idea ??

Developer discussion of experimental fixes, changes, and improvements.

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Postby Alien » Sat Sep 06, 2008 5:54 pm

It would be good to look at how quake live counts player score (at least aproximately), and develop the method based on this observation, cause they spent more time in developing algorithms to accurately decide player skill.

Global server stats system of course would easily solve your dispute.
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Postby divVerent » Sun Sep 07, 2008 2:17 pm

As we now have a new scores system, tracking these events well would be possible in a simple way now.

Basically, the idea would be:

- at the end of the match, check if the game mode of the next match is the game mode of this match. If no, do not do anything.
- order the existing players by some formula into the teams
- store the teams in a spawn parameter
- when reading the spawn parameter in the next match, preset the team using it and do not show a team dialog

Problem: if someone joins before everyone from the last match joined, the new match will be likely unbalanced (by numbers too).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby [-z-] » Sun Sep 07, 2008 2:40 pm

divVerent wrote:Problem: if someone joins before everyone from the last match joined, the new match will be likely unbalanced (by numbers too).


We're not looking for ~the perfect solution~, just something better than what we currently have. We can slim down the percent error by databasing ip and name information but until there is a global login, we'll just have to accept the fact the system can't be perfect.

But hey, if we're comparing "team skill" (defined by the sum of individual player values), we're looking at something more like 100/90 balance rather than the current balancing which can throw us the ol' 20/100 lopsided game.
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Postby Alien » Sun Sep 07, 2008 3:04 pm

divVerent wrote:Problem: if someone joins before everyone from the last match joined, the new match will be likely unbalanced (by numbers too).


Why can't teams be tuned after warmup ends? All previous players will have enough time to join new game. Players could be switched automatically during warmup too, cause it's only warmup - so nothing to get angry about.

Wrote this, presuming that warmup would be a default option in dedicated server.
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Postby [-z-] » Sun Sep 07, 2008 3:09 pm

Alien wrote:Why can't teams be tuned after warmup ends? All previous players will have enough time to join new game. Players could be switched automatically during warmup too, cause it's only warmup - so nothing to get angry about.

Wrote this, presuming that warmup would be a default option in dedicated server.


Warmup is a tourney mod. Public servers don't (usually) run with warmups. I don't see too many players that use this mod caring for this feature because they probably already have an idea of the teams they'll be forming.
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Postby Alien » Sun Sep 07, 2008 3:15 pm

Tourney mod is already inside main trunk. So it's not a mod now.
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Postby esteel » Sun Sep 07, 2008 3:29 pm

Well the current default in trunk is to have 60 seconds of warmup.. or rather 50 and then reset, 10 sec countdown..
Maybe that helps already some. Besides now everyone gets a clean start, no matter how fast the map loads or needs to be downloaded. At least 60 Seconds should be enough to download most maps..
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