Auto-Teamer

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Auto-teamer. Keep it or revert back to original?

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Rary
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Auto-Teamer

Post by Rary »

I'll explain what it does since some apparently don't.

It currently checks all players on good and evil that are within range of the person talking to Lautre. It then adds up their levels and sends the person to the team with less total levels. If its tied it sends to losing team. It totally ignores any player outside their range as if they weren't even playing.

Now lets use examples.

9,8,8,10,11,7,7 Evil

20,7,7 Good

Where would a level 19 player go if he talked to Lautre?
Answer: evil, regardless that they have all those extra people there.

Another example.

11,11 Good

19,7,7,7 Evil

Where would a level 7 player go if he talked to Lautre?
Answer: evil, because only the 11,11 add to 22 and the 7,7,7 to 21, so it puts them to evil. The 19 is ignored, they are out of range.

Times when it isn't good.

11,11 Good

13,7,7,7 Evil

Where would a level 7 player go if he talked to Lautre?
Answer: evil, because only the 11,11 add to 22 and the 7,7,7 to 21, so it puts them to evil. The 13 is ignored, they are out of range. However as you can see the 11's have the 13 in their range as well. This is the crappy part.

Now you could give 'out of ranges' 5 levels to add on to the total levels. But this would lopside other factors. In the example above I would just hope the player gets enough sense and a lvl 7 moves to other team. You can't create scripts to be as smart as humans.

So now that you should understand Lautre.....

Do you want it reverted back to original way which just added all levels on all players, or just the ones in range?
A95

Post by A95 »

I guess the way it is now is good, It always seems to go by score though no matter how many levels the other team has.
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AntiChristMofo
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Post by AntiChristMofo »

cant you do it to the levels so it keeps teams balanced so everyone is fighting someone within range
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Casas
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Post by Casas »

Rather complicated to add a tree branch Level check..

Hmm how's about we add another check in..

Total number of players, and the average level of players.
11,11 Good

13,7,7,7 Evil
Avg L11, Players 2

Avg L8, Players 4

Would be sent to evil team that time. When the game get's larger, everyone is in a way connected to everyone's level.. it might be one L20 vs 16 17 18 and he doesn't think it's fair.. but he could have 12, 13, 14, 14, 14 on his own team.. Average level may help in balancing the teams more.

Implementing it is tricky.. when to use which balancer.. Perhaps try making sure both scripts will send to the same team, if they disagree.. log all the levels on and have which teams they are on.. after a week, overlook some of the larger data and should be able to determine which script is more accurate to believe when they both disagree. (For large game balance only)

Another thought, perhaps run a check to make sure everyone is in range of everyone to use the average level balancer. Such as if a 20 is on.. and no one else is 16+.

Note: Average level will only work for larger games ( it's going to be inaccurate with less than 12 or so )


Just some scratch work, maybe it will be of some use.
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Rary
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Post by Rary »

Adding total levels in a way is getting average level or occomplishes the same thing. I mean I could put more detail into it, everytime I make a loop, it can spell lag. Loops aren't good unless 100% needed, but for the simple script this one is, I think its pretty good. It does maybe offset some players occasionally, but thats why there is a portal so humans can realize the balance and switch.
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Casas
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Post by Casas »

There's about 10 billion loops going on a second.. (some random number) At least it's not Spaghetti Code.
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Rafael
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Post by Rafael »

I complain a lot about the teamer but I'm not right. It's the players that unbalance teams either by logging off, or by switching teams for unknown reasons(or just because they fear somebody from the oposite team :P) Sometimes the serwer needs a babysitter( a GM with right rods) thats all.
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