Gaming Zone > Unreal Tournament 2004
A different balancing algorithm
Flenser:
My data suggests that the balancer is less than optimal, based on the number of 5-0 games that happen. :D
We were playing the other day, and someone on the winning team was all "EZ", and when I looked at their team, all the top players had 20-30ms ping times, while the losing team… didn't.
I pointed that out and suggested that the balancer should maybe balance teams based on ping times. That might be an interesting thing to try.
TheEnder:
*sad nab noises*
kops:
An issue is that ping≠skill. If it's used as a parameter in the balancer then I would get a boost having a 16ms ping. But I'm shite.
Flenser:
Yes, ping is not skill, but which skills? Shooting, manta driving, being sneaky? All of those are important.
I am just curious whether balancing by ping would lead to more even games.
And I am sorry that THC is still making sad noob noises. I hope you cheer up and stop being a noob soon!
Yes:
I think I might've been there for this; hard to tell since I came on a few times and saw some weird teams with alot of 5-0s
I think some of the newer looking players may have thrown this a bit, if I remember the balancer correctly it simply ranks the players by points per hour then then tries to alternate assigning players to each team.
In practise there were a few games where I'd go in thinking myself and another high scoring player like Hell would be assigned to different teams but we'd end up on the same one and have a very easy 5-0.
Think there's 3 options we have to change / improve the algorithm;
1) Ignore players/names with a low game count - some maps like longest yard get you to triple digit scores within a few minutes, if a new player goes onto longest yard and can shoot half decent they'll likely be considered a top tier player the next game
2) Balance based on win rate - scores don't mean a whole lot sometimes as on some maps you have resources that make it easy to get a high score while not actually helping your team a whole lot - like on GooYou, if you have a player just farm kills with the tank they'll probably both lose the team the game and have the highest score in the game
3) Balance based on map - would take a while to fill data but would give a more accurate picture per map.
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