Mavick's Pub now has vote random teams

MavickMavick Join Date: 2012-11-07 Member: 168138Members
Due to comments made about team stacking on the server and my own general distaste for it as well as my general absence from the server lately, a vote random mod has been installed and is working on the server now.

I'm using Shine admin mods vote random feature, it's more appealing to me as it allows to randomize teams based off previous round scores. I never like pure random that much, as it could *randomly* stack teams just as badly as players could, and using ns2stats ELO ranking doesn't make as much sense to me if a player comes from a server that never ran the mod. Plus, I've had to disable that mod more then once to cure problems on the server.

Anyway, hopefully this will bring back more balanced gameplay on the server, as that was always my main intent with it.
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Comments

  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    I'd prefer this to be baseline across all servers. Pure random doesn't really work from my experience simply due to the chance of random stacking and people can just leave team and wait for a new slot on the more stacked team. Stacked teams are just infuriating and probably a leading cause into why new players don't stick around, they are more accustomed to fair match making.
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    edited June 2013
    Make the server a 16-18 player server and you'll be one step closer to bettering it. 24 player servers don't do anyone any favors and makes for bad gameplay.
  • ma$$a$$terma$$a$$ter Join Date: 2012-11-01 Member: 165651Members
    SUPER_SARS wrote: »
    Make the server a 16-18 player server and you'll be one step closer to bettering it. 24 player servers don't do anyone any favors and makes for bad gameplay.

    Rather subjective , don't you think?

  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    inb4 24 man isnt balanced debate... lol

    Although I also dislike the 24 man clusterfuqs, the public seems to like those types of servers more so I doubt Mavick will be changing it anytime soon. As for vote random and balance... well that's more or less a joke. Most of the time, even with random teams, they become stacked. You will have better luck without it imo.
  • ma$$a$$terma$$a$$ter Join Date: 2012-11-01 Member: 165651Members
    I think that was the point of using the new shine admin random thing.
    randomize teams based off previous round scores
    - maybe it will be a tad better than the "random random"
  • current1ycurrent1y Join Date: 2003-12-08 Member: 24150Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, Subnautica Playtester

    joshhh wrote: »
    inb4 24 man isnt balanced debate... lol

    Although I also dislike the 24 man clusterfuqs, the public seems to like those types of servers more so I doubt Mavick will be changing it anytime soon. As for vote random and balance... well that's more or less a joke. Most of the time, even with random teams, they become stacked. You will have better luck without it imo.

    With a vote random that randoms every one based on Scores (i assume this means KDR) would be very useful.
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    Score would be a poor choice since an w+m1 onos/gorge usually takes the top score during end game base raids. Not really a great degree of skill there. KDr would be better.
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    It's not a perfect system, but there's no such thing honestly. In the months I've played and watched that server, top scores are generally pretty indicative of who the better players are. It's really the best option there is, but you can't please everyone.
  • current1ycurrent1y Join Date: 2003-12-08 Member: 24150Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, Subnautica Playtester
    oh its scores as in the points on the left column not KDR? I misunderstood what ya meant...
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    Yeah, there's no method that I know of that sorts based on KDR.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    edited June 2013
    ma$$a$$ter wrote: »
    SUPER_SARS wrote: »
    Make the server a 16-18 player server and you'll be one step closer to bettering it. 24 player servers don't do anyone any favors and makes for bad gameplay.

    Rather subjective , don't you think?

    Huh. I was under the impression everyone agrees 24 players are massively marine biased. It's pretty damn obvious? I play on 24 servers often, I don't expect a balanced, "close game", but the fast spawns and loads of action are fun. 24 is like combat, but with a small strategic element.

    But yeah. Marines win 90% games. Would like to hear of a 24 server where this isn't the case for some reason?

    EDIT: Uhh, just noticed the posts I quoted do not exactly say anything about how BALANCED 24 is, rather maybe commenting on whether or not it's "better", which yes is entirely subjective as I myself enjoy 24's too. :| Derp.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Yeah have to agree with mestaritonttu, it gets to a point where having more ranged people is just better than more melee.
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    Yet I'm going to agree with the person who mentioned this thread isn't about whether you feel 24 players is balanced or not, because it's not. Go dig one of those threads up if you feel the need to make a comment about it please, this was just a public service announcement about a vote random teams mod, that's all.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Really wish a more robust system was used universally.. not enough things are considered/counted towards ns2's "score points"..
    Not to mention players that make you implement said mod probably don't go to only one server.. so it would be best to have some central stat system to reference.. like:
    NS2stat's ELO seems like the way to go.. why not use that?
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    Reasons I stated. Right now I'm not even using the mod on the server. I've had to disable it at least twice for causing some glitch after a patch, or not being updated and leaving stuff in that shouldn't be (glancing bites on structures). I've always done my best to stay as mod light on that server as I can, for several reasons, one being performance, since 24 players do push server hardware more then smaller servers. And, like I said, there's no garauntee you're going to get players who actually HAVE an ELO ranking if they've been playing on other servers that don't run it. Of the 3 options that Shine admin mod offers (pure random, random by ns2stats ELO, and random by previous round scores), the one I chose seemed to be the most consistently reliable way of doing it, a good compromise between leaving it completely up to a dice roll and relying on factors that could change (like having to disable a mod, player with no ELO, etc)

    It was my understanding, and granted I could be outdated on my info, but didn't kills get the lionshare of credit towards a player score? Without looking at actual formulas and knowing they've tweaked it some over time, I know from past experience the people doing the most killing were also the ones with highest scores, with some exceptions, but by and large that seemed the case to me.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    To the OP:

    So your server is running an admin-mod now. Wow, thanks for this Info, that is very innovative.
    Btw, my Server is changing the map soon.
  • ChrisAUSChrisAUS Join Date: 2012-11-17 Member: 172108Members
    dePARA: mavick has been posting here for ages about his server status and things that are going on. First time I seen someone be an outright dick to a server host simply because UWE forums are a good way to access the ns2 player base who may or may not visit said server.

    Where else should he post to access the majority of the ns2 player base? Fucking grow up.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    But ironhorse-sama, NS2stats causes all the invincible structure bugs...

    @Mav

    Shine is a g unit and highest kills is typically highest score or dude smart/lucky enough to get the last tick on everything destroyed, auto random probably a little too late tho but appreciated.
  • CrazyEddieCrazyEddie Join Date: 2013-01-08 Member: 178196Members
    I'd be curious to see the effects of a balance-teams algorithm which only split up, say, the top four or six or eight players (based on the previous round's score) and let all the other players choose teams freely.

    My suspicion is that only the distribution of the top few players matters, and that letting everyone else play whatever team they like most (including playing with their buddies if that's what they want) would make for a more player-friendly experience while still keeping the teams even in skill.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    ma$$a$$ter wrote: »
    SUPER_SARS wrote: »
    Make the server a 16-18 player server and you'll be one step closer to bettering it. 24 player servers don't do anyone any favors and makes for bad gameplay.

    Rather subjective , don't you think?

    As much as you don't want to hear it, 24 slots makes for terrible game play and an non-enjoyable experience in majority of competitive fps games. Not just this one

    1) Each player individually becomes less important to the factor of the match

    2) Dying doesn't mean much

    3) Strategy goes out the window because you can always have someone at some part of the map, and even if they die there's always someone else respawning back to the same place

    4) Performance goes down for both the client and server

    5) Spamming increases (ex 5 grenade launchers shooting endlessly into a room while shotgunners watch them)

    Anyway it's just not good, notice how some of the most popular games in the world only offer 4v4/5v5/6v6 layouts? (some of them offer more via custom servers and what not) I'm not saying 24 slots is bad for say a modified game mode or something, but base ns2 just doesn't work for that many players or even feel good. Now I'm not saying if you don't play 6v6 it's terrible, I've had good times on 16 slots, 18 slots is pushing it, and 20 slots is where I lose the experience of the game.
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    Although I agree with you ezekel, the majority of the pub scene likes these types of servers.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    ezekel wrote: »
    ma$$a$$ter wrote: »
    SUPER_SARS wrote: »
    Make the server a 16-18 player server and you'll be one step closer to bettering it. 24 player servers don't do anyone any favors and makes for bad gameplay.

    Rather subjective , don't you think?

    As much as you don't want to hear it, 24 slots makes for terrible game play and an non-enjoyable experience in majority of competitive fps games. Not just this one

    1) Each player individually becomes less important to the factor of the match

    2) Dying doesn't mean much

    3) Strategy goes out the window because you can always have someone at some part of the map, and even if they die there's always someone else respawning back to the same place

    4) Performance goes down for both the client and server

    5) Spamming increases (ex 5 grenade launchers shooting endlessly into a room while shotgunners watch them)

    Anyway it's just not good, notice how some of the most popular games in the world only offer 4v4/5v5/6v6 layouts? (some of them offer more via custom servers and what not) I'm not saying 24 slots is bad for say a modified game mode or something, but base ns2 just doesn't work for that many players or even feel good. Now I'm not saying if you don't play 6v6 it's terrible, I've had good times on 16 slots, 18 slots is pushing it, and 20 slots is where I lose the experience of the game.

    "Let me explain to you why how you play video games is wrong"

    Here we go again, every FPS has the same pack of moronic elitists telling everyone their preferred method is in fact the best method for achieving the most amount of fun out of a video game.

    1) Each player is still as important as the last in a 6v6 or 10v10, there is nothing to back this up except "its bigger so its worse because I said so". So no, MLG420*PubSt0mp4* can not logically run through south tunnels solo into hub and not expect 3-4 skulks to be waiting for him, this isn't because high pop servers are for casuals who need mass spam to do anything, it reinforces the most core elements of team work, being never go alone and work together, sum of parts etc.

    2) ??? Dying is even fucking worse with this shit egg spawn rate that doesn't scale to player count and increased IP cost for marines, how the fuck does that make any sense? Yes fights that might have been 2v2 are now 4v4 at initial RTs, doesn't mean the people getting picked off or one side being wiped out outright isn't as damaging as smaller sized games.

    3) So instead of having one fight at repair room and one fight at mezz as people are capping res in a 6v6 due to low numbers you can also potentially have ore processing getting harassed by a lone skulk and 2 skulks were inc to platform res via north with a gorge hydraing up ET, this is somehow less strategic because more people are doing more things? Really? Reeks of typical "I can't own 3/4 of the noobs on the server because they can attack lots of things where I am not so this is bad design" talk coming from clan members, you don't happen to be a competitive NS2 player m8?

    4) Negligible, it's the many game functions that crap on most high pop servers and it really only drops below tickrate 30 on exo/arc rushes, I'll give you half a point.

    5) Which is no different from having 1-2 GLs carpet bombing a hive with 2-3 SG standing near them in a 6v6, just the numbers changed, 1-2 GLs vs 6 aliens will feel like 3-6 GLs vs 12 aliens, well done on basic scaling...and a ridiculous argument in the most specific scenario. I would have given you -1 here if it weren't for the fact UWE in their infinite wisdom removed whips grenade throw back ability making GL spam all but non existent.

    Notice how the most popular games in the world offer users the ability to design their own lay outs? Regardless of how unoptimised vanilla NS2 is for higher server numbers it's still clearly preferred to lower population servers as evidenced by any look at the server browser anytime in the last 8 months, 6v6 servers are non existent for public play, 10v10 and 12v12 have been the most popular hands down since release.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited June 2013
    24 slots are not more popular, they are just easier to fill because of stacking and are less likely to die when some players are quitting.

  • CrazyEddieCrazyEddie Join Date: 2013-01-08 Member: 178196Members
    Take this stupid discussion into a different thread.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Xao wrote: »
    But ironhorse-sama, NS2stats causes all the invincible structure bugs.
    This is incorrect, we have reproduced it with vanilla internal builds.


    Ns2stats just causes every other bug.... Jk:-D
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    What, this bug is getting fixed? Nice wo... Only took you half a year!

    huehueh

    Good going \o
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited June 2013
    It's possibly the single most difficult to reproduce bug we've ever had.

    (i could always reproduce the rifle jam when stomped bug.. It just was a pain to fix i guess)
    /derail
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited June 2013
    Yessss! So after this, every reload / shoot jam bug? The bile bomb noises when going through phase gates or scrolling across the map as a commander. And then the parasite not working but the marine still taking the damage as if it hit. Soon, soon. : D
  • ma$$a$$terma$$a$$ter Join Date: 2012-11-01 Member: 165651Members
    Oh yeah, wasn't going to
    ezekel wrote: »
    ma$$a$$ter wrote: »
    SUPER_SARS wrote: »
    Make the server a 16-18 player server and you'll be one step closer to bettering it. 24 player servers don't do anyone any favors and makes for bad gameplay.

    Rather subjective , don't you think?

    As much as you don't want to hear it, 24 slots makes for terrible game play and an non-enjoyable experience in majority of competitive fps games. Not just this one

    1) Each player individually becomes less important to the factor of the match

    2) Dying doesn't mean much

    3) Strategy goes out the window because you can always have someone at some part of the map, and even if they die there's always someone else respawning back to the same place

    4) Performance goes down for both the client and server

    5) Spamming increases (ex 5 grenade launchers shooting endlessly into a room while shotgunners watch them)

    Anyway it's just not good, notice how some of the most popular games in the world only offer 4v4/5v5/6v6 layouts? (some of them offer more via custom servers and what not) I'm not saying 24 slots is bad for say a modified game mode or something, but base ns2 just doesn't work for that many players or even feel good. Now I'm not saying if you don't play 6v6 it's terrible, I've had good times on 16 slots, 18 slots is pushing it, and 20 slots is where I lose the experience of the game.

    Again, subjective. If your points held true in EVERY players experience, there wouldn't be servers supporting this many players. I wasn't arguing balance, performance or anything else other than it was in the eye of the game player.
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold
    I'm glad to hear there are some random team mods that attempt to be smart, but I think they could still be made better without too much trouble.

    I don't know if Shine does this, but DAK random assigns everyone a new team one or two seconds after the round ends. This is a problem because players tend to go AFK or leave the server shortly after the end of a round. If they've already been assigned a team, then the balance may already be ruined. Also, this frequently opens the door for further unbalancing by allowing players on the bigger team to swap to the smaller team at their own discretion.
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