Author Topic: Proposed change to team-balance algorithim  (Read 7867 times)

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Offline FRANK_THE_TANK

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Re: Proposed change to team-balance algorithim
« Reply #75 on: March 17, 2014, 02:59:15 am »
+2
Wow, that's very thought out...

Here's what I would say. 
Whether the dev team has the knowhow is one thing, but bottom line is - THE BALANCE SYSTEM SUCKS AND HAS SUCKED AND IS PROBABLY THE BIGGEST DETERENT OF THIS GAME so them having the knowhow is irrelevant really...maybe they do need a good suggestion?

I am not 100% sure that "class balance" is really as important a factor as just plain old BALANCING of a player's score/kdr, whether that is derived from his current performance or a combo of current and overall stats that the server keeps. 

------

BIGGEST ISSUE which should be rather simple to change is the following:
When a clan stack is going strong, the balancer will often STILL give good, well performing players to that side.

Let's consider a scenario that you might see quite often in game:
- A clan stacked team is winning 3-0 and the top half of their team has scores like 11/1, 8/2, 5/1 and many scores in the 100's.
- Meanwhile the other team has lost all the rounds that map, it's top half of the team has kdrs like 5/2, 4/3, 3/3 and scores in the 50's or so. 

In this situation, it has to keep the banner stack together, but shouldn't it give any "free agent or small clan" that is doing well to the OTHER TEAM?  And yet, it does not. 
This seems insane to me and it kills gameplay....

** WHETHER ITS FROM A STACK OR NOT - The end result of a map should be that the top half of the scoreboard should look RELATIVELY similar as far as kdrs/scores **
Doesn't have to be exact, but the current results (similar to the scenario I posted above) are so obviously one sided.  If this were fixed you would see a lot more close matches instead of so many steamrolls.

I've seen the stupid thing balance the teams in such away that I'm the top of the team with 250 ping and like 5 kills... Some times the thing is just fucking retarded.
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Offline Sniger

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Re: Proposed change to team-balance algorithim
« Reply #76 on: March 17, 2014, 11:02:40 pm »
0
id really like to know if the all cav on team A and all range on team B is some black dev-magic or just warband

Offline Sniger

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Re: Proposed change to team-balance algorithim
« Reply #77 on: March 21, 2014, 12:29:39 pm »
0
also http://en.wikipedia.org/wiki/Game

"Key components of games are... challenge, interaction."

losing 5th round 20-0 is not challenging, thats just sheer rape.

balanced fights are the most challenging.




Offline Elindor

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Re: Proposed change to team-balance algorithim
« Reply #78 on: March 31, 2014, 11:20:57 pm »
0
any updates to this?
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Offline Dementia

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Re: Proposed change to team-balance algorithim
« Reply #79 on: April 03, 2014, 01:51:53 am »
0
bump

Offline Thryn

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Re: Proposed change to team-balance algorithim
« Reply #80 on: April 11, 2014, 03:39:45 pm »
+2
I'd love an update :D
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Offline Sniger

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Re: Proposed change to team-balance algorithim
« Reply #81 on: April 18, 2014, 12:50:34 pm »
0
me too

Offline Jona

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Re: Proposed change to team-balance algorithim
« Reply #82 on: April 24, 2014, 10:53:39 am »
0
Bump for justice!
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Offline Baskakov_Dima

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Re: Proposed change to team-balance algorithim
« Reply #83 on: April 24, 2014, 01:00:10 pm »
+1
I did not read the thread, sorry, I will probably do that now, but I completely dislike the game trying to give me 50% win/loss ratio. Players will not be interested to play as good as possible, because if they do, they will have to play better and better. Everybody will just leech and still have lots of money and XP.

Offline Jarold

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Re: Proposed change to team-balance algorithim
« Reply #84 on: April 28, 2014, 05:29:08 am »
+1
Don't give up on us  :cry:

Offline Joseph Porta

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Re: Proposed change to team-balance algorithim
« Reply #85 on: April 30, 2014, 02:21:28 pm »
+1
Cant totalarmor value be incorporated in the code? I think that armor value, especially on siege, is a big factor.

Also do battle & siege have seperate balancing system?
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Offline San

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Re: Proposed change to team-balance algorithim
« Reply #86 on: April 30, 2014, 08:44:40 pm »
+3
At this point, I might try to see if I can do *something* with this sometime this weekend. If I knew of an easier way to test it, that could help.

Offline Tydeus

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Re: Proposed change to team-balance algorithim
« Reply #87 on: May 01, 2014, 04:42:26 pm »
+2
Alright, I will be testing a change this weekend. You won't have to download any files, but be warned; you're going to have poor ping. Test will be scheduled for Saturday 12:00 PM(Noon) Central US / 5 PM GMT. You'll want to search for the server "cRPG_Tyd_Testbed" and don't forget to switch from "favorites" to "internet". The more people we have, the better the test will be, that's why I'm making this public, rather than just getting a select few testers as I normally do.

Edit: If you want to check out the new(er) 1h right-to-left anim, use this: https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.rar and replace the modules/crpg/resources/anim_tydeus_nudges.brf with the one inside the .rar.
« Last Edit: May 01, 2014, 06:43:03 pm by Tydeus »
chadz> i wouldnt mind seeing some penis on my character

Offline Thryn

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Re: Proposed change to team-balance algorithim
« Reply #88 on: May 01, 2014, 05:19:52 pm »
0
Alright, I will be testing a change this weekend.

What may that be :?:)
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Offline Tydeus

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Re: Proposed change to team-balance algorithim
« Reply #89 on: May 01, 2014, 06:34:20 pm »
0
What may that be :?: :)
Just a minor change to the cf_crpg_autobalance_get_level script. I have it pull the character's score_offset, so if we end up having offset saved on the website, it should even be able to function on the first round.
chadz> i wouldnt mind seeing some penis on my character