Author Topic: Autobalance  (Read 1756 times)

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Offline Nyalan

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Autobalance
« on: May 07, 2012, 01:13:37 am »
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I am wondering how is the autobalance working... does it take the level of players to put them in a team? So the higher your level is, the lower the level of your teammates will be? Or does it take the Kill/Death ratio to jugde on your strenght aud put the lower K/D ratio in the stronger teams? Or then, does the mod has something to judge a player's efficiency by calculating the hits blocked or the skill of the player, and put it in a team according to this?

Is it calculated in the first round of every match, so if you do great in the first round, you will be put in the weakest team, or if you do bad, the next rounds will be easier?

Offline Miwiw

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Re: Autobalance
« Reply #1 on: May 07, 2012, 01:30:39 am »
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On servers with auto balance, for example EU1/EU2 or NA1/NA2, everyone joins any team in the first round. After that the balance starts, which means you get balanced in the same team with the same people having the same banner. That is called bannerbalance, so clans can play together.
I have no idea how other balances work.

Important is also that players with a high k/d are probably switched as well, even if they are in a team with their clan already.
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Offline Cyclopsided

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Re: Autobalance
« Reply #2 on: May 07, 2012, 01:45:34 am »
+1
During first round players are assigned haphazardly to each team.
At then end of the first round there is Banner Balancing, so that you can play with your friends -- but if banner balancing will unbalance the teams, the regular autobalancer applies to keep it balanced. Hence why I always get split from playing with ALL my clan mates, etc.

After the first round end's balancing, banner balance is no longer in play. Only the autobalancer.
It will balance after every round to equalize the team values on each side. Team value I BELIEVE is based mostly on: K/D, Level,
It will strike a balance between each team with several ways:
By swapping one good player for a bad player.
By sending a few players from one side to the other.
By swapping some sad low level, low impact player repeatedly from one side to another trying to equalize the teams. Destroying that sad person's multi repeatedly.
« Last Edit: May 08, 2012, 04:11:36 am by Marathon »
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Offline Thomek

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Re: Autobalance
« Reply #3 on: May 07, 2012, 01:48:21 am »
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I think it also takes your performance on that map into account. So your performance in the first and subsequent rounds do count.

I might be speculating, but I think I've read that some time a long time ago.
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Offline Ozin

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Re: Autobalance
« Reply #4 on: May 07, 2012, 01:48:26 am »
+3
Without going too much into details, this is what happens (iirc from the last time I checked the code):

Round 1: Standard balance
Round 2: Stats from each player in the previous round, their level, and their banner, are taken into account and teams are balanced/shuffled. This is the only round banner balance is applied.
Round 3+: No more shuffling, just adjustments to keep the balance (moving some players over).

edit: What Marathon said (except for the equipment value part)
« Last Edit: May 07, 2012, 01:53:05 am by Ozin »

Offline Nyalan

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Re: Autobalance
« Reply #5 on: May 07, 2012, 02:02:04 am »
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Thanks a lot!

Offline SoA_Sir_ODHarry

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Re: Autobalance
« Reply #6 on: May 07, 2012, 02:11:19 am »
+1
hmm i wonder if its possibel too connect the K/D ratio of crpg.net too the servers and relate it too the balance system and maybe the skillz of a char so the classes could be roughly divided
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Offline hippy_with_a_scimi

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Re: Autobalance
« Reply #7 on: May 07, 2012, 02:35:52 am »
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Without going too much into details, this is what happens (iirc from the last time I checked the code):

Round 1: Standard balance
Round 2: Stats from each player in the previous round, their level, and their banner, are taken into account and teams are balanced/shuffled. This is the only round banner balance is applied.
Round 3+: No more shuffling, just adjustments to keep the balance (moving some players over).

edit: What Marathon said (except for the equipment value part)

no wonder i was  always versus clan stack, that is when i used to play :D

Offline Tzar

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Re: Autobalance
« Reply #8 on: May 07, 2012, 08:47:30 am »
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Im lvl 32 soon to be 33 my kdr is about 2:5:1 and i get team switched on eu1 like 2 or 3 times per map so it inst just only banner balance that decides what team your on i think it also have something to do with your kdr an what lvl you are.

It would be fun if the devs managed to make some sorta class balancer so we would get the same amount of ranged and cav on both teams.
« Last Edit: May 07, 2012, 08:48:33 am by Tzar »
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Vibe

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Re: Autobalance
« Reply #9 on: May 07, 2012, 09:02:54 am »
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Autobalance works so that it takes special care to put all ranged and cav on one team.

Offline Rhygar666

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Re: Autobalance
« Reply #10 on: May 07, 2012, 09:33:46 am »
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Autobalance works so that it takes special care to put all ranged and cav on one team.
sadly it doesnt see me as ranged and always puts me in the other team
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Offline Riddaren

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Re: Autobalance
« Reply #11 on: May 07, 2012, 06:52:07 pm »
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Without going too much into details, this is what happens (iirc from the last time I checked the code):

Round 1: Standard balance
Round 2: Stats from each player in the previous round, their level, and their banner, are taken into account and teams are balanced/shuffled. This is the only round banner balance is applied.
Round 3+: No more shuffling, just adjustments to keep the balance (moving some players over).

edit: What Marathon said (except for the equipment value part)

Is it possible for you to change how the balancing works?
It would be great if you could split high level archers and cavalry players even among the teams.

Offline Cyclopsided

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Re: Autobalance
« Reply #12 on: May 08, 2012, 04:22:34 am »
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TBH it does a great job already. The balancer could be better, sure, but most ideas people present about changing it will often just make it worse.
Is it possible for you to change how the balancing works?
It would be great if you could split high level archers and cavalry players even among the teams.
SO many threads on ideas that get proposed. But nobody wants to or has the know-how to code AND follows through. (and most suggestions wouldn't fix the problem of BALANCED TEAMS in the first place)
Not to rag on your suggestion, but balancing based on class distribution doesn't tell half the story for actual balance. Besides, differentiating who is what "class" can be difficult. Guy has 7 riding but isn't on horseback, is he a cavalry person? he plays cav every third map though? Forgetting the issues of hybrids and everything else, if we could differentiate classes of players...

Would it help balance? If you divvy up the players based on class, that means you're taking away form the effectiveness of both: Banner to play with friends, which really upsets people when they can't play with their buddies. But far moreso It would take away the potency of splitting people up based on K/D and battle effectiveness, which it currently places the utmost priority on.
The issue with class based differentiation is that you'll end up with 3 cav on each team, but the 3 good cav are on one team and it can't really tell. You end up having to ATTEMPT to code a ridiculous balancing act between class play, K/D, Level, Banner for teamplay, and having a balanced team at the end of it all.

You'd be surprised at just how good of a job our current autobalancer does. Sure, it is possible to code and hit a sweetspot that would do a better job than our current one, but it would be extremely annoying and time consuming of playtesting and people being upset and really mad that it doesn't work over months to hone it into something as good as we have now (and hopefully better).
As it stands nobody wants to actually follow through with it and code it.
« Last Edit: May 08, 2012, 04:24:33 am by Marathon »
Also, I have declared myself #1 NA hybrid thrower
Formerly known as Marathon.
As an NA admin, I am the most laid back and concerned with the ~fun of the game~ above all other factors. I've also been super inactive since Summer 2012. University takes most of my time, but I still find some time to play when i can.

Offline Riddaren

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Re: Autobalance
« Reply #13 on: May 08, 2012, 05:58:58 pm »
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(click to show/hide)

The player worth (integer) can be a value in the player database table.
The function for calculating this value could be called if the player levels up (or spends attribute/skill points), respecs or retires.

Offline SoA_Sir_ODHarry

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Re: Autobalance
« Reply #14 on: May 08, 2012, 06:43:29 pm »
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well if autobalance already is about the K:D off a singel map it would be better too set the autobalance based on the K:D of the charpage so u wouldnt have the unfair first round and probably better overall balance too?
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