What do you expect from smart balancing?

General discussion of the Project Reality: BF2 modification.
X1 Spriggan
Retired PR Developer
Posts: 427
Joined: 2007-08-31 04:24

Re: What do you expect from smart balancing?

Post by X1 Spriggan »

WelshManDan wrote:I completely disagree.

Sometimes a player who cant shoot properly, yet is a better team player overall (teamwork, capturing points, destroying caches) who is a medic, would get switched due to dying and the team would then lose him.

I think it should be based on Individual player points, not KD.

E.g a player with a score of like 25 points, with 12 kills and 3 deaths, should get switched rather than a player with 600 points, and a KD of 3 kills and 12 deaths,
Ok, We can almost consolidate most suggestions to a " Points vs kills" debate. So I'd like to elaborate and advocate for the simple idea of kicking the player with the worst KD.

So keeping on track of the idea that we are trying to eradicate the "kick the longest playing player" rule, we don't want the guy who is doing something positive for the team to be kicked out of a server. Now in terms of who gets more points in a round, look at who the roles are- firebase builders, APC drivers/ gunners.

Now put two squads in the same team against eachother who are adjacent to eachothers location. Who are we going to kick? The squad with 10 kills 40 deaths but 2000 points or the squad with 20 kills 5 deaths with 1500 points? No matter how many firebases you get, its not going to end the round if you dont capture all of the enemies flag and kicking the squad with less points justs further allows people to think that dying in a realistic game such as PR is ok as long as you get a very mundane objective done.

So now break down the squads into individual players; you can see that by kicking a player with just less points you might - kick a player who just joined a server - or kick a player who has been with his squad but didn't get the magical bonus of building a firebase. Now a "not such a very good player" in any given server who has been playing for 30 mins and has a KD of 2-7 should be kicked vs the guy who has been playing for 30 mins but just never build a firebase yet.

Also, I'm sure any frequent volunteer medics would agree that its not too impossible to keep an at least neutral KD ratio as well.

Now lets say we are trying to balance a team after around has ended. A full squad leaves one team but the other team stays. We have a 32 vs 26. Again if we can switch or kick the player who has the worst KD at the end of the round, we dont have to worry about players who have just joined. D:
Last edited by X1 Spriggan on 2010-08-13 04:28, edited 2 times in total.
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: What do you expect from smart balancing?

Post by RedAlertSF »

Kicking somebody with bad K/D ratio or someone who doesn't have much points solves nothing. Teams get imbalanced in the first place because the other team is so good and the players from the losing team go to another server. Do you guys think that switching a bad player from a good team to a bad team solves anything? The bad team just keeps being bad then. Of course we shouldn't kick the best players either. It should just be random. Let's just start with switching squadless players, that probably solves all the problems anyway.
ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: What do you expect from smart balancing?

Post by ryan d ale »

Tim270 wrote:Well I mean a 2 man squad could be a tank, apc cas/huey trans.
Could also be a limited kit.

H-AT
AA
Sniper (oh noes!)
Combat Engineer

Bad idea :)
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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: What do you expect from smart balancing?

Post by mat552 »

X1 Spriggan wrote: Now put two squads in the same team against eachother who are adjacent to eachothers location. Who are we going to kick? The squad with 10 kills 40 deaths but 2000 points or the squad with 20 kills 5 deaths with 1500 points? No matter how many firebases you get, its not going to end the round if you dont capture all of the enemies flag and kicking the squad with less points justs further allows people to think that dying in a realistic game such as PR is ok as long as you get a very mundane objective done.
Well..the squad with more deaths looks like they were defending, attrition style. While that squad that has 20 kills is probably out being 1337 interceptor squads.

But we don't know that. All we have is that info, which is why basing it on score alone isn't a good idea.

If I get the majority of my points within 100m of the same couple players, chances are we're sticking together, either as squaddies or as friends.

Rudd, is there a way to tell distance as well as points earned? That strikes me as pretty good of a way to tell that someone wants to play with someone else in specific. This would switch pilots out, but they're more likely to want to play a specific role, as to play with a specific player.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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Pill Monster
Posts: 47
Joined: 2008-08-17 14:32

Re: What do you expect from smart balancing?

Post by Pill Monster »

Teek wrote:I actually have to agree here, there really isn't an excuse for having a terrible K/D ratio, even if your medic, you shouldn't be dieing more than say 10 times and your squad shouldn't be letting you die that often.
g
I disagree, during heavy FF the medics first priority is to keep his squad members alive.

It's pretty hard to shoot a rifle when you have a medipac in your hands ;)

A fairer alternative would be low score as opposed to low kdr.. This ain't vanilla....KDR doesn't tell the whole story..
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: What do you expect from smart balancing?

Post by Oddsodz »

God forbid we don't do anything at all. Leave the scrip as is. It is working (as such). Don't brake it.

You can't please everybody all of the time. Teamswitching happens. Deal with it and move on.
Himalde
Posts: 236
Joined: 2007-10-02 06:37

Re: What do you expect from smart balancing?

Post by Himalde »

I want:
A delay of a couple of minutes after the unbalanced has accrued, before auto-switching kick in, to see if someone new joins the server.
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