Poll

Who's responsible for lack of players?

Balancers
102 (26.8%)
chadz who left us to pursue career
66 (17.3%)
Exams and school
32 (8.4%)
Mod too old brah
113 (29.7%)
Other games
68 (17.8%)

Total Members Voted: 379

Voting closed: January 30, 2014, 05:28:47 pm

Author Topic: Number of players declining  (Read 19826 times)

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Offline Crazyi

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Re: Number of players declining
« Reply #270 on: February 12, 2014, 06:53:38 pm »
+1
One thing I'm curious on, what determines if a player is "active"? Are specs the only inactive or is it if the player spawns? If it is non spawning and spec, that probably should be tweaked. It should be spectator only. If you are on the team, you should effect balance decision even if you don't spawn for whatever reason. Yes this sucks but it would screw the act of balancing otherwise, and players need to be more considerate of their impact to the team by not spawning. Go spec.

I haven't even attempted to mod Mount and Blade and the code looks a bit strange but from what I see:

Round 2 is banner balance. Then it tweaks the teams after this.

aka round 2 it heavily fucks up team balance, and then it makes minor tweaks to try to re-balance it.

If I understood what I read (and I certainly may have not), this is not how you "balance" things. Your first effort to balance is quite possible the most un-balancing act of them all. While I absolutely agree clans should play together, there needs to be a greater degree of balancing in round 2 then simply by banner.

Offline Kafein

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Re: Number of players declining
« Reply #271 on: February 12, 2014, 07:45:55 pm »
0
I agree with Kafein about putting more weight on kill amount.

Also... this seems a little confusing to me:
Code: [Select]
(troop_get_slot, ":kd", ":troop_no", slot_troop_crpg_kd_ratio),
(val_div, ":kd", 100),

Does autobalance use permanent (=Battle) k/d in this player "power" calculation?

Also that second line, if you divide it by 100, doesn't it become negligible? Ie for level it does (level + 5) * 10, which produces a whole lot bigger value.

The thing is that this language is so weird they have to use fixed point dark magic to get "real numbers", so I honestly don't even know what this "val_div" actually does.

Offline Tydeus

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Re: Number of players declining
« Reply #272 on: February 12, 2014, 11:37:11 pm »
0
The thing is that this language is so weird they have to use fixed point dark magic to get "real numbers", so I honestly don't even know what this "val_div" actually does.
Hate.

Fucking. Hate.

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Offline Macropus

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Re: Number of players declining
« Reply #273 on: February 13, 2014, 12:03:30 am »
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Hate.

Fucking. Hate.

What? Why? What's going on? Should I get popcorn?

Offline Kafein

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Re: Number of players declining
« Reply #274 on: February 13, 2014, 12:16:26 am »
0
What? Why? What's going on? Should I get popcorn?

What is going is that when you want to represent and use fractional numbers in this thing, you need to do a lot of mumbo jumbo when really it should be idiotically simple.

Offline Sniger

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Re: Number of players declining
« Reply #275 on: February 14, 2014, 03:31:18 pm »
0
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Offline kinngrimm

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Re: Number of players declining
« Reply #276 on: February 14, 2014, 03:48:09 pm »
+1
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damn you Tydeus and your sexual phantasies  :lol:
learn from the past, live the moment, dream of the future

Offline Kafein

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Re: Number of players declining
« Reply #277 on: February 14, 2014, 04:33:19 pm »
0
damn you Tydeus and your sexual phantasies  :lol:

I fancy mechanical keyboards myself

Offline Sniger

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Re: Number of players declining
« Reply #278 on: February 14, 2014, 09:36:28 pm »
0

Offline jtobiasm

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Re: Number of players declining
« Reply #279 on: February 14, 2014, 10:17:44 pm »
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In my case, the gym. The 2 hours a day I played on c-rpg is now took up by the gym. Nothing to do with the balance of the game imo, everything can counter something.

p.s the maps are shite though.

Offline Paul

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Re: Number of players declining
« Reply #280 on: February 15, 2014, 10:58:50 am »
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The thing is that this language is so weird they have to use fixed point dark magic to get "real numbers", so I honestly don't even know what this "val_div" actually does.

lern2loveintegerdivision

Offline Kafein

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Re: Number of players declining
« Reply #281 on: February 15, 2014, 11:00:57 am »
+1
lern2loveintegerdivision

Nothing wrong with integer divison, except here that's absolutely not what you want.

Offline Paul

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Re: Number of players declining
« Reply #282 on: February 15, 2014, 01:07:27 pm »
+1
I got no access to the code atm but my guess is that the value for troop slot for the kd is saved with a multiplier(1000, 10000?). In that application it is then divided by 100 to bring it on par with the other summand: the score. lern2loveintegers

Offline Macropus

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Re: Number of players declining
« Reply #283 on: February 15, 2014, 01:54:25 pm »
+1
In my case, the gym. The 2 hours a day I played on c-rpg is now took up by the gym. Nothing to do with the balance of the game imo, everything can counter something.

p.s the maps are shite though.
Gym has no counter, nerf it quick

Offline Sniger

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Re: Number of players declining
« Reply #284 on: February 15, 2014, 04:57:36 pm »
+1
the banner balance code has to be more complicated than the true balance code yes? everything else seem completely illogical to me but then again im a nabcake with no idea of programming or scripting :D

regarding the poll... "mod too old" wtf? so you quit a game because you deem it "out of date"??? lols... please remove the troll option :)

to you, I guess chess is also out of date but thing is just... its the most played game in the world :)