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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by kcuestag*:

 

Very good. In Show In Log, type these commands and copy & pasted the output into a post. I'll this set of settings in the Collections thread.

 

gen 3

 

gen 4

 

gen cl

Here you go:

 

[19:14:35 88] [MULTIbalancer] [show In Log] Command: gen 3

[19:14:35 88] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 120, 115

[19:14:35 88] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 125, 130

[19:14:35 88] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 0, 0

[19:14:35 88] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Spelling Of Speed Names Reminder: Click_Here_For_Speed_Names

[19:14:35 88] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Early Phase: Balance Speed (Low, Med, High population): Slow, Slow, Slow

[19:14:35 88] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population): Slow, Slow, Slow

[19:14:35 88] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population): Stop, Stop, Stop

 

 

[19:14:58 29] [MULTIbalancer] [show In Log] Command: gen 4

[19:14:58 29] [MULTIbalancer] [show In Log] 4 - Scrambler|Only On New Maps: False

[19:14:58 29] [MULTIbalancer] [show In Log] 4 - Scrambler|Only On Final Ticket Percentage >=: 120

[19:14:58 29] [MULTIbalancer] [show In Log] 4 - Scrambler|Scramble By: PlayerRank

[19:14:58 29] [MULTIbalancer] [show In Log] 4 - Scrambler|Keep Clan Tags In Same Squad: True

[19:14:58 29] [MULTIbalancer] [show In Log] 4 - Scrambler|Delay Seconds: 30

 

[19:15:12 12] [MULTIbalancer] [show In Log] Command: gen cl

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Players: 64

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Check Team Stacking After First Minutes: 5

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Unstacking Swaps Per Round: 8

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Number Of Swaps Per Group: 2

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Delay Seconds Between Swap Groups: 300

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Determine Strong Players By: RoundScore

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Percent Of Top Of Team Is Strong: 40

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Disperse Evenly By Rank >=: 145

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Disperse Evenly List: False

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of High Population For Players >=: 48

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Low Population For Players

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Early Phase As Tickets From Start: 150

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Late Phase As Tickets From End: 200

[19:15:12 12] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Scrambler: True

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Originally Posted by PapaCharlie9*:

 

Hi PapaCharlie9,

 

first of all huge thanks for this plugin. It did an overall amazing wotk till late this afternoon.

 

All of a sudden it stopped working and I had a 22 to 16 balance on my server which lead to a lot of players leaving, as MB simply did not balance. It actually "saw" the difference of 6 and acknowledged it but didn't do anything. It just sat there saying autobalancing active, for about 10 minutes. Switched back to TrueBalancer for now.

I did notice 3 players with the same tag but that shouldn't stop MB from working, should it?

 

I am using the setting from your MB Settings thread for Conquest Large normal Maps.

 

I wish I could give you an excerpt from my pluginn.log but I can't get it working. Chat, Event and Console logs are fine, just plugin.log wont work. Its always empty.

 

Anyway, have you heard about anything remotely similar to my problem and what could be done against it?

 

Thanks in advance!

How many tickets and how many (max) players?

 

My guess is that your Late Phase is set to Stop,Stop,Stop, so the balancer stopped. If you have a large Late Phase ticket size, larger than it should be, that's what would happen.

 

No need for a plugin log, just post your settings, particularly Section 3 and Section 8 Conquest Large.

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Originally Posted by PapaCharlie9*:

 

why I do not see message for yell or chat of moved players ..

 

I have quiet mode set to False..

You would only see chat. Yell is only to players always.

 

Are you sure moves were actually happening? What version are you using?

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Originally Posted by KamelMitLocken*:

 

How many tickets and how many (max) players?

 

My guess is that your Late Phase is set to Stop,Stop,Stop, so the balancer stopped. If you have a large Late Phase ticket size, larger than it should be, that's what would happen.

 

No need for a plugin log, just post your settings, particularly Section 3 and Section 8 Conquest Large.

Settings are as follows. Max players 64 and 1500 Tickets.

 

3 - |Early Phase: Ticket Percentage To Unstack: 120, 150, 150

3 - |Mid Phase: Ticket Percentage To Unstack: 140, 130, 130

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

3 - |Early Phase: Balance Speed: Slow, Slow, Slow

3 - |Mid Phase: Balance Speed: Slow, Slow, Slow

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

 

4 - Scrambler|Only On New Maps: True

4 - Scrambler|Only On Final Ticket Percentage >=: 120

4 - Scrambler|Scramble By: RoundSPM

4 - Scrambler|Keep Clan Tags In Same Squad: True

4 - Scrambler|Delay Seconds: 30

 

8 - |Conquest Large: Max Players: 64

8 - |Conquest Large: Check Team Stacking After First Minutes: 10

8 - |Conquest Large: Max Unstacking Swaps Per Round: 6

8 - |Conquest Large: Number Of Swaps Per Group: 1

8 - |Conquest Large: Delay Seconds Between Swap Groups: 300

8 - |Conquest Large: Determine Strong Players By: RoundSPM

8 - |Conquest Large: Percent Of Top Of Team Is Strong: 40

8 - |Conquest Large: Disperse Evenly By Rank >=: 0

8 - |Conquest Large: Enable Disperse Evenly List: True

8 - |Conquest Large: Definition Of High Population For Players >=: 48

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

8 - |Conquest Large: Definition Of Early Phase As Tickets From Start: 400

8 - |Conquest Large: Definition Of Late Phase As Tickets From End: 300

8 - |Conquest Large: Enable Scrambler: True

 

Thanks for checking.

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Originally Posted by xcal*:

 

Also it stopped balancing at the end of the round even tho end of the round score was 548 to 0...

 

[16:04:48 88] [MULTIbalancer] Status: Map = Seine Crossing, mode = Conquest Large, time in round = 00:08:57, tickets = 548/0

[16:04:48 88] [MULTIbalancer] Status: 0/15 raged, 10 reassigned, 0 balanced, 3 unstacked, 0 unswitched, 62 excluded, 296 exempted, 0 failed; of 989 TOTAL

[16:04:48 88] [MULTIbalancer] Status: Team counts [63] = 32(US) vs 31(RU), with 1 unassigned

 

 

and while round is active it says

 

[16:21:47 34] [MULTIbalancer] Status: Map = Wake Island, mode = Assault64, time in round = 00:08:17, tickets = 570/539

[16:21:47 34] [MULTIbalancer] Status: Autobalance is not active, phase = Mid, population = High, speed = Slow, unstack when ticket ratio >= 120%

[16:21:47 34] [MULTIbalancer] Status: Team counts [64] = 32(US) vs 32(RU), with 0 unassigned

[16:21:47 34] [MULTIbalancer] Status: Team difference = 0

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Originally Posted by xcal*:

 

This is my setting :

 

[16:24:14 11] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 120, 120

[16:24:14 11] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack (Low, Med, High population): 120, 120, 120

[16:24:14 11] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 0, 0

[16:24:14 11] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Spelling Of Speed Names Reminder: Click_Here_For_Speed_Names

[16:24:14 11] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Early Phase: Balance Speed (Low, Med, High population): Slow, Slow, Slow

[16:24:14 11] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population): Slow, Slow, Slow

[16:24:14 11] [MULTIbalancer] [show In Log] 3 - Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population): Stop, Stop, Stop

 

 

[16:25:08 35] [MULTIbalancer] [show In Log] 4 - Scrambler|Only On New Maps: True

[16:25:08 35] [MULTIbalancer] [show In Log] 4 - Scrambler|Only On Final Ticket Percentage >=: 114

[16:25:08 35] [MULTIbalancer] [show In Log] 4 - Scrambler|Scramble By: RoundScore

[16:25:08 35] [MULTIbalancer] [show In Log] 4 - Scrambler|Keep Clan Tags In Same Squad: True

[16:25:08 35] [MULTIbalancer] [show In Log] 4 - Scrambler|Delay Seconds: 30

 

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Players: 64

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Check Team Stacking After First Minutes: 5

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Unstacking Swaps Per Round: 6

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Number Of Swaps Per Group: 1

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Delay Seconds Between Swap Groups: 300

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Determine Strong Players By: RoundScore

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Percent Of Top Of Team Is Strong: 40

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Disperse Evenly By Rank >=: 0

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Disperse Evenly List: False

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of High Population For Players >=: 48

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Low Population For Players

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Early Phase As Tickets From Start: 150

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Late Phase As Tickets From End: 150

[16:25:36 74] [MULTIbalancer] [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Scrambler: True

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Originally Posted by Jaythegreat1*:

 

As others have stated, friends get split up and what not. I haven't given up on the plugin entirely :smile:. It does provide close rounds... however we have several groups of players that like playing on the same team.

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Originally Posted by HexaCanon*:

 

The whole round and every round.

 

Yes, but that won't make sense, as I've tried to explain before. The Whitelist has priority over everything else (except Scrambling). If a player is on the Whitelist, they will never be moved by the plugin.

 

The priority of processing is this:

 

1) Scrambler

2) Whitelist

3) Dispersal

4) Balancing, unstacking and unswitching (normal processing)

 

Because Dispersal is higher priority than normal processing, you should leave dispersal players out of the whitelist. I think that achieves what you want, if I understand it correctly. It doesn't matter what the balancer or the unstacker does for everyone else, it treats dispersal players as a separate and higher priority balancing goal. For example, a dispersal player will not be moved for ordinary balance, if it would make dispersal players unbalanced.

could dispersal priority be higher when the player joins ? and through the round it gets lower than whitelist ?
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Originally Posted by xcal*:

 

You would only see chat. Yell is only to players always.

 

Are you sure moves were actually happening? What version are you using?

this has been fixed so far automatically.. weird!
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Originally Posted by PapaCharlie9*:

 

As others have stated, friends get split up and what not. I haven't given up on the plugin entirely :smile:. It does provide close rounds... however we have several groups of players that like playing on the same team.

In that case, please take some time to complete this poll, if you haven't already:

 

showthread....iends-together*

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Originally Posted by PapaCharlie9*:

 

Also it stopped balancing at the end of the round even tho end of the round score was 548 to 0...

 

[16:04:48 88] [MULTIbalancer] Status: Map = Seine Crossing, mode = Conquest Large, time in round = 00:08:57, tickets = 548/0

[16:04:48 88] [MULTIbalancer] Status: 0/15 raged, 10 reassigned, 0 balanced, 3 unstacked, 0 unswitched, 62 excluded, 296 exempted, 0 failed; of 989 TOTAL

[16:04:48 88] [MULTIbalancer] Status: Team counts [63] = 32(US) vs 31(RU), with 1 unassigned

 

 

and while round is active it says

 

[16:21:47 34] [MULTIbalancer] Status: Map = Wake Island, mode = Assault64, time in round = 00:08:17, tickets = 570/539

[16:21:47 34] [MULTIbalancer] Status: Autobalance is not active, phase = Mid, population = High, speed = Slow, unstack when ticket ratio >= 120%

[16:21:47 34] [MULTIbalancer] Status: Team counts [64] = 32(US) vs 32(RU), with 0 unassigned

[16:21:47 34] [MULTIbalancer] Status: Team difference = 0

Two possible explanations:

 

* If the server was full the whole 9 minutes of the round, there will be no balancing nor unstacking. There's no room to move anyone.

 

* If you have a very long whitelist or lots of players with clan tags, the pool of players available to be moved will be small. You won't see many moves, maybe even 0.

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Originally Posted by kcuestag*:

 

could dispersal priority be higher when the player joins ? and through the round it gets lower than whitelist ?

Not a bad a idea at all, specially for the "Disperse Evenly By Rank 145", if it made it higher priority when they joined, then it would be nicer. :smile:

 

I love having lvl 145 evenly across both teams, but also as I told PC9, would be nice if it stopped dispersing lvl 145 players on late phase. :smile:

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Originally Posted by kcuestag*:

 

By the way, I think there is something wrong with the plugin, check this out:

 

FINAL STATUS FOR PREVIOUS ROUND:

Status: Map = Strike at Karkand, mode = Assault64, time in round = 00:36:17, tickets = 0/87

Status: 0/28 raged, 14 reassigned, 2 balanced, 11 unstacked, 4 unswitched, 269 excluded, 168 exempted, 1 failed; of 1377 TOTAL

Status: Team counts [62] = 31(US) vs 32(RU), with 0 unassigned

+------------------------------------------------+

 

 

How come it unstacked 11 players when I have the option of "Max Unstacking Swaps Per Round" to 8?

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Originally Posted by xcal*:

 

Two possible explanations:

 

* If the server was full the whole 9 minutes of the round, there will be no balancing nor unstacking. There's no room to move anyone.

 

* If you have a very long whitelist or lots of players with clan tags, the pool of players available to be moved will be small. You won't see many moves, maybe even 0.

thanks Papa! :smile:
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Originally Posted by thetarget*:

 

I've only excluded the whitelist which consist of me and 5 of my friends. Our score is always at the top few.

 

However, the game wouldnt auto balance even when the team difference is 5. I've set autobalance based on 40% roundSPM.

 

I searched the log and says me and my friends are the in whitelist, therfore excluded, but wouldnt it choose someone else if it has excluded me? Because it seems to me that it stopped searching after the exclusion.

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Originally Posted by tarreltje*:

 

By the way, I think there is something wrong with the plugin, check this out:

 

FINAL STATUS FOR PREVIOUS ROUND:

Status: Map = Strike at Karkand, mode = Assault64, time in round = 00:36:17, tickets = 0/87

Status: 0/28 raged, 14 reassigned, 2 balanced, 11 unstacked, 4 unswitched, 269 excluded, 168 exempted, 1 failed; of 1377 TOTAL

Status: Team counts [62] = 31(US) vs 32(RU), with 0 unassigned

+------------------------------------------------+

 

 

How come it unstacked 11 players when I have the option of "Max Unstacking Swaps Per Round" to 8?

Isnt it that a swap, is swithing 2 players, so setting max swaps on 8 is in total 16 people to be moved?
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Originally Posted by KamelMitLocken*:

 

Settings are as follows. Max players 64 and 1500 Tickets.

 

3 - |Early Phase: Ticket Percentage To Unstack: 120, 150, 150

3 - |Mid Phase: Ticket Percentage To Unstack: 140, 130, 130

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

3 - |Early Phase: Balance Speed: Slow, Slow, Slow

3 - |Mid Phase: Balance Speed: Slow, Slow, Slow

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

 

4 - Scrambler|Only On New Maps: True

4 - Scrambler|Only On Final Ticket Percentage >=: 120

4 - Scrambler|Scramble By: RoundSPM

4 - Scrambler|Keep Clan Tags In Same Squad: True

4 - Scrambler|Delay Seconds: 30

 

8 - |Conquest Large: Max Players: 64

8 - |Conquest Large: Check Team Stacking After First Minutes: 10

8 - |Conquest Large: Max Unstacking Swaps Per Round: 6

8 - |Conquest Large: Number Of Swaps Per Group: 1

8 - |Conquest Large: Delay Seconds Between Swap Groups: 300

8 - |Conquest Large: Determine Strong Players By: RoundSPM

8 - |Conquest Large: Percent Of Top Of Team Is Strong: 40

8 - |Conquest Large: Disperse Evenly By Rank >=: 0

8 - |Conquest Large: Enable Disperse Evenly List: True

8 - |Conquest Large: Definition Of High Population For Players >=: 48

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

8 - |Conquest Large: Definition Of Early Phase As Tickets From Start: 400

8 - |Conquest Large: Definition Of Late Phase As Tickets From End: 300

8 - |Conquest Large: Enable Scrambler: True

 

Thanks for checking.

I waswondering if it would be better to lower the size of the late phase tickets to 200 or 150? Downside could be, that several might rage if they get balanced that late. Anyone hwve those settings?

 

On a side note...what does MB do when during the late phase where the balancer is stopped, a lot of people leave? It will leave the field unbalanced right? Or does the plugin have a feature built in to prevent this?

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Originally Posted by tarreltje*:

 

I waswondering if it would be better to lower the size of the late phase tickets to 200 or 150? Downside could be, that several might rage if they get balanced that late. Anyone hwve those settings?

 

On a side note...what does MB do when during the late phase where the balancer is stopped, a lot of people leave? It will leave the field unbalanced right? Or does the plugin have a feature built in to prevent this?

If you have balancer and unstacker off during late fase, you get an unbalanced game yes :sad:, Maby PC9 can built something in for the laste fase that if x amount of players leave, balancer gets turned on for 1 time.

 

Downside is that you will move a lot of players from the winning team, that will leave also i think ! Maby its better to end the round if the round gets realy to unbalanced!

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Originally Posted by AlienTaker*:

 

I would like to have some help on this i have uploaded it into my procon layer and i have copied the file itself into my procon BF3 folder but it's not showing up in procon at all please advise on what to do

 

Regards

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Originally Posted by AlienTaker*:

 

I would like to have some help on this i have uploaded it into my procon layer and i have copied the file itself into my procon BF3 folder but it's not showing up in procon at all please advise on what to do

 

Regards

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Originally Posted by Sabn0ck*:

 

I think I need help too because it has many problems for me.

Doesn't balance by number in time

Doesn't base balance on anything but previous round or rank. would like to see global stats fetched for balance if possible.

Too many problems to list. Simply does not do what I thought it would.

More than likely my set up of the plugin, besides the global spm balance I would like to see happen, it's just not an option.

Any help would be appreciated.

Back to insane balancer until I can get it sorted.

Thanks

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Originally Posted by dyn*:

 

Time to replace InsaneBalancer / TrueBalancer, folks... Multibalancer is here to stay with us!

 

Really the only thing I was worried about with Multiblancer was the inability to scramble teams at round end while keeping squads together. Just tested the new version of MB and it seems to be doing a fine job at keeping squads together during the shuffle. So far I haven't had any complaints about squads being broken.

 

Hell, without InsaneBalancer or TrueBalancer running we haven't had a crash in several hours!! :P Obviously exaggerating about the severity of procon crashes / lag outs, but all admin tools seem more responsive. This is especially true with multiple populated BF3 servers running on the same procon instance. Previously on startup procon would just lag for several minutes until the stats fetching was caught up (truebalancer), but running MB with Battlelog Cache we're seeing many of the players being updated in seconds because they're already in our DB.

 

Doesn't base balance on anything but previous round or rank. would like to see global stats fetched for balance if possible.

More than likely my set up of the plugin, besides the global spm balance I would like to see happen, it's just not an option.

You might want to take a look at planned features for V2*.

 

It would be interesting to see how much of a difference online stats makes to game balance. Unless you run a 24/7 metro server or the like, online global SPM is pretty much worthless to judge who is valuable to your team. I suppose if someone has under 100 SPM you could rule them a 'bad' player. But players from 250+ I would say it's anyone's guess if they're a team (objective) player or not.

 

A metric that could be interesting to try would be vehicle stats. Quite often we see the most lopsided games because there are several very skilled tankers on the server. This is especially true for the smaller city maps. If it were possible to call the next map and identify that it was 'armor heavy' we could then split individuals up who are the armor whores (or jet, helo, etc etc). If there are 4 good tank drivers in different squads, it would be pretty bad to put them all together facing a team made up of guys without any vehicle experience or people with all their time as sniper. Though perhaps this is just getting to the point where it's too confusing. lol. =\

 

There is indeed a lot of 'meat' to this plugin. If you install it now you'll be able to slow cook it to see how everything looks. As you've seen from other posters here, this isn't a plugin you download at 2 AM and have it setup and running by 3AM... no matter how much coke you've had.

 

Now I'm member of the MultiBalancer cult.

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Originally Posted by PapaCharlie9*:

 

Here's a between-round scramble with Keep Squads Together enabled. I happened to be testing ScrambleBy: Rank for this one.

 

Players in bold ended up back in their original team.

 

Colors indicate squads.

 

Code:

===== BEFORE =====
sanzrules (Echo, R:#1)           -     [CSA]CSA_Doten (Delta, R:#2)
FatBrojoe (Echo, R:#4)           -     [b][BAS]Matarasso (Bravo, R:#3)[/b]
[Jipp]Cowboy_Jipp (Echo, R:#5)   - [S750]MardemolidoR (Alpha, R:#7)
[b]ANDVOLP (Charlie, R:#6) [/b]     -          florianroede (Alpha, R:#11)
OhhCraap (Echo, R:#8)            -            gofer3 (Delta, R:#12)
[SLV]cuzquitow (Bravo, R:#9)     -     DeathByDeagle (Delta, R:#13)
[b][BOPE]Ribeiro_BR-RJ (Charlie, R:#10)[/b] -     daniellnegrao (Delta, R:#14)
[b][APXC]OPrey123 (Charlie, R:#16)[/b]  - [b][BLG]DevilDogMarine90 (Bravo, R:#15)[/b]
[SR]fabioi2 (Bravo, R:#22)       -        [SR]VRFS (Foxtrot, R:#17)
romanski13wtf (Bravo, R:#23)     -       [b]HFabretti (Charlie, R:#18)[/b]
[b]0vagabundo0 (Charlie, R:#25)[/b] -     [SR]MestreArmeiro (Foxtrot, R:#19)
                                 -     [SLV]BinhoZin (Alpha, R:#20)
                                 -  [b]markthebest964 (Charlie, R:#21)[/b]
                                 -         [b]oohnoes19 (Bravo, R:#24)[/b]
US AVG R:54.73                   -                   RU AVG R:50.57

===== AFTER =====
[CSA]CSA_Doten (Delta, R:#2)     -           sanzrules (Echo, R:#1)
[b]ANDVOLP (Charlie, R:#6)[/b]          -     [b][BAS]Matarasso (Bravo, R:#3)[/b]
[S750]MardemolidoR (Alpha, R:#7) -           FatBrojoe (Echo, R:#4)
[b][BOPE]Ribeiro_BR-RJ (Charlie, R:#10)[/b] -   [Jipp]Cowboy_Jipp (Echo, R:#5)
florianroede (Alpha, R:#11)      -            OhhCraap (Echo, R:#8)
DeathByDeagle (Delta, R:#12)     -     [SLV]cuzquitow (Alpha, R:#9)
gofer3 (Delta, R:#13)            - [b][BLG]DevilDogMarine90 (Bravo, R:#15)[/b]
daniellnegrao (Delta, R:#14)     -       [b]HFabretti (Charlie, R:#18)[/b]
[SR]VRFS (Foxtrot, R:#16)        -  [b]markthebest964 (Charlie, R:#21)[/b]
[b][APXC]OPrey123 (Charlie, R:#17)[/b]  -       [SR]fabioi2 (Alpha, R:#22)
[SR]MestreArmeiro (Foxtrot, R:#19) -     romanski13wtf (Alpha, R:#23)
[SLV]BinhoZin (Alpha, R:#20)     -         [b]oohnoes19 (Bravo, R:#24)[/b]
[b]0vagabundo0 (Charlie, R:#25)[/b]     -                                 
US AVG R:50.08                   -                   RU AVG R:54.92
===== END =====
Notice that the US (left column) Echo squad was moved to the RU team and kept the same squad id. Likewise for RU Delta moved to US. But in the case of US Bravo, the RU team already had a Bravo squad, so US Bravo became RU Alpha.

 

Details of the scramble. Shows how the sum of the metric (Rank) is used and the squads are sorted high to low. The top squad is allocated to the losing team first, then the next squad is allocated to the team with the lowest sum, and so on until all the squads are allocated or until a team has the max allowed players.

 

Code:

(SCRAMBLER) Starting scramble of 25 players, winner was US
(SCRAMBLER) Using (PlayerRank, KeepSquadsTogether = True, KeepClansTagsInSameSquad = True)
(SCRAMBLER) US/Echo PlayerRank:339.0
(SCRAMBLER) RU/Bravo PlayerRank:150.0
(SCRAMBLER) RU/Alpha PlayerRank:146.0
(SCRAMBLER) US/Charlie PlayerRank:166.0
(SCRAMBLER) RU/Delta PlayerRank:256.0
(SCRAMBLER) RU/Charlie PlayerRank:73.0
(SCRAMBLER) US/Bravo PlayerRank:97.0
(SCRAMBLER) RU/Foxtrot PlayerRank:83.0
(SCRAMBLER) After sorting:
(SCRAMBLER)     PlayerRank:339.0 US/Echo
(SCRAMBLER)     PlayerRank:256.0 RU/Delta
(SCRAMBLER)     PlayerRank:166.0 US/Charlie
(SCRAMBLER)     PlayerRank:150.0 RU/Bravo
(SCRAMBLER)     PlayerRank:146.0 RU/Alpha
(SCRAMBLER)     PlayerRank:97.0 US/Bravo
(SCRAMBLER)     PlayerRank:83.0 RU/Foxtrot
(SCRAMBLER)     PlayerRank:73.0 RU/Charlie
(SCRAMBLER) US/Echo scrambled to RU/Echo
DEBUG: Updated scrambler metrics PlayerRank: US(0) = 0.0, RU(4) = 339.0
(SCRAMBLER) RU/Delta scrambled to US/Delta
DEBUG: Updated scrambler metrics PlayerRank: US(4) = 256.0, RU(4) = 339.0
(SCRAMBLER) US/Charlie scrambled to US/Charlie
DEBUG: Updated scrambler metrics PlayerRank: US(8) = 422.0, RU(4) = 339.0
(SCRAMBLER) RU/Bravo scrambled to RU/Bravo
DEBUG: Updated scrambler metrics PlayerRank: US(8) = 422.0, RU(7) = 489.0
(SCRAMBLER) RU/Alpha scrambled to US/Alpha
DEBUG: Updated scrambler metrics PlayerRank: US(11) = 568.0, RU(7) = 489.0
(SCRAMBLER) US/Bravo scrambled to RU/Alpha
DEBUG: Updated scrambler metrics PlayerRank: US(11) = 568.0, RU(10) = 586.0
(SCRAMBLER) RU/Foxtrot scrambled to US/Foxtrot
DEBUG: Updated scrambler metrics PlayerRank: US(13) = 651.0, RU(10) = 586.0
(SCRAMBLER) RU/Charlie scrambled to RU/Charlie
DEBUG: Updated scrambler metrics PlayerRank: US(13) = 651.0, RU(12) = 659.0
(SCRAMBLER) (SIMULATED) MOVE daniellnegrao to US team, squad Delta
(SCRAMBLER) (SIMULATED) MOVE gofer3 to US team, squad Delta
(SCRAMBLER) (SIMULATED) MOVE DeathByDeagle to US team, squad Delta
(SCRAMBLER) (SIMULATED) MOVE [CSA]CSA_Doten to US team, squad Delta
(SCRAMBLER) (SIMULATED) MOVE [S750]MardemolidoR to US team, squad Alpha
(SCRAMBLER) (SIMULATED) MOVE florianroede to US team, squad Alpha
(SCRAMBLER) (SIMULATED) MOVE [SLV]BinhoZin to US team, squad Alpha
(SCRAMBLER) (SIMULATED) MOVE [SR]VRFS to US team, squad Foxtrot
(SCRAMBLER) (SIMULATED) MOVE [SR]MestreArmeiro to US team, squad Foxtrot
(SCRAMBLER) (SIMULATED) MOVE FatBrojoe to RU team, squad Echo
(SCRAMBLER) (SIMULATED) MOVE sanzrules to RU team, squad Echo
(SCRAMBLER) (SIMULATED) MOVE [Jipp]Cowboy_Jipp to RU team, squad Echo
(SCRAMBLER) (SIMULATED) MOVE OhhCraap to RU team, squad Echo
(SCRAMBLER) (SIMULATED) MOVE romanski13wtf to RU team, squad Alpha
(SCRAMBLER) (SIMULATED) MOVE [SLV]cuzquitow to RU team, squad Alpha
(SCRAMBLER) (SIMULATED) MOVE [SR]fabioi2 to RU team, squad Alpha
Scheduling listPlayers no sooner than 1 seconds from 20:12:49
(SCRAMBLER) DONE!
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Originally Posted by jaskaman*:

 

Thank you for making a new many options balancer. Had a high expectations on this.

For some reason Im sorry to say this but Im not too happy (yet) to this balancer, I have been using BF3 truebalancer(happily but it causes procon crashes) and frankly I dont see difference in round score. Major complains about regulars who asked me to change back to old balancer or they stop playing in our servers are: 1) it will tear apart squad even with same clantag (2 with same clantag) has been splitted to both teams according to them many times (yeah I have a correct setting keep squads together on). 2) some people complain that this balancer is always balancing them.

Im using preset standard (I also tried aggressive setting in metro and it was switching some players so many times that they left servers (around 20 from 48) so that setting is at least out of the question. Also many friends complain that they are divided always not same before, I adviced them to make common clantag.

There is so many options and Im not sure is this standard setting the best... But I will keep using this a bit more to see how this works in a long run...

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Originally Posted by kunoichia*:

 

We are using this on a 1500 tickets metroserver.

 

Although it seems to make games not result in baserape which is a big plus, some people complain about always being balanced. On some occasions multiple times a round.

 

Is it possible to limit the plugin balancing a person more then 1 time a round? I feel noone has a problem being balanced 1 time a round but as it takes high score players to swap I feel it's not fair if they are being balanced twice or more even.

 

Maybe im overlooking a setting in the plugin but for now I cant seem to find this.

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Originally Posted by tarreltje*:

 

We are using this on a 1500 tickets metroserver.

 

Although it seems to make games not result in baserape which is a big plus, some people complain about always being balanced. On some occasions multiple times a round.

 

Is it possible to limit the plugin balancing a person more then 1 time a round? I feel noone has a problem being balanced 1 time a round but as it takes high score players to swap I feel it's not fair if they are being balanced twice or more even.

 

Maybe im overlooking a setting in the plugin but for now I cant seem to find this.

What are your unswitch settings? Multibalancer does balance/unstack players only 1 time!
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