Jump to content

g_teamForceBalance_playerrating


Aigle

Recommended Posts

Is it possible to use this setting for the server. Sometimes there is bots on the server and people keep join the non full of bots team which makes teams even worse and the people leave. Also, when the teams are even in numbers but really bad in good/bad player, the new players that join go for the winning team and makes the teams worse. Is it possible to try this setting for a week or two. I see this as the Auto Assign option in COD series which makes the teams a little bit more fair when a new player join (However I have no idea how that auto assign works in COD).

 

 

 

g_teamForceBalance_playerrating 60

 

 

Set to 0 to disable. If this setting is enabled, it overrides g_teamForceBalance. If g_teamForceBalance_playerrating is non-zero, etpub will not allow players to join a team whose chances of winning are already above g_teamForceBalance_playerrating. The winning chance is calculated using 3 things: the average player rating of the team, the number of players on each team, and how often each team wins the current map (e.g. Allies usually win tc_base). If the team being joined rates too highly, a message will tell the player to join the other team.

 

Important Notes:

First of all, g_teamForceBalance_playerrating WILL allow unbalanced numbers to offset map or team difficulty. If the Axis has VERY good players, it will allow the Allies to have a few more players than Axis, given a map that is equally difficult for both sides to win. Also, given teams equal in skill, g_teamForceBalance_playerrating will force Allies to have a large team if the map is almost always won by Axis.

 

Because g_teamForceBalance_playerrating uses info tracked over time, it may be best to run through your cycle or campaign a few times without it before turning it on, so that it can learn how good the players are, and how hard the maps are.

 

If you want an idea why it's working a certain way, use the !listteams command server console (or game). This will show you how many points each team is predicted to win. If a team is going to win less than 4 points, it's too good. The other information shows you the breakdown of how the points are calculated.

 

 

Ratings Win Prob Win Points

---------------------------------------------

Allies 0.65 5

Axis 0.35 10

 

The above says that Axis has a 35% chance of winning based on the players and map. It takes into account the number of players per team also. The points are calculated as 16*(1 - win prob). So there you have it.

 

Remember, g_teamForceBalance_playerrating is contantly adapting, so if it seems dumb at first, give it some time to adapt to your server. Maybe don't turn it on for the first week.

 

See also !listteams.

 

See also g_ATB.

 

Recommended Setting when used: 60

 

Default is 0.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.