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Dogs server settings. Team balance proposals (12 comments)
Posted by barrybumcheeks @ 05:28 CDT, 28 May 2017 - iMsg
This is a copy of an e-mail I sent to naa the dogs server admin


Hi naa,

I have played on Dogs servers for a while now and generally have fun. I play mainly on the 5v5 servers as I find 8v8 too random and less enjoyable as a consequence.

The main issue I have is with team balance, however a smaller issue is that of map voting. The server setting for the minimum time between a new map being loaded (at the end of the game and in game voting) and the time allowed before a new vote is allowed is set to the default zero. This means its possible for people to call and force a map change before all players have loaded the new map. Players who are half a second behind can't participate in the vote even though they're in the teams playing in the last game! This is very annoying and needs fixing. If it was set to 30 seconds or some other reasonable value this problem would be resolved. I cant remember the name of the variable but it does exist.
Back to team balance. This is the single most important factor when it comes to game enjoyment.
The bot uses Glicko/Elo to calculate team balance. This is fine if the players ratings are reliable. On the Dogs servers they are NOT reliable.
The main reason being experienced players using 'new' accounts and players playing exclusivley on unranked servers so their
rating never increases.

Why do you not enforce a minimum number of games (for a more reliable rating) before allowing players to join?
This single change would make a massive difference to rating reliability.

Why allow a default rating of 1337 (Leet or Elite in text speak) to be assigned to 'new' players?
This needs to be fixed immediatly! It wrecks team balance. This is a Minqlx balance setting please fix it.
Many times players who are complete noobs (very common) or uber skilled (very annoying) join (1337 rated) and ruin any semblance of game balance.

Why have such a wide skill range 700-1800 elo? This causes major problems for team balance.
Often you will get a player on the upper limit say 1750 in a game where the average elo is 1200-1300.
These players have to carry weaker team members but they still often prevail. For them its an easy ride.
Noob bashing is great fun for them. I say go play with players in your own league. Its easy to stand tall in a room full of midgets o_O

A much better approach would be to set a cap of say 1000 elo for beginners/casual players and from then on use a series of servers each increasing in skill
by 100 Elo/Glicko. Then have a spread of 200 for entry.
for example..

Dogs server 'A' would allow players in the range of elo 1000 Max for beginners

Dogs server 'B' would allow players in the range of 1000 to 1200
Dogs server 'C' would allow players in the range of 1100 to 1300
Dogs server 'D' would allow players in the range of 1200 to 1400
Dogs server 'E' would allow players in the range of 1300 to 1500
Dogs server 'F' would allow players in the range of 1400 to 1600
Dogs server 'G' would allow players in the range of 1500 to 1700
Dogs server 'H' would allow players in the range of 1600 to 1800
Dogs server 'I' would allow players in the range of 1800+

Dogs server 'J' No elo filtering a true 'open' server for experienced and noobs alike...
Popular servers could be duplicated to cater for increased demand. Probably in the 1200-1500 range

All these servers would have a strict limit on the minimum number of games played before their rating was accepted.
Make all mainstream servers ranked to maintain accurate elo ratings.
These tools are built into the the Minqlx balance plugins....
If all games are ranked and all players have relaible Elo them the handicap system can be removed.
I play on the 5v5 Handicap exclusivley now as the teamsize suits me and the smurfs (elo fakers) have their wings clipped!

Using these criteria players would not be confronted with players 500+ elo points above them.

The maximum advantage an opponent would have would be 200 elo which translates into approximatley a 25% chance of defeating them in a 1 on 1 encounter. Check this link for
Winning Probabilities from ELO Ratings http://www.bobnewell.net/nucleus/bnewell.php?itemid=279

Another problem with team balance is when new players join a previousley balanced game. Several things can happen.

1) Game remains balanced. No problem here.

2) Game becomes unbalanced and bot recommends player A swaps with player B. Then we hear the shout !a

If players swap fine.. if not then rage ensues often resulting in kick votes and nasty things said about your mother.

The single biggest reason (I suspect) for players not wanting to swap (especially in the latter stages of the match) is because they lose their score and as a result

they can no longer finish top of their team. Also and perhaps the most unfair is that they are now vulnerable to being forced to spec if someone leaves on the other team.

This needs fixing. Im not sure if players scores can be preserved on the scoreboard but they could be preserved by modifying the Minqlx balance plugin and used as a variable when determining who goes spec in the event of a quitter. So we may not be able to preserve a players team placing but certainly they could be protected from being unfairly put into spectator mode.

If you decide to implement any of the changes I propose and need any help then let me know. I have run servers in the past and I know my way around both Linux and Minqlx.

Also if you need server resources then I would have no problem in both financing and setting up the above system in a mid european country using the Dogs server brand.

I love quake.

BarryBumCheeks

PS

I will post a copy of this on ESR to guage community feedback
8133 Hits
Remove CH names in CA stop the gang! (62 comments)
Posted by barrybumcheeks @ 14:46 CDT, 15 August 2016 - iMsg
Hi guys,

I think it would be a positive step to remove crosshair identification in Clan Arena for these reasons..

1) The prevention of focus/targeting of strong players

2) The prevention of focus/targeting of noobs

The constant focus and subsequent ganging of these players is an extremley negative aspect of this game mode. Every day I see 2 or 3 strong players annihilating the weakest players at the start of the round in pursuit of a cheap frag. It may be fun for the gang but not for the noob. The same goes for targeting strong players except it will be the whole team focusing on him/her.

Sure, names should still be preserved in the console and the scoreboard but I can see no legitimate use for them in team combat apart from the ones I have mentioned. This name mechanism should be a server side option not an obligation. Ofc they should be enabled in demo playback but not in live play.

Preserving opponent anonimity would make individual encounters potentially more dangerous as you would have no idea how strong your opponent was before you try to LG them to death, the identification edge would have been removed!
Also, I think we would see a reduction in aliases.

Another thing I would like to see is a return to the old spawn system used in earlier versions CPMA.

You spawn when the round starts (Insta-Spawn), no time to form a gang. This would dramatically reduce/stop the Bridge/Top/Grinder lets camp/gang them mentality. How many times have you played hidden fortress where 1 team camps the bridge and the other camps the LG or YA room followed by ZzZz ?

One potential problem with the Insta-spawn system would be the number of available spawn positions. Clearly there would have to be enough to accomodate all players at the same time. That would mean basing map selection on teamsize.
The Insta-Spawn system would turn CA into a more FFA based game as opposed to the current lets gang them system.

Some might argue that these changes would remove the 'Teamplay' element of CA but lets be honest when was the last time you played on an 8v8 server where the whole team played as one? Its virtually impossible to get 8 random players to play as a team (ie put the team before themselves). They always put self preservation first. They dont wanna take one for the team. True team games are played between clans who have practiced as a team. Pub CA is a teamgame in name only.

I believe If these 2 small changes were made it would make CA much more fun and balanced. They should both be server side options.

I love CA but I hate the gang

BarryBumCheeks <--- ProNoob
24944 Hits
Help finding comprehensive dueling guide (12 comments)
Posted by barrybumcheeks @ 17:39 CDT, 12 June 2016 - iMsg
Hi,
about a year ago I started reading a very comprehensive guide on dueling. The guide covered all aspects of dueling, including map by map tactics . I cant remember the name of the guide and no longer have the link. I think the original link came from the old QLive forum but I cant be sure about that.. The guide was not the guide published by Momento Mori on the present Qlive forum. This guide was like a small book and was extremely detailed. If anyone has a link to this guide I would be very grateful.

Thanks in advance

BarryBumCheeks
6185 Hits
Server update breaks Minqlx (No comments)
Posted by barrybumcheeks @ 13:05 CDT, 7 June 2016 - iMsg
Hi,
Cant get the bot to work with the latest server update...
Is there a fix for this?
Thanks

BumCheeks
1364 Hits
Cant update server! (8 comments)
Posted by barrybumcheeks @ 04:31 CDT, 1 May 2016 - iMsg
Hi, After the recent server update (which tbh should be automated for both client and server) I have the following problem when trying to update.

root@quakesecuritynexus:/home/garry/steamcmd# ./steamcmd.sh +login anonymous +force_install_dir ./steamapps/common/qlds/ +app_update 349090 +quit
Redirecting stderr to '/root/Steam/logs/stderr.txt'
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...applicationmanager.cpp (3091) : Assertion Failed: CApplicationManager::GetMountVolume: invalid index
applicationmanager.cpp (3091) : Assertion Failed: CApplicationManager::GetMountVolume: invalid index
applicationmanager.cpp (3242) : Assertion Failed: m_vecInstallBaseFolders.Count() > 0
Created shared memory when not owner SteamController_Shared_mem
OK.

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
applicationmanager.cpp (3242) : Assertion Failed: m_vecInstallBaseFolders.Count() > 0
applicationmanager.cpp (1048) : Assertion Failed: Failed to write app state file /home/garry/steamcmd/steamapps/common/qlds/steamapps/appmanifest_349090.acf
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Error! App '349090' state is 0x202 after update job.
applicationmanager.cpp (1048) : Assertion Failed: Failed to write app state file /home/garry/steamcmd/steamapps/common/qlds/steamapps/appmanifest_349090.acf
applicationmanager.cpp (803) : Assertion Failed: m_bStateChangesSavedToDisk
root@quakesecuritynexus:/home/garry/steamcmd#

Why does it fail?

Thanks in advance

Bumcheeks
4405 Hits
The Deactivated on QlStats - Cheaters? (110 comments)
Posted by barrybumcheeks @ 08:53 CDT, 22 April 2016 - iMsg
hi,

Are deactivated players on QLStats known cheaters?

If so would it be possible to get a list of all their Steams ID`s in one text file so as to add them to my server access list? This would save a lot of time trying to weed these players out.

Thanks in advance

BumCheeks

PS any such list would have to be corroborated by public inspection so as to avoid any innocent players being added erroneously or even maliciously.
33683 Hits
John Carmack gets a BAFTA (13 comments)
Posted by barrybumcheeks @ 17:45 CDT, 17 April 2016 - iMsg
We owe this man sooo much..

http://www.bbc.co.uk/news/technology-35992991
3601 Hits
Denial of service attacks on my server (14 comments)
Posted by barrybumcheeks @ 10:50 CST, 10 March 2016 - iMsg
Hi,

Over the past week my server has been attacked almost every night by some unknown person.
I dont know why as I have only ever banned 1 person and that was a couple of months ago and that was only for a week. I am very fair with people and just ask that they show other players respect. The attacks overwhelm the server and result in the collapse of the game.

If anyone can help in the resolution of this problem then it would be much appreciated.

Thanks in advance

BarryBumCheeks
3865 Hits
Server host in North west of England (9 comments)
Posted by barrybumcheeks @ 07:41 CST, 5 December 2015 - iMsg
Hi, does anybody know of any server hosts in the north of England?
I want to rent a Linux box with a sub 20 ping from Liverpool.
My provider is Virgin Media. I have seen a few hosts advertised on line but they are all located in the south of England.
Thanks in Advance

BarryBumCheeks - Aka CaTfOoD
2747 Hits
How do I unlock Qlive with steam code? (5 comments)
Posted by barrybumcheeks @ 13:15 CDT, 31 October 2015 - iMsg
Hi,
I never installed steam before the the switch. I was a pro subscriber.
I contacted support@Qlive and Sasparillo kindly sent me a code to unlock Qlive. Unfortunately I have no idea how to use this code. Whenever I try to get the game it confronts me with a pay wall with no obvious option for the use of such a code. How do I get the game ?
Thanks in advance.

BarryBumCheeks
3795 Hits
Quake meets Virtual Reality? (18 comments)
Posted by barrybumcheeks @ 09:53 CDT, 17 June 2015 - iMsg
Hi,
now that the arrival of VR hardware seems imminent, do you think a version of Q3/Qlive will be adapted for these devices? As some of you may know already John Carmack actually worked on the Occulus Rift so it seems kind of fitting that his best work should be supported by it. Also I've read that QLive may become Steam exclusive in the near future, if this is the case then Valves foray into the VR market ( http://www.cnet.com/uk/news/watch-ou...s-astonishing/ ) may also be a possible contender to support Quake.

All this recent hype about VR reminded me of an old TV show I watched in '94 called Wild Palms. It was billed at the time as a tv 'event series'. The main theme was 'Virtual Reality' a buzz word at the time. I started watching it again recently on Youtube and was staggered by how close Microsofts Hololens device actually mimicked the shows technology. Even the name of the TV technology struck a chord, it was 'Church Windows!'

Ms Windows predated the show so clearly thats where the influence came from, but to see a device appear 20 years after the show that performs almost exactly as that depicted makes you wonder if this is a case of life immitating art.

Your thoughts please....
CaTfOoD aka BarryBumCheeks
7734 Hits
Suggested features found in CPMA but not (13 comments)
Posted by barrybumcheeks @ 19:20 CDT, 3 June 2015 - iMsg
Suggested features found in CPMA but not in QLive

Hi Devs,
Please consider introducing these features. All were available in CPMA for years and worked well. I played CPMA for 10 years before QLive and can testify to their utility.
Only the final suggestion was absent although it was suggested at in the CPMA documentation.

1) On the scoreboard damage given/taken in green/red instead of total dmg only.
much more informative than total dmg only. especially when new players join team.

2) In stats, total shots fired not just accuracy which is useless on its own. That way you can tell if that 60% LG is pro aim / bot! or a statistical flash in the pan.

3) Introduce the remove command (kick should be used for disruptive / abusive players only). Remove forces players to spec. Especially useful when you want players to join in teams. Kick just alienates players needlessly. Callvote remove (Player ID)

5) Maplist command which is a list of votable maps (set by admin)

6) Mapsize - maximum number of players allowed on that map (set by admin)

7) Establish a relationship between the teamsize variable and the map selected. For example if we have teamsize 5 (10 players potentially) then they are unable to select a map that is too small to accomodate them.
For example If teamsize > mapsize then map cannot be voted for and is removed from rotation and cant be voted.
Feedback appreciated.
Regards
CaTfOoD aka BarryBumCheeks
5085 Hits
randon weapon switches (11 comments)
Posted by barrybumcheeks @ 09:08 CDT, 2 May 2015 - iMsg
Hi,
Last month I noticed that when I selected the LG the GL would be incorrectly selected resulting in my death. I figured it was a problem with my mouse as both weapons were bound to the mousewheel. MWHEELFOWARD for LG MWHEELBACKWARD for GL. The mouse was a Razer Deathadder 3.5G. I decided to buy a new mouse as Id had that one for 3 years. I bought the new Razer Deathadder Chroma.

I could not successfully install this mouse as during the installation it would hang at 60% or some other random number during the Razer update. After looking around the web I was informed that I should install the latest edition of Microsoft.NET framework if I had problems installing the mouse. I did this. I still could not install it. The software is called Synapse and is a universal driver for ALL Razer products. The is no discrete driver for my mouse!

I contacted Razer Tech support and basically they more or less said I should reinstall windows to install their mouse... Well at this point I decided to just use the mouse as an ordinary plug and play mouse and let Quakelive handle the sensitivity and stuff. This works well but I still have the problem with weapon switches! Its not just the mouse wheel either it happens with all weapons from time to time. Any ideas what may be causing this? Is it because I have not installed Razers Spyware...sorry mouse driver or is it something to do with Qlive itself? Any help would be greatly appreciated.
Thanks in advance
CaTfOoD aka Bumcheeks
4323 Hits
Lag when players connect (19 comments)
Posted by barrybumcheeks @ 00:37 CDT, 30 April 2015 - iMsg
I posted this on the Quakelive site a few days ago.
Nobody seems to know how to fix this.

Lag when players connect

When is this bug gonna be fixed. Its great that the devs are striving to improve the game with various updates but to my mind this VERY serious bug needs fixing. Every single game without fail my game lags at a critical moment and Im dead! Why does this occur? It never happened in Q3 Arena so why is it happening now??? Are the any workarounds? This bug affects actual gameplay and ruins the game for me. I dont care about nice voices or pretty maps. I just want the game to run smoothly without interruption everytime another client connects. Please Please Please fix this.
Thanks in advance
Bumcheeks
6499 Hits
Ok to kick players who unbalance teams? (70 comments)
Posted by barrybumcheeks @ 08:59 CST, 28 January 2015 - iMsg
Hi,
I have a CA server(oKiDoKi) and an Elo ~1600 and play in T3/T4 (my tier fluctuates between the 2). My main objective is to have fun playing Quake with people of similar ability. When I play in T4 I get slaughtered, in T3 I often finish top. So from this I've worked out that the best tier for me would be T3.5 . To try and produce this happy medium I run minobot (minqlbot.dll) which amongst other things allows me to enforce an Elo limit on players. I have arbitrarily set that limit at 1800 to test the waters. I have done this for the last few days and it seems to work ok. The bot automatically puts players above the threshold into spec and won't let them join a team. It also tells them the reason (this is a curtesy as the limit is advertised in the server title)

Problem: New accounts/Fakers.
Sometimes players come on who have modest Elo scores say 1300 and then play like Quake gods. One guy came on yesterday and had done triple the damage of my son (Elo 1700 and rising rapidly. He used to play Bf2 for a pro team and has recently started playing quake a lot.) I checked this guys stats on qlive and discovered his Rg was around 55% and Lg not far behind. Clearly this guy was VERY skilled. Now that's great for him and I respect that , but unfortunately it creates a dilemma for me. People started disconnecting because I simply couldn't balance the teams with him playing. This guys account was about a month old so maybe he just needs to play more games for his Elo to reflect his skill or maybe he's a faker. I don't know. Should I have kicked him in the interest of balancing the teams? I asked him about his real Elo and he said it was 2500 and laughed. I don't know wether he was serious or not. What is the policy on kicking during gameplay? I've heard it could be considered abuse (stat padding in duels and the like) but what about CA? CA is not serious Quake (that's why I play it) it's just a playground. I hate kicking anybody unless it's ansolutley necessary, but as an admin a certain amount of discretion to kick is both desired and required. Your thoughts please.

Ps
What would be useful would be a further layer of player profiling based on their skillrating. This variable seems to assess players skill much more rapidly than Elo. My son for example went from new account to T4 in a very short timeframe. I don't think this variable is directly accessible from a players stats however, but it can be found by using /serverinfo on an empty server (not very useful when a new player connects to a busy server). If the bot had this number (assuming a large enough number of games had been played) and the players Elo it could determine with much greater accuracy the true skill of the player.

Barrybumcheeks
20811 Hits
Minobot elo gateway problem (2 comments)
Posted by barrybumcheeks @ 09:25 CST, 23 January 2015 - iMsg
I have installed minqlbot to manage my server. The main reason for the bot was to create an 'elo gateway' so that only players with an elo between say 1400 and 1800 were allowed to connect. My own elo is in the 1600 range so this seemed like a reasonable place to start. The bot seems to work but the elo restriction function doesn't. In the config file the variables called MinimumRating and MaximumRating determine the elo gateway. I have set these but to no avail? Has anyone else had experience with this bot and knows how to configure this aspect? Also someone mentioned another server management bot called mitchbot.
Where do I get mitchbot as I could not find it with Google. Do I have the correct spelling? The reason for installing Minobot was because I'm T3 one day and T4 the next. I used to use skill matching but my server would end up with many 2000+ elo players. Sometimes even 2300+! The skill range in T4 is far to great for an average player like myself. An elo gateway seems much more sensible as the skill range would be more limited. Any help in sorting out the elo problem with Minobot or a link to mitchbot would be appreciated. Thanks in advance
2855 Hits
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