Not sure why not all of my posts are reaching the list yet.  I had 
mentioned that really the only way to get a true balancer is to base it 
on history, such as stats.  I also had mentioned that the formula would 
have to based on ratios and percentages, as well as include non-frag 
stats like sapping, bonking, teleporting, etc.. 

Without a complete stats picture and basing team balance on historical 
player data, no team balance addon is going to come close.  If you base 
it on only the current session, you'll end up with very skilled players 
just joining the server, right before the scramble, with the high 
probability of having an even greater stacked team.  I see it happen all 
the time.

Using a formula based on ratios and percentages, it really doesn't 
matter how long the player has been on, but at least it'll know the 
regulars, which are most important anyway.  Non-frag stats are an issue 
with current scrambles based on the scoreboard anyway.  I haven't looked 
yet, but this is largely dependent upon how much statistic data Valve is 
exposing to the logs.

HoundDawg


CLAN RCR wrote:
> ^^^
> Truth.
>
> -Matt
>
> On Wed, May 20, 2009 at 1:42 PM, Cc2iscooL <[email protected]> wrote:
>
>   
>> Because one based on stats wouldn't work either.
>>
>> Stats are pretty inaccurate as far as an actual player's skill goes anyway.
>> You don't see that guy who sets up a teleporter and teleports 100 people to
>> the front lines or the guy that airblasts that uber back, or that guy who
>> distracts the entire enemy team so you can get the cart capture without
>> resistance.
>>
>> Also then you have new players that join your server that have different
>> actual skills and they're lumped into the "crap" players.
>>
>> We don't have team balancers on our servers, just limits on the amount of
>> rolls possible for each map. Just because a team won't defend or don't want
>> to use teamwork doesn't mean the teams are stacked.
>>
>> On Wed, May 20, 2009 at 1:28 PM, CLAN RCR <[email protected]> wrote:
>>     
>

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