How are the teams balanced ?


(jazevec) #1

I suspect teams are balanced by level. If that’s true, they’re really balanced by patience.

Can someone elaborate ?

I would balance teams on something else. Dirty Bomb already has such a method of player evaluation. It’s the xp. Both objective monkeys and K/D worshippers receive it.

For example, consider this screenshot:
http://images.akamai.steamusercontent.com/ugc/34113354133823814/0289A4CC1B925DDF3F13EACFD9F0EFF4540DA219/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:768&composite-to=,|1024:768&background-color=black


SCORES: xp K/D level

Blue team scores:
29992 40/14 5
29514 53/21 5
23847 34/24 5
22441 37/19 5
21189 34/29 4

Red team scores:
19529 37/45 6
12804 14/34 6
12235 24/51 8
8678 20/51 6

If levels were a good estimate of skill, the second team should win. Keep in mind the attacker team probably got at least one ragequitter and that’s why it shows one player less. But something else happened. They got easily beaten. And the map is Underground, it’s not like those 2 proxies had to spend a ton of time fixing and escorting an EV or running unarmed with an objective.

I would measure skill by proportion of xp the player earned compared to total xp earned in a match. For example, the sum of xp in this match is 180229. So for each player I calculate:

player_score/total

Then it would look like this:

Blue team:
0.16
0.16
0.13
0.12
0.11

Red team:
0.10
0.07
0.06
0.04

According to my method, the weakest player on defenders is slightly better than the strongest on attackers. Which looks about right, especially when you consider you tend to get higher scores including K/D if you are on team with great players (because you get to pick leftovers and desperate players who jumped into dangerous routes).

You can argue that defenders earn higher scores on average because they are not one man down (objective, EV) and they need not put themselves in danger. I argue that my method would still be much more fair than shuffling teams by “level” !!!

But how to calculate “b0rsuk score” if it’s only available at the end of match ? Well, keep track of last 5 “b0rsuk scores” and take an average from them.


(jazevec) #2

Just when you thought my method was perfect, I’ve managed to improve it!

I realized this method has a slight flaw, because people playing on 6x6 servers would usually get higher score than those on 8x8 servers. But this too can be normalized. Just multiply by server capacity:


Blue team:
0.16
0.16
0.13
0.12
0.11

Red team:
0.10
0.07
0.06
0.04 

Assuming this is a 6x6 serer, you would multiply all scores by 12:


Blue team:
1.92
1.92
1.56
1.44
1.32

Red team:
1.20
0.84
0.72
0.48
 

On a 8x8 server, you would multiply the scores by 16:


Blue team:
2.56
2.56
2.08
1.92
1.76

Red team:
1.60
1.12
0.96
0.64

This is so you can compare players favoring diffrent server sizes. It assumes each server gets full over the course of a match. That’s usually true. Either way, much better than matchmaking or skill shuffle vote by level!


(Szakalot) #3

sorry, didn’t read your analysis cause:

  • teams are balanced at beginning of lobby - so all balance is thrown out the window, cause multiple players leave/join/switch teams
  • teams are balanced by SD’s secret sauce: obviously its not lvl, lol. But due to the point above, you can never really find out how good it would have been, had it happened after the majority of players committed to the upcoming round.

(ispellcorrectly) #4

XP doesn’t mean a player is good, it just means they stuck to the objective… Sticking to the objective is skillful?

As this is a first person shooter, wouldn’t you rather sort the skill out on a k/d ratio rather than xp ratio?
Even though the game is objective based (which I love), the team with the best shooters will always win in public matches, because there isn’t any teamwork happening! So… given that, it would make sense to split the shooters up into categories.

But as Szakalot says: People choose their own side and that’s what this game was built for, teamwork. Take that away from people, they won’t play!

Personally I love how SD have brought back the clan/teamwork theme again, as it died shortly after ET:QW, as BRINK didn’t take off very well and everybody went to the COD series as it was friendly for all skill levels!

I try to switch to the side which are doing worst, to try and better my own abilities in the game, but when I have done that while playing with people on Teamspeak, they don’t want to play against me, they want to play with me, if I don’t play with them, they’ll quit, because they want that TEAMWORK aspect.


(Volcano) #5

i wish i got rewarded for doing the objective but i dont, if supporting gave more xp than fragging that would be great