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MultiBalance Ain't Easy

 
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Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Thu Sep 04, 2014 10:47 pm    Post subject: MultiBalance Ain't Easy

We use MultiBalance as our balance plugin. Of all the balancing plugins we've seen, this one has the most thought put into it. So shut your pie hole about the server not being balanced. Shit ain't that easy but we have our best people on it.

MultiBancer wrote:
Concepts

This plugin recognizes that a game round has a natural pattern and flow that depends on several factors. Play during the very beginning of a round is different from the very end. Play when the server is nearly empty is different from when the server is nearly full. The natural flow of a round of Conquest is very different from the flow of a game of Rush. Strong (good) players are not interchangeable with weak (bad) players. So with all these differences, how can one set of settings cover all of those different situations? They can't. So this plugin allows you to configure different settings for each combination of factors. The primary factors and concepts are described in the sections that follow.

Round Phase
To configure the factor of time, each round is divided into three time phases: Early, Mid (for Mid-phase), and Late. You define the phase based on ticket counts (or in the case of CTF or Carrier Assault, time in minutes) from the start of the round and the end of the round. You may define different settings for different modes, e.g., for Conquest Large you might define the early phase to be the first 200 tickets after the round starts, but for Team Deathmatch you might set early phase to be after the first 25 kills.

Population
To configure the factor of number of players, each round is divivded into three population levels: Low, Medium, and High. You define the population level based on total number of players in the server.

Ticket Percentage (Ratio)
The ticket percentage ratio is calculated by taking the tickets of the winning team and dividing them by the tickets of the losing team, expressed as a percentage. For example, if the winning team has 550 tickets and the losing team has 500 tickets, the ticket percentage ratio is 110. This ratio is used to determine when teams are stacked. If the ticket percentage ratio exceeds the level that you set, unstacking swaps will begin.

Unstacking
Stacking refers to one team having more strong players than the other team. The result of stacked teams is lopsided wins and usually rage quitting from the losing team or attempts to switch to the winning team. If unstacking is enabled and the Ticket Percentage (Ratio) is exceeded, the plugin will attempt to unstack teams. To unstack teams, a strong player is selected from the winning team and is moved to the losing team. Then, a weak player is selected from the losing team and moved to the winning team. This is repeated until the round ends, or teams become unbalanced, or Max Unstacking Swaps Per Round is reached, whichever comes first.
NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Fri Sep 05, 2014 9:34 am    Post subject:

New server title:

DontCamp.com | Dragon's Grab Bag | Now with Balance Button!
ProfessorZ
Forum Veteran


Joined: 21 Apr 2004
Posts: 1488
Location: Arab, AL

PostPosted: Sat Sep 06, 2014 4:36 pm    Post subject:

We could do a better job balancing - but at the expense of ripping up squads playing together.

So as bad as an imbalance is, ask yourself "am I willing to be individually team swapped away from my friends to make things more even?"

My guess is the answer is no. Rolling Eyes
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Origin ID: ProfessorZ
BattleNet ID: ProfessorZ#11650