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#1 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() Fellow players here is a conversation Wormbo and I have been having and we now want to get the views of everyone!
SMOKER: Question? Is there a way to make the server assign a new player based on node count?? Like if Red has 70% of the nodes the new player is assigned to Blue and vice versa?? I have no idea if there is a way for the server to see that upon new player arrival?? Wormbo: The server sees everything and has the authority to assign teams. However, there's currently no connection between the two concepts. BTW: I recommend always starting threads about things like this. SMOKER: I agree Sir on the Forum, I was really wondering as you said there is no connection between the two concepts, but can it be done? is there a way to connect both concepts. I do not want to start a Forum discussion on something that cannot be done at all or would be a huge amount of time to create. So I guess the question is, Is this possible to do? and is it easy to do or is it so complicated it would take hours to code?? Wormbo: If something takes only hours to code, it counts as "easy". And considering I already created "team progress" logic for Even Match, this request may very well fall in that category.[/QUOTE] SO YOUR THOUGHTS PLAYERS???? |
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#2 |
3.14159265358979323846,,
![]() ![]() Join Date: Apr 2006
Location: USA
Posts: 3,504
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![]() I'll add this mutater within 48 hours (i hope). I'd do it now but the server is full. We'll give it a shot and see what people think
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![]() ...and there's the rest who are just jumping around like a bunch of half-drunk monkeys spamming and camping their little hearts out. ~Coyote |
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#3 | |
Getting there...
![]() ![]() Join Date: Nov 2013
Location: Southeastern United States
Posts: 191
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Give me ambiguity or give me something else |
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#4 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() My Thanks Pi!!
Hopefully this will help even the matches and make the server more balanced. |
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#5 | |||
YouTube.com/user/WColbyK
![]() ![]() Join Date: Jun 2015
Location: Columbia, SC
Posts: 408
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![]() Still wont matter when I join. I am OP as hell and my teams win 100% of the time, right guys?
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#6 |
3.14159265358979323846,,
![]() ![]() Join Date: Apr 2006
Location: USA
Posts: 3,504
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![]() mutator installed. settings are as follows:
Code:
ignore team preference: True Announce team change: True Connecting players balance teams: True Randomly start with sides swapped: True Shuffle teams from previous match: True Activation delay: 10 Forced rebalance delay: 30 Minimum desired round length (minutes): 10 Small team progress threshold: 0.5 Soft rebalance delay: 10 Switch to winner progress limit: 0.7 Valuable player ranking %: 0.75
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![]() ...and there's the rest who are just jumping around like a bunch of half-drunk monkeys spamming and camping their little hearts out. ~Coyote |
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#7 |
NOT RDY
![]() ![]() Join Date: Aug 2008
Location: Somerville, MA
Posts: 515
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![]() So how do we activate this? Is this the new "teams" command in general text chat? Does it happen automatically?
The reason I ask: I played a few maps last night and during one of those maps (MasterBath)... my team was being completely spanked. Lost by 2pts somewhat quickly in the first round. Next round was a spanking as well. I would have loved to have balanced the teams after the first round.
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[Scorpion blows-up] Team Member: Don't shoot the vehicles! Steal it! FuzzySlippers: I don't know what happened... I went to jack it and it blew up in my face. Team: ![]() |
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#8 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Rebalancing only happens on actual mismatch of player counts, or if the first round was really short (10mins according to what Pi posted). I guess you didn't get spanked hard enough.
![]() Anyway, the results from that match should have affected the initial player distribution among teams for the next match. But then again, keep in mind that mutator was designed for a server with a single round per match. Also it will only shuffle teams right when the match starts (or restarts after a short round), so any late-comers will essentially join teams in the order they arrive.
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#9 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() OK I see what you are saying Wormbo but that isnt exactly what I was thinking when this thread was started, here is a scenario we just played.
Each team had 8 players (real players not bots) Red owned all the nodes except primaries of Blue A new player joined and was immediately placed on Red as usual as always has happened on the OMNI server The new mod or whatever you call it should have sent the new incoming player to Blue since red owned over 60% of map. This should make games more even and will stop the spectating trolls that jump into the Winning team since you auto into loosing team. |
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#10 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() I never claimed it would do that particular thing (I really can't remember whether it should do that), only that it should be easy to do as I did something similar before. "Something similar" being "detect, which team is in the lead in an Onslaught round". In fact, I think the mutator doesn't do much about a difference in team size of only one player.
Consider the following scenario: Red leads 4 to 2 nodes, but also has 1 player more than blue. Should one of them switch to blue to make the game even again? I don't think so for the team sizes you guys usually play at. Okay, if both teams have the same size, a joining player should be assigned to blue, but like I said, the mutator probably doesn't do that yet. What it does is disabling the team preference (players can pick their favorite team in the settings) either always (that's currently configured) or when rebalancing might be a good thing because of different team sizes. In either case it sets team preference to "none", allowing the game to pick the team. (That's probably worth changing.) [edit] I just created a HUD indicator for the "team progress" value used by the balancing logic and I think it doesn't always show something you'd agree with when looking at the map and/or core health. I guess I'll have to revise or rewrite the progress calculation.
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Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Last edited by Wormbo; 08-15-2015 at 04:42 AM.. |
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#11 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() And the bugs keep popping up. I noticed that you continue to live when being forcefully moved to a different team. If you're in a vehicle, that won't change teams with you until you exit and enter again. Interesting effect, but quite unintuitive. Next version will explicitly kill players that get team-switched while still alive. (Even Match will try to avoid having to switch live players, but sometimes it's just necessary.)
Also I rewrote the team progress assessment function. The logic seemed to make sense back when I wrote it, but the team progress indicator revealed how far off it often was. Core health sometimes hat too few or too much influence, even if it didn't matter at all. Clearly, outside overtime, your core's health won't matter if the enemy is still several hops away from your core and your team is right at theirs. [edit] I did a code compare to see, how far my code already differs from what's running on the Omni server. Features to come:
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Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Last edited by Wormbo; 08-16-2015 at 03:37 AM.. |
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#12 |
3.14159265358979323846,,
![]() ![]() Join Date: Apr 2006
Location: USA
Posts: 3,504
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![]() Being code from Wormbo and immediate interest to the community, I'll add the changes as soon as they're posted (and I'm online).
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![]() ...and there's the rest who are just jumping around like a bunch of half-drunk monkeys spamming and camping their little hearts out. ~Coyote |
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#13 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Heh, thanks, I guess.
![]() Two more changes from what I already mentioned:
Here's the download: Even Match v2 alpha 7
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#14 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Let's enable some cross-posting synergies...
TL;DR - Planned/proposed changes for next version:
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#15 |
3.14159265358979323846,,
![]() ![]() Join Date: Apr 2006
Location: USA
Posts: 3,504
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![]() updated to latest release. The only difference between ours and CENOSS's instance is bConnectingPlayersBalanceTeams=False/True (We have True set). what does that setting do?
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![]() ...and there's the rest who are just jumping around like a bunch of half-drunk monkeys spamming and camping their little hearts out. ~Coyote |
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#16 | |
NOT RDY
![]() ![]() Join Date: Aug 2008
Location: Somerville, MA
Posts: 515
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![]() Quote:
I think some sort of % of nodes held calculation might help? Still not sure how to quantify being pinned down. Maybe the number of sequential primary node locks by the opposing in a short period of time? Don't know if that is possible. It's definitely a challenge for Masterbath, which has very few nodes but many primary locks that happen during the game. In a good game, the number of primary locks by the opposing team is balanced or at least 4:1?, maybe 5:1? (I've seen rallies before.) Well at least I know to throw in the towel before 10mins is up. Non-stop primary wack-a-mole? --> give up in 9.5 minutes.
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[Scorpion blows-up] Team Member: Don't shoot the vehicles! Steal it! FuzzySlippers: I don't know what happened... I went to jack it and it blew up in my face. Team: ![]() |
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#17 |
For Victory - 1 & 2 Dria!
![]() Join Date: Sep 2009
Location: FL
Posts: 273
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![]() I'm just pointing out that a MTMU-Randomizer match lasted a little over 5-6 minutes last night from start to finish. No re-shuffling or re-balancing of any sort occurred between rounds.
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#18 |
For Victory - 1 & 2 Dria!
![]() Join Date: Sep 2009
Location: FL
Posts: 273
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![]() I'm just pointing out that a MTMU-Randomizer match last night lasted a little over 5-6 minutes from start to finish. No re-shuffling or re-balancing of any sort occurred between rounds.
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#19 | |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Quote:
The mutator does not consider game state over time, but only current game state to tell, which team is currently doing better. It does so mostly to make sure a smaller, but better, team doesn't get stacked even more. The other function is complete shuffling at the start of a match (you might want to set a match start delay that allows most players to join in time) and after really short rounds. That one takes points per hour values from each player's last match (or that short round) into account to mix teams for a minimum difference between the PPH sums of the teams.
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#20 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() Wormbo and Pi,
Well I played a few matches here is what I observed: 1. Download goes to 324 percent whats up with that?? 2. Was on a match 6 on 6 with 3 real players per team when all the blue live players left it said it would re-balance and it did not?? we did loose the prior match but even teams command still left all 3 live players on the same team against 6 bots 3. It's a little odd to be switched teams in map when you are a upper scorer but not bad. 4. Played Dria by myself with a load of bots and after building nodes all but 3 were left to Blue and was switched to Blue team and had to retake the map. 5. Is there any accountability for idlers? What I mean by that is lets say both sides have 16 people and 2 on the red are idle for the first few minutes of game after the balance is done, if they start playing it would overturn the ratio would it not?? I do have to say that Wormbo took my flight of fancy idea of just trying to make sure new players logging in would go to the loosing side always and as Tim Taylor says "MORE POWERED IT" I hope this really helps on the game play for fairness but we will have to Beta Test it in live mode to be sure. As Wormbo has stated please give good feedback for him so he can tweak it since he does not play really anymore, our constructive criticism is helpful to fully flush out the bugs. And as always Thanks You Pi and Wormbo for all you do behind the scenes!! ![]() |
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