Gaming Zone > Unreal Tournament 2004

A Bit of Better Balancing

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The_Cowboy:

--- Quote from: sup on October 14, 2021, 23:14 ---([Captures*2] + [Flagkills*2] + frags) / timeplayed
Excluding players with less than 40 captures

Or just Points/Timeplayed cuz the points are already programmed considering the important aspects of the game

--- End quote ---

I believe it is time we start tinkering, pondering, and coming up with formulas like this for utilising the complete potential of Equalizer.

BTW Phase III is in action, as you may have noted in other thread (or first hand experience on the server).

Piglet:
I've been monitoring the server following the start of map balancing code going active.

What I've seen is that the highest scoring players are split between the teams. As coded the highest scoring player is on red. The next two most high scoring players are on blue, then all the way down the scoring rate it's one to red and next highest scoring player to blue.

There are two problems with this strategy.

1. High scoring doesn't mean more likely to win. I'm looking at loon when I say that some people get higher scores that probably were a lot of fun... but may not have been particularly helpful to their team...

2. People join and leave at quite a rate at the start of a map. That can throw out the teams. Some people try to get to play together... Which messes up the teams.

For issue 1:

To do a better job of initial balance we'd need to define what a balanced team looks like and how to construct one. That is really hard!  I'm pretty good in defence. If I'm defending more of the team can attack. If Duke is attacking with someone covering his back more people can defend. If loon is pissing off the other team by sniping then and they stop playing the game then I can run in and grab the flag despite not being a great capper. Each player has a different style. A perfect balancer would understand those factors and pick two groups that are as near the same as can be done. I suspect this is impossible!

I expect that pph is actually pretty effective.

For issue 2:

Hmm how much to intervene? My gut feel is 'as little as possible'. The  old mute code currently active keeps the team numbers aligned as it used to. I'm going to add one more check to it to ensure it doesn't swap the flag carrier... but more than that will take a lot of thought


Absolute_Madness:
An how it manage players who join mid-game ? The previous equalizer places the "new" player in losing team (team score) if there is no bot.

Piglet:
The current code places new players in the team with the lower player count, then the losing team if numbers are equal, or if equal and same score then it's randomly assigned

The_Cowboy:

--- Quote from: Piglet on January 31, 2022, 12:10 ---but more than that will take a lot of thought

--- End quote ---

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