 11(RU), with 4 unassigned, 0 commanders, 1 spectators
5 points for Balance
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Originally Posted by CentOS*:

 

Anyone know how the new EA balancer works? Seems like or if it only gott into my head, that its messing around with multibalancer. Switching players and sending them to the other team. turned of multibalancer to night for me info about this. But would be awsome if someone could share some information with me :smile:

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Originally Posted by EBassie*:

 

Anyone know how the new EA balancer works? Seems like or if it only gott into my head, that its messing around with multibalancer. Switching players and sending them to the other team. turned of multibalancer to night for me info about this. But would be awsome if someone could share some information with me :smile:

You should disable:

Scrambler

Unstacking

Disperse Evenly By Rank

Reassign New Players

 

As those are the things the new built-in balancer is doing...

But the new balancer is not doing "live balancing", so you can still use MultiBalancer with the above settings disabled.

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Originally Posted by ColColonCleaner*:

 

You should disable:

Scrambler

Unstacking

Disperse Evenly By Rank

Reassign New Players

 

As those are the things the new built-in balancer is doing...

But the new balancer is not doing "live balancing", so you can still use MultiBalancer with the above settings disabled.

I thought unstacking was part of live balance? Does it affect other things outside of that?
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Originally Posted by EBassie*:

 

I thought unstacking was part of live balance? Does it affect other things outside of that?

Well... since the new balancer does unstacking, I believe you don't want this plugin to do it's own unstacking.

That would be counter productive.

 

The ingame balancer now makes the teams even on round change (based on skill).

And during the round it assigns new players to a team based on skill.

 

So you should only do 'live balancing' without unstacking.

There is just live balancing without unstacking based on skill and other variables like "last joiner", but you can also set a threshold for 'unstack moves'.

 

Unstacking with MultiBalancer is a different 'routine' and is a last resort to even the teams' skill.

 

This new balancer does not do 'live balancing', so when 4 players from one team leave, no balancing will take place until a new player joins. Hence you still want 'live balancing' from MultiBalancer or TrueBalancer.

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Originally Posted by styleos*:

 

I tried turn off the 'DICE Balancer', added 'vars.SkillBasedBalance false' on my server config and restarted server.

But it's still active... Does anyone know the way to turn off that annoying thing?

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Originally Posted by ColColonCleaner*:

 

I tried turn off the 'DICE Balancer', added 'vars.SkillBasedBalance false' on my server config and restarted server.

But it's still active... Does anyone know the way to turn off that annoying thing?

Official mode? Otherwise may be a bug.
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Originally Posted by Po1337iKeR*:

 

My server runs with "Ranked"-Settings but on the Hoster-Website (GPortal) the option "vars.autoBalance" is set to TRUE and grayed out.

 

Only the "vars.SkillBasedBalance" option can be changed from TRUE to FALSE but the server may become a "Costum"-Server (look here*)

 

I'm afraid that the new DICE-Balancer cant be switched off...

 

ATM i've activated the Multibalancer "Enable Logging Only" Mode. In this way i can have a look how the matches are going and how good or bad the new ingame balancer is.

 

So far I'm not so happy with the DICE Balancer...

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Originally Posted by Po1337iKeR*:

 

Well... since the new balancer does unstacking, I believe you don't want this plugin to do it's own unstacking.

That would be counter productive.

Are you shure with that? In The Release Notes it says:

 

The new team balancer is a start-of-round balancer

 

• Taking both team sizes and skill into consideration

• Rebuilding the teams based on skill after every round

• Keeping squads & friends together

• Preventing excessive team stacking

• Assigning joining players by skill during rounds

• Replacing players that previously left the game with new joiners

• Evaluating manual team switching on a case by case basis and refuse team switching which

may ruin the balance of the server

• Attempting to prevent team stacking by being more restrictive of high skilled players trying to

switch to the better team

• Freely allowing team switching when there are very few (less than 5v5) players on the server

• Being enabled in "bigger" team based game modes only

This all sounds pretty passive so to say. No active unstacking (switching of good player to the loosing team)

 

Iam considering to reactivate the MB with unstacking on.

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Originally Posted by EBassie*:

 

Are you shure with that? In The Release Notes it says:

 

 

 

This all sounds pretty passive so to say. No active unstacking (switching of good player to the loosing team)

 

Iam considering to reactivate the MB with unstacking on.

I know it's only on the start of a round, but new players will get placed on a certain team based on where their skill is needed (good or bad)

Players also may not switch to the other team to ensure the balance.

 

So those features are kind of "active unstacking" by the DICE Balancer.

 

I've seen good results on my servers with my settings and less complaining of players being balanced.

I'd say: win-win.

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Originally Posted by loki87*:

 

for metro this is really bad :

 

a good squad is starting outside and dominate the other team.

next round

dice balancer switch them to lower team-> outside again

next round

dice balancer switch them to lower team-> outside again

next round

dice balancer switch them to lower team-> outside again

....

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Originally Posted by EBassie*:

 

for metro this is really bad :

 

a good squad is starting outside and dominate the other team.

next round

dice balancer switch them to lower team-> outside again

next round

dice balancer switch them to lower team-> outside again

next round

dice balancer switch them to lower team-> outside again

....

Jup, I agree.

Did some Metro rounds since patch and on Metro servers it sucks really hard...

My squad (best squad every round) was placed on the US side every time (4 rounds in a row) while being raped.

 

So I hope there will be a patch soon to fix the issue of not being able to disable the DICE Balancer.

 

But for my servers, Conquest & Chain Link I think the DICE Balancer is doing a fairly good job, so I will keep it on :ohmy:

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Originally Posted by kcuestag*:

 

Jup, I agree.

Did some Metro rounds since patch and on Metro servers it sucks really hard...

My squad (best squad every round) was placed on the US side every time (4 rounds in a row) while being raped.

 

So I hope there will be a patch soon to fix the issue of not being able to disable the DICE Balancer.

 

But for my servers, Conquest & Chain Link I think the DICE Balancer is doing a fairly good job, so I will keep it on :ohmy:

Yeah, for servers like ours who run CQL all maps it's a great change. No more unstacking needed, keeping players a lot happier and quite balanced rounds.

 

Today I saw a Metro round end by 12 tickets to 0, it was amazing. :biggrin:

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Originally Posted by mimimimi*:

 

My server runs with "Ranked"-Settings but on the Hoster-Website (GPortal) the option "vars.autoBalance" is set to TRUE and grayed out.

 

Only the "vars.SkillBasedBalance" option can be changed from TRUE to FALSE but the server may become a "Costum"-Server (look here*)

 

I'm afraid that the new DICE-Balancer cant be switched off...

 

ATM i've activated the Multibalancer "Enable Logging Only" Mode. In this way i can have a look how the matches are going and how good or bad the new ingame balancer is.

 

So far I'm not so happy with the DICE Balancer...

just un update on that link

 

so now i have this situation

 

round ends,

 

On RoundOver

If aaa == aaa;Exec vars.SkillBasedBalance true

If bbb == bbb;Exec vars.SkillBasedBalance false

 

when aaa == aaa i check all of this after the round has started

i have on battlelog:

custom ---- skill balance off (but if you reload the page it will disappear all togheter, the skill balance line)

 

i have on console:

custom ---- skill balance true

 

again didnt had a chance to test in game, but i am more inclined to think that it is still enabled.

 

 

 

then if bbb == bbb

 

both console and battlelog says the same

 

normal ---- skill balance on/true

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Originally Posted by PapaCharlie9*:

 

ATTENTION

 

I have a holiday weekend where I can fix this plugin for new maps/modes. Please summarize what is needed. Linking to posts that already explain what's needed is fine, but assume I've forgotten all posts read to date (not far from absolute truth).

 

Provide as much detail as possible, like max players for mode, count up vs count down scoring, everything. The harder you make me work, the less time I have to fix other things.

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Originally Posted by EBassie*:

 

Bounty Hunter for BFH and Gun Master for BF4, got it. No promises when, but they are on my list now.

@Papa:

 

Latest Hardline patch has a new gamemode called Bounty Hunter (CashGrab0).

This is basicly TDM, where tickets go up. (Not directly by making kills, but by picking up the bounty coin after the kill)

 

Can you add this mode to balance as the way TDM gets balanced.

For now the "unknown mode" does not seem to balance at all for me.

I believe these are still open.

 

 

Sent from my Galaxy S6 Edge using Tapatalk

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  • 2 weeks later...

Originally Posted by Mamba334*:

 

I was visiting your MB Collected Settings Thread and was told to post here, so here I am.

 

We are hosting 46 slots, 1000 tickets, CQ L.

 

The reason for this post is because we went from 32 players to 46 players.

 

What would be good settings for: unstacking, balancing and scrambler?

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Originally Posted by rul3zz*:

 

Hello

How i can set the scrambler working on a CTF server?

this is my setup for scrambler but wen the server change the map never do a scramble:

 

4 SCRAMBLER

-Only by command FALSE

-Only on new maps TRUE

-Only on final ticker Percentage 0

-Scramble by ROUNDSPM

-Keep Squads toghter False

-Divide by None

-Delay Seconds 30

 

8 SETTING FOR CTF

-Enable scrambler TRUE

 

 

every time the 2 rounds ends and the map is changed never show to me " *** Teams will be SCRAMBLED next round!"

 

 

Tnx for the help

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Originally Posted by Mamba334*:

 

Ok guys, this is my only issue with this plugin.

 

The balancer should balance the last person who joined, not someone who has been playing for most of the time on one team and then randomly gets moved. Star players on one team should not be moved to the other toward the end of the game and I've got it set to slow, slow, slow late phase.

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Originally Posted by ColColonCleaner*:

 

Ok guys, this is my only issue with this plugin.

 

The balancer should balance the last person who joined, not someone who has been playing for most of the time on one team and then randomly gets moved. Star players on one team should not be moved to the other toward the end of the game and I've got it set to slow, slow, slow late phase.

It does move the last joiner. However you can also just tell it to stop balancing in late phase.. the string is 'Stop'

 

so

 

Fast, Fast, Stop

Fast, Fast, Stop

Fast, Fast, Stop

 

for your different population levels.

 

Cheers.

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Originally Posted by Mamba334*:

 

Thanks. I've got it set this way and only a few complaints during the game.

 

Unstacking

Early: Fast, Fast, Fast

Mid: Fast, Adaptive, Adaptive

Late: Stop, Stop, Stop

 

Balance is the same for early and mid. Late is on Stop, Stop, Stop. It cuts off at 250 tickets anyway, so it doesn't move players towards the end. People were raging bad about that! A guy named, Frog on Battlelog helped me set it up. I asked him to take another look but no help there, so I was coming here. Seems the ONLY REAL issue with Battlefield is balance/unstack. Now I'll head on over to the !votemap thread, because that has stopped responding. I haven't touched a thing and it just stops.

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Originally Posted by Gunslinger*:

 

I know it's only on the start of a round, but new players will get placed on a certain team based on where their skill is needed (good or bad)

Players also may not switch to the other team to ensure the balance.

 

So those features are kind of "active unstacking" by the DICE Balancer.

 

I've seen good results on my servers with my settings and less complaining of players being balanced.

I'd say: win-win.

Hi EBassie :smile:

 

I've been struggling a bit to fine tune my settings since the DICE Balancer was introduced, would you mind sharing your settings? I'm running 32 slot Conquest Large vanilla maps, I've turned off the stuff that the DICE Balancer has introduced but I'm sure live balancing isn't happening as it did before!

 

TIA

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Originally Posted by Mamba334*:

 

Hi EBassie :smile:

 

I've been struggling a bit to fine tune my settings since the DICE Balancer was introduced, would you mind sharing your settings? I'm running 32 slot Conquest Large vanilla maps, I've turned off the stuff that the DICE Balancer has introduced but I'm sure live balancing isn't happening as it did before!

 

TIA

How did you turn off this DICE Balancer? I've never heard of this. I was running 32 man and everything was running great with my settings. I could maybe tell you what I had if you can't get your answer. Now I'm running 46 man and can't get it the way I had it. I'm still waiting myself on a good 46 man setting CQL.
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Originally Posted by Gunslinger*:

 

How did you turn off this DICE Balancer? I've never heard of this. I was running 32 man and everything was running great with my settings. I could maybe tell you what I had if you can't get your answer. Now I'm running 46 man and can't get it the way I had it. I'm still waiting myself on a good 46 man setting CQL.

I didn't turn off the DICE Balancer, somebody will correct me if I'm wrong but it seems to be hardcoded, I tried 'vars.SkillBasedBalance false' but it still seemed to be assigning players by skill at the beginning of the round. I turned off stuff in Multibalancer that the DICE Balancer now does, scramble teams, ressign new players being the obvious ones.

 

Yeah that would be good if you could share the settings you had for 32 slot CQL, maybe I can unpick that with what the DICE Balancer does too :smile: Oh, and good luck getting your 46 slot running good, I'm sure somebody here will be able to help you out!

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