That dosn't look like something which EM has done. The midround balancing from EM is not enabled.. just the quickround and preround balance. Midround is provided, as you can see on Zon3rs screenshot, bye TitanTeamFix. Not sure if and when how that two are working together.
Sure you can't tell the story from stats, but the match Heinz posted seemed unbalanced from the start, as there were many disconnects in the first minute and not many players at all. It also looked like Sana was the whole blue team.
[Mutator] Even Match (Onslaught team balancer)
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[Mutator] Even Match (Onslaught team balancer)
Titan Team Fix and Even Match are two different mods.
RememberForcedSwitch is meant to work alongside BalanceTeamsWhilePlaying which has been disabled for a couple of years now. Both of those settings are part of EM. If you want EM and TTF to work together, then we will need a coder to integrate them and get permission from Wormbo and Shambler to make the changes.
This has been mentioned a few times in this thread, but once again just to be clear - EM assigns the teams at the start of a round, when a player has joined half way through a match and the player numbers are even or after a quick round based on the players PPH over the last 31 days.
TTF maintains the number of players in each team during the match, the only exception is when the teams are 9 players or less as stats have shown that there is no difference between a team of bots vs humans and people don't like being switched around.
Neither of these mods are aware of what the other is doing.
I hope that clears things up
On a side note, it's perhaps not the best idea to vote for a large map like KAKMO when there are so few people on the server
RememberForcedSwitch is meant to work alongside BalanceTeamsWhilePlaying which has been disabled for a couple of years now. Both of those settings are part of EM. If you want EM and TTF to work together, then we will need a coder to integrate them and get permission from Wormbo and Shambler to make the changes.
This has been mentioned a few times in this thread, but once again just to be clear - EM assigns the teams at the start of a round, when a player has joined half way through a match and the player numbers are even or after a quick round based on the players PPH over the last 31 days.
TTF maintains the number of players in each team during the match, the only exception is when the teams are 9 players or less as stats have shown that there is no difference between a team of bots vs humans and people don't like being switched around.
Neither of these mods are aware of what the other is doing.
I hope that clears things up
On a side note, it's perhaps not the best idea to vote for a large map like KAKMO when there are so few people on the server
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[Mutator] Even Match (Onslaught team balancer)
Had the same thought as Miauz since this morning about TTF being the likely culprit behind this incident, rather than it being owed to some strange EM omission, but decided to hold off on voicing those suspicions until I could get a better grasp of TTF's code and what all exactly it does (never bothered before as it's a ServerActor, thus not in clients' cache). I gotta say, for a 10-plus-years-old project, TitanTeamFix is quite the ponderous beast, its UScript code size outweighing EMv2b2's by about ~50% (though it also does a lot of in-server, SQL-/stats-related housekeeping, so that pads things up a fair bit), and I'm still wading through that in a generally pretty busy time of year. Btw, if anyone else is also interested in TTF's code, feel free to ask for an archive upload.
What already appears evident here is that holes can manifest in the "armour" of this patchwork, overlapping mods scheme CEONSS employs to manage team balancing, at least in terms of what players might expect to be standard behaviour. While I must admit I wasn't aware the server had the bBalanceTeamsWhilePlaying setting disabled for awhile now in its EM operating (previous posts in this thread seemed to suggest the setting had always been left to True), I can't help wonder whether I fueled some of those (unrealistic unreasonable?) expectations by pointing to what EM can do, rather than what CEONSS has been limiting it to do :/.
However much truth might be found there, in terms of what matters most now, i.e. the way forward, merging the two mods won't be easy, even if the necessary time and knowledge resources can be found to do so (permissions from creators do not concern me, personally speaking). Until that merge happens (hopefully, leading to a less messy and dysfunctional result than what we got with the ONSPlus/UTcomp Frankensteinian hybrid), however, perhaps the responsibilities of each mod could be re-examined in a more immediate timeframe, with a mind of seeing if there's room to improve ingame experience and balancing through shifting some of TTF's current duties over to EM, thus taking advantage of the latter's more developed balancing tools.
What already appears evident here is that holes can manifest in the "armour" of this patchwork, overlapping mods scheme CEONSS employs to manage team balancing, at least in terms of what players might expect to be standard behaviour. While I must admit I wasn't aware the server had the bBalanceTeamsWhilePlaying setting disabled for awhile now in its EM operating (previous posts in this thread seemed to suggest the setting had always been left to True), I can't help wonder whether I fueled some of those (
However much truth might be found there, in terms of what matters most now, i.e. the way forward, merging the two mods won't be easy, even if the necessary time and knowledge resources can be found to do so (permissions from creators do not concern me, personally speaking). Until that merge happens (hopefully, leading to a less messy and dysfunctional result than what we got with the ONSPlus/UTcomp Frankensteinian hybrid), however, perhaps the responsibilities of each mod could be re-examined in a more immediate timeframe, with a mind of seeing if there's room to improve ingame experience and balancing through shifting some of TTF's current duties over to EM, thus taking advantage of the latter's more developed balancing tools.
Eyes in the skies.
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[Mutator] Even Match (Onslaught team balancer)
Just as a heads up (I know, I'm a year late, but I see this community still seems to be going):EmanReleipS wrote:Titan Team Fix and Even Match are two different mods.
RememberForcedSwitch is meant to work alongside BalanceTeamsWhilePlaying which has been disabled for a couple of years now. Both of those settings are part of EM. If you want EM and TTF to work together, then we will need a coder to integrate them and get permission from Wormbo and Shambler to make the changes.
EvenMatch sources are available on GitHub (https://github.com/TheRealWormbo/EvenMatch - including an almost overly elaborate build script to get you started), so feel free to fork and improve.
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[Mutator] Even Match (Onslaught team balancer)
You're very wellcome here. And we would like to see you on the server, or forum when you have time or desire. I also think that a few of us would be up to play a match with betray or jailbreak.Wormbo wrote:[...] Just as a heads up (I know, I'm a year late, but I see this community still seems to be going): [...]
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[Mutator] Even Match (Onslaught team balancer)
I have made some adjustments to EvenMatch:EmanReleipS wrote: ↑Mon 30. Oct 2017, 20:13 Titan Team Fix and Even Match are two different mods.
RememberForcedSwitch is meant to work alongside BalanceTeamsWhilePlaying which has been disabled for a couple of years now. Both of those settings are part of EM. If you want EM and TTF to work together, then we will need a coder to integrate them and get permission from Wormbo and Shambler to make the changes.
This has been mentioned a few times in this thread, but once again just to be clear - EM assigns the teams at the start of a round, when a player has joined half way through a match and the player numbers are even or after a quick round based on the players PPH over the last 31 days.
TTF maintains the number of players in each team during the match, the only exception is when the teams are 9 players or less as stats have shown that there is no difference between a team of bots vs humans and people don't like being switched around.
Neither of these mods are aware of what the other is doing.
I hope that clears things up
On a side note, it's perhaps not the best idea to vote for a large map like KAKMO when there are so few people on the server
[EvenMatchV2b2.mutTeamBalance]
ActivationDelay=10
MinDesiredFirstRoundDuration=7
bShuffleTeamsAtMatchStart=True
bRandomlyStartWithSidesSwapped=False
bAssignConnectingPlayerTeam=True
bIgnoreConnectingPlayerTeamPreference=True
bAnnounceTeamChange=True
bIgnoreBotsForTeamSize=False
bBalanceTeamsBetweenRounds=True
bBalanceTeamsWhilePlaying=False
bBalanceTeamsDuringOvertime=False
bBalanceTeamsOnPlayerRequest=False
bBalanceTeamsOnAdminRequest=False
bDisplayRoundProgressIndicator=True
SmallTeamProgressThreshold=0.300000
SoftRebalanceDelay=50
ForcedRebalanceDelay=50
SwitchToWinnerProgressLimit=0.600000
ValuablePlayerRankingPct=50
RecentBalancingPlayerTime=240
NoBalancingUndoTime=1
MinPlayerCount=2
TeamsCallString=
DeletePlayerPPHAfterDaysNotSeen=90
bDebug=False
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[Mutator] Even Match (Onslaught team balancer)
Can we rework some settings please?
Especially when bots are playing. When someone switches to ballance the bot stays, which will make one team two players more. Do we still have titanteamfix to make even numbers while playing?
bBalanceTeamsOnPlayerRequest=False -> True
bBalanceTeamsOnAdminRequest=False -> True
bBalanceTeamsWhilePlaying=False -> not sure, but can we try it to make it true again?
TeamsCallString= -> teams
DeletePlayerPPHAfterDaysNotSeen=90 -> 180
ActivationDelay=10 -> 5 minutes maybe?
Also the "heal locked vehicles" isn't working, or set a bit to low.
Can we also lower the vote map counter until it can be revotet?
Especially when bots are playing. When someone switches to ballance the bot stays, which will make one team two players more. Do we still have titanteamfix to make even numbers while playing?
bBalanceTeamsOnPlayerRequest=False -> True
bBalanceTeamsOnAdminRequest=False -> True
bBalanceTeamsWhilePlaying=False -> not sure, but can we try it to make it true again?
TeamsCallString= -> teams
DeletePlayerPPHAfterDaysNotSeen=90 -> 180
ActivationDelay=10 -> 5 minutes maybe?
Also the "heal locked vehicles" isn't working, or set a bit to low.
Can we also lower the vote map counter until it can be revotet?
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[Mutator] Even Match (Onslaught team balancer)
Hey Mia, thanks for looking into this!Miauz55555 wrote: ↑Fri 28. Jan 2022, 23:09 Can we rework some settings please?
Especially when bots are playing. When someone switches to ballance the bot stays, which will make one team two players more. Do we still have titanteamfix to make even numbers while playing?
bBalanceTeamsOnPlayerRequest=False -> True
bBalanceTeamsOnAdminRequest=False -> True
bBalanceTeamsWhilePlaying=False -> not sure, but can we try it to make it true again?
TeamsCallString= -> teams
DeletePlayerPPHAfterDaysNotSeen=90 -> 180
ActivationDelay=10 -> 5 minutes maybe?
Also the "heal locked vehicles" isn't working, or set a bit to low.
Can we also lower the vote map counter until it can be revotet?
've noticed that the balancer is painfully slow (or just doesn't) kick bots sometimes, causing one of the teams to have more players than they should.
Titanteamfix is still active.
I think this is worth a try.bBalanceTeamsOnPlayerRequest=False -> True
bBalanceTeamsOnAdminRequest=False -> True
I'm not sure how well this will work if we are running TitanTeamFix and Evenmatch at the same time. Do you mean turning TTFix off?bBalanceTeamsWhilePlaying=False -> not sure, but can we try it to make it true again?
Sure.DeletePlayerPPHAfterDaysNotSeen=90 -> 180
Isn't that 10 seconds? Going from 10 seconds to 5 minutes seems extreme.ActivationDelay=10 -> 5 minutes maybe?
The readme says that this is the delay in seconds until EM starts checking for imbalance, so I think it should be relatively low.
I've activated it several times, but it seems the setting won't "stick". I'll try it again.Also the "heal locked vehicles" isn't working, or set a bit to low.
Do you mean the repeat limit? I already lowered it at your suggestion. Do you think it will be necessary to lower it more?Can we also lower the vote map counter until it can be revotet?
I'll need to restart the server to make these changes, so I will do them at the next server maintenance session.