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Let's talk about PPR! PPR Changes on Freon 1

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holyspam:

--- Quote from: Piglet on August 08, 2020, 16:51 ---
--- Quote from: holyspam on August 08, 2020, 16:33 ---PPR = points per round
New_PPR = points per 120seconds

--- End quote ---

No. It the new calculation assumes only that the current round will last 120 seconds.

Old PPR is:

a. "Points scored so far", when in round 1
b. "The total of (all points scored in round 1 and all points scored so far in round 2)", when in round 2
c. In round 3 onwards "(The total of all points scored, including the ones scored so far in this round) divided by (one less than the round number you're in).

(Yes, I know b and c are the same calculation - but the impact is greater in round 2).

New PPR is:

Your total points in the game / (number of rounds played + "the proportion (up to a whole round) of this round played assuming that the current round will last 120 seconds")



--- End quote ---
So if i get 70 score in round 1 but the round lasts 240 seconds, my PPR is still 70 right?
it changes nothing for twice the duration just for partial rounds.
So it's points per 120 seconds with an asterisk, where overtime is not included.
My ppr after a 30 second first round becomes 10 score divided by 30/120 = 10/0.25 = 25 New_PPR
So when we have overtime it should drop but it doesnt.
So it's not Points per round, it's not points per 120 seconds, it's something arbitrary that has no meaning

Piglet:
I think you need to read my posts above a little more carefully.

hagis:
there is another area in balancer that is flawed (or could be better)


--- Quote from: Piglet on August 08, 2020, 16:28 ---The balancer aims to swap players to get as close to the same average team PPR as it can.

--- End quote ---

yeah and for match starts - especially on a full server it works fairly well

where it breaks and is very noticeable is mid or late joining "A" players, say match is 7 players Vs 8 players,. new A player joins in the slot available (balancer is called automatically for players over avgPPR 6)

what happens is it doesn't do the same balancing as it would at match start,. the team the A player joined they typically aren't switched - so you can end up with multiple A players on that same side

I added in some randomness on the balancer option to help shake things up when clearly things aren't right

need to look at the balancing code again because it has an idea of 'sticky players'

what it should do (it might already do some of this but I'm not sure)

increase likelihood for switching players who joined - so the more round you played the less chance of being switched (I mean the reason the call the balancer mid-game after player joins is because they are on the wrong side)


the other thing,.. the balancer doesn't care about the score,. it's trying to make the PPRs equal,. however - the reason you call the balancer mid game is generally because either an A or B player joined on the wrong side or it's very obvious one side is like 5 rounds ahead

How about make the balancer care about the score in some situations,.,

example idea (perhaps this is overly complicated!)

step 1 - if the PPR difference between teams is less then 1 PPR (if PPRs are more than 1 do the normal balance for PPR/avgPPR)
step 2 - look at the scoreline - if the scoreline is more than 3 different then switch a midPPR / C player on leading side with a lowPPR / C player on trailing side

(if the scoreline is within 3 difference just do the normal PPR balance stuff)

holyspam:

--- Quote from: Piglet on August 08, 2020, 17:14 ---I think you need to read my posts above a little more carefully.

--- End quote ---
I think you need to join ingame and see what's displayed.

Piglet:

--- Quote from: holyspam on August 08, 2020, 17:21 ---
--- Quote from: Piglet on August 08, 2020, 17:14 ---I think you need to read my posts above a little more carefully.

--- End quote ---
I think you need to join ingame and see what's displayed.

--- End quote ---

I have done - and not seen anything odd, except for where the numbers are inflated (for everyone) where the first round ends before 120 seconds.

Other than the example above, detail another example of where you see a problem worse than the old code which reported up to double the actual PPR and was only updated once a round.

You said "The downside with using more of current PPR is that anyone over/underperforming will probably be switched or swapped." - which isn't true, so I'm genuinely interested in the issue you see that actually exists.

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