op2rules Posted December 19, 2010 Report Posted December 19, 2010 (edited) The Problem: Big EXP discrepancies cause player numbers to be too wide appart, favouring the lower exp team. The proof: http://i52.tinypic.com/mifhph.png and then 2 seconds later this happened -> http://i53.tinypic.com/dqso3k.png There were so many people on team 90 that team 91 wouldn't have a chance if they all cobalted every 3 minutes and then all went into their ad lancs and rushed. Solution : Cap the exp limit difference at something reasonable. The Better Solution : Make the Exp part not calculated when teams are over 10v10. Edited December 19, 2010 by op2rules Quote
PlayWolf Posted December 19, 2010 Report Posted December 19, 2010 I rather have an even team with no exp balance rather then that, people can be aliased and be on the winning team just for that, so in my opinion what this zone needs is 1> a plain decent team evener which keeps the team EVEN and not exp based even 2> a tk bot which warns and specs at a number of tks o: 3> MORE ITEMS and last and not least 4> hs needs more holiday spirit WOOT Quote
PlayWolf Posted December 19, 2010 Report Posted December 19, 2010 Totally, if hs had more spirit, it'd be best zone ^o^ Quote
Kilo Posted December 19, 2010 Report Posted December 19, 2010 (edited) known asss issue:https://bitbucket.org/grelminar/asss/issue/79/problem-with-balancersometimes players will ghost their metric and that causes all sorts of fun. also someone believes that a player's worth is related to his exact exp number. 1 20000-exp player balances out 100 200-exp players. of course i don't think it's quite that bad anymore. Edited December 19, 2010 by Kilo Quote
Unix Posted December 19, 2010 Report Posted December 19, 2010 Ranging experiences would probably be better. A player between 0-5999 doesnt have the same effect as 6000-13000. Anything over than that there's really not much difference in terms of ship ability. Not saying there isnt any, but nothing major. So if you were to have players count as 1 between 0-5999 and 6000+ counted as 2 players, that'd probably make more overall sense and it'd be harder to make it unbalanced. Then also locking players on freqs with their IP would also stop hopping and make this less of an issue as well. Quote
op2rules Posted December 19, 2010 Author Report Posted December 19, 2010 Ranging experiences would probably be better. A player between 0-5999 doesnt have the same effect as 6000-13000. Anything over than that there's really not much difference in terms of ship ability. Not saying there isnt any, but nothing major. So if you were to have players count as 1 between 0-5999 and 6000+ counted as 2 players, that'd probably make more overall sense and it'd be harder to make it unbalanced. Then also locking players on freqs with their IP would also stop hopping and make this less of an issue as well. Yes locking player by ip in theory can work but it also has many flaws. What if you want to go to the losing team because of some RQ ness going on and you just want to balance things out? However it would be useful, I go in center to chat for a second to realize that my lack of AFK skills has gotten me spectated and off of the winning team that I worked hard to participate with. Quote
Dr Brain Posted December 19, 2010 Report Posted December 19, 2010 also someone believes that a player's worth is related to his exact exp number. 1 20000-exp player balances out 100 200-exp players. of course i don't think it's quite that bad anymore. That's not true at all. A 20000 exp player only counts for 15k on a team, and a 100 exp player counts for a minimum of 1k. Quote
Patman1 Posted December 19, 2010 Report Posted December 19, 2010 The IP locking system might have flaws, but it's definitely better then whatever the current system is. Quote
Emit Posted December 19, 2010 Report Posted December 19, 2010 i appoint myself to be official balancer of freqs Quote
Jareth Posted December 19, 2010 Report Posted December 19, 2010 i appoint myself to be official balancer of freqsPut me on vanilla's freq more often. Quote
Unix Posted December 19, 2010 Report Posted December 19, 2010 Not being able to balance teams because other team rq's isnt that big of an issue. Especially since the IP locking is meant to help prevent rq because of unbalanced teams. It tries to keep them balance so people dont rq in the first place. Quote
op2rules Posted December 19, 2010 Author Report Posted December 19, 2010 Not being able to balance teams because other team rq's isnt that big of an issue. Especially since the IP locking is meant to help prevent rq because of unbalanced teams. It tries to keep them balance so people dont rq in the first place. Very good point. Quote
Zasso Posted December 20, 2010 Report Posted December 20, 2010 (edited) More holiday spirit?HOST THE CHRISTMAS SALE.THEN WE"LL ALL BE IN A MERRY MOOD. Grouping ranges:0~1000exp = 0.51001~4000exp = 1.04001~8000exp = 1.58001~13000exp = 2.013000+ exp = 2.5 Edited December 20, 2010 by Shuuhei Hisagi Quote
Dav Posted December 21, 2010 Report Posted December 21, 2010 I really like the idea of locking a player on a freq for a game. One thing that often annoys me its going into spec after a lag spike and being put back on the other team. Quote
PlayWolf Posted December 30, 2010 Report Posted December 30, 2010 I agree, lag is often, and being placed on the other team, I think the balance should BALANCE teams by players i rather be with a team of 0 exp players against 10k exp teams. Even though exp is all the advantage of HS. I just like even teams, none of this, stacking teams just because the other team has HIGH EXP players stacking the other team with low exp players, having the one team with more players having a big advantage over the few high exp players. Quote
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