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  2. The balancer version I used back in the old days, added the player being moved by autobalance to the top of that list, so he wouldn't be switched again. Couldn't same thing be done with players who switch manually while the balancer timer is on? Isn't that how it worked? If you get moved, and go spec, and then join back the stronger team, you're last one, and well deserved to get moved again (this is what i saw with the old version and some players complaining about it). the problem with the old version is that at map start, it populates in a random way, the faster you joined the 'world' the upper in the lists. so basically someone with a crappy computer of connection would be always last, and so, 'the chosen one' I can't think of a more 'fair' way as the old one, imo it affected the most team switchers or people joining winning team (there are a lot of these also in TM) and also don't know the ways in ETL... but I think that version (where last one is moved, and if you move because you want or because autobalancer moved you, you get a 'safe pass' that you won't be moved again if auto balancer works again)...
  3. Today
  4. No one would claim SR is perfect... but it's what we have... not sure what else you could use to discern players easily (without having team captains pick their teams!)
  5. Could you define "strong" in that sentence ? If you mean strong in the aiming kind of way, yes, that's right, that's not what SR is all about, it's about being obj oriented, being dedicated to helping the crucial classes, sacrificing your life for a revive etc. Some players have high SR because they stack, some disconnect before loosing but others focus on the obj and their team. But one thing i'm sure of is that no team at all considers a forever alone rambo medic useful to a team. Take Goldrush first stage for example, no one wants that type of medics that focus on defending the truck barrier just to make sure they don't run on ammos and get spammed at around the tank while the rest gets crushed in the first two minutes. So yes, big aimers make a difference in the balance, but they're nothing without the so-called less skilled players that get the job done. To me SR might be the closest thing we could use to define someone's place on a public server.
  6. Unfortunately SR is not telling if someone is strong or not, you can see many players with high SR and they are not skilled at all, another thing is that, when you generate new etkey, your SR will be 0 again. We should avoid using SR in any algorithm, the best example is shuffle, which is completely useless.
  7. Just logged in to say that damn Trin you are lazy. No but for real, good discussion. I look forward to seeing what the outcome is. Seems like some sort of compromise might be needed.
  8. Thanks for explaining the changes... I understand now why you moved away from the old system. That said, I think the current autobalance is worse. Yesterday on Erden I started as Allies (we only had about a 20% win chance) and six minutes in I was switched to the much stronger Axis side “for balance.” That really is not what you want to happen. Maybe a hybrid approach could work? For example: Prioritise moving players who joined the map more recently. Put some limit on SR so that stronger players who deliberately join the weaker team are not the ones moved. A big problem is high skilled players joining a map late and "stacking" ... these guys should be the ones first moved to the weaker team.
  9. Yesterday
  10. First of all, thanks for feedbacks and bringing them here so we can discuss and keep track of what is needed in the end. I do confirm the autobalancer script was modified, the 24th of June this year. The logic of the former version of the balancer script was basically to populate tables in order of appeareance of players joining teams. Then it moves the last one in the table when it kicks in. So it was always switching the player that joined the team the last (new player, or already-switched player). We changed to a total random method instead. The culprit that we tried to address was the fact that when strong players/TM members/friends were trying to balance a map, they were very likely to be switched back to the other team as soon as teams are unbalanced in terms of numbers (-2 less in one team). I understand your point tho. It's very hard to always find good balance when tweeking this game. When you try to improve a situation in one side, it alters another one on the other side. I'm all happy to listen or discuss about any idea that could cover these both situations or improve the server on that topic.
  11. I've been swapped as Allied also. The times I've been swapped were totally confusing for a few seconds.
  12. I agree with whole thread that autobalancing need to be somehow reimplemented, but cant see simple solution for now
  13. Thanks for the reply although I am not quite sure which parts you did agree with? 😉 Duration of being on the server I agree that the total time someone has been on the server should not matter. However, I do think the duration within a specific map or round should be a factor. That is why I felt U!p’s football analogy was a fair comparison imho. If you have been playing the whole match, it is different from just joining at half time or late on. Stacking teams I do not mind rebalancing at the start of a map (shuffles etc) or early if teams end up stacked, but towards the end it feels unfair. For example, yesterday DC1 joined Axis midway through the match and I was then switched to Allies near the end, despite starting the map on Axis. Our SRs were very similar, but I was the one moved. That did not feel right and was just very annoying. Moving skilled late joiners I agree that it would be bad if someone with high skill joined the weaker team late and was then moved to the stronger team, making the imbalance worse. But in practice, that kind of situation seems rare. As you hinted with your Allies comment, players very rarely leave the stronger side, so auto-balance usually ends up targeting people who have been there from the beginning. Playing Allies Fair point... I have actually been playing Allies more in the past week but understand what you are saying... btw there are some players that just want to play allies so it works both ways. SR frustration Just to clarify, SR can still be affected. A week ago on Frostbite, I was moved from Axis to Allies with only 3 minutes left. Axis then lost, and I dropped 0.18 SR. I went spec rather than continue. For me though, it is not only about SR... I only play for the objective, which is why it is more frustrating. I never play for frags. From what I have seen, you seem more focused on frags, which might explain why we view this differently. Football analogy I understand your point about public servers being different from scrims, but I still think the principle holds. If you have put the time and effort into supporting your team from the start, it feels wrong to be pulled away right at the end. And just to add, I completely agree with your point (which you often make in-game) that people switching teams mid-map just to join the stronger side is terrible for balance. I have never done that, and it definitely undermines fairness. "Maybe the simplest solution will be to disable autobalance when there will be only some % of the time left to the end of the map. Because usually this wont change anything if someone will be swapped 2-3 minute before end of the map." I think it is better to keep numbers even and so i would be in favour of moving anyone who had joined the other team after the start of the map...
  14. Maybe the simplest solution will be to disable autobalance when there will be only some % of the time left to the end of the map. Because usually this wont change anything if someone will be swapped 2-3 minute before end of the map.
  15. I dont agree with some points: 1. Duration of being on the server should not be consider as the factor if someone should be or not moved, because many players are not playing for the win, but only for fun or just to harvest as many frags as they can 2. We want to avoid stacking teams, because most of the time, axis is stacked and allies is in the worse position 3. Why someone who joined to the server and prefer Team X, should be automatically moved to the other team ? Imagine situation, when for example someone with outstanding skill joined weaker team as last and after few minutes he is swapped to stronger one and make team balance even worse, so in my opinion randomness in choosing who will be swapped is ok 4. This is more like a joke so do not treat this serious: play allies all the time and you practically wont be swapped 5. Most of the people are angry about balance, because they are only thinking about their precious SR, but if someone will be swapped at the end of the map, such player won't lose SR (if he was swapped from stronger to weaker team, the same is when someone is swapped from weaker to stronger, such player wont gain SR) 6. The last thing - comparing autobalance in game to the soccer team is just not good example, if we were to talk about scrim match, yeah that would suck, but we are talking about public server. We are looking for a solution to make game fair for all players and it is very hard, because like I wrote AXIS is usually stacked by the players, because most of the time it is easier to defend than to attack. I heard many times the same explanation: I'm playing only axis.
  16. I agree with you. Imagine autobalance in soccer match where one player contributes to team whole match and in the end will be put to other team because other team is underperforming. Idk if there have been more changes made to autobalance but by default it should swap the player that joined most recently. Issue is or was that game considers each match as all the players joining in again. So the one who takes longest during map change is considered the most recent player even if u have played for hours
  17. Hi all, I was wondering if it would be possible to tweak the auto-balance system so that players who have been on a team from the start of a map are less likely to be switched late in the game. Instead, balance changes should prioritise moving players who joined midway through (or later), unless there really are no other options. The reason I bring this up is that I have been switched quite a few times with only 3–5 minutes left, despite having played the entire map from the beginning. It feels especially unfair when someone who joined my team just minutes earlier gets to stay, while I get moved. It is frustrating when you have spent the whole round fighting hard to support your team and push for the win, only to be pulled away at the last minute. For me, it is not just about SR (though that matters too), but about the time and effort invested in backing the team you started with. I completely understand that balancing is important, and sometimes it is unavoidable that long-standing players get moved. But in most cases, I think it would feel fairer if late joiners were the first ones affected. Just my two cents... curious to hear what others think.
  18. Last week
  19. Was able to enter, thanks!
  20. Version 1.0.0

    6 downloads

    ========================================================================== Midnight Breach? - A Wolfenstein: Enemy Territory Legacy Map ========================================================================== Map Name: Midnight Breach? Author: Drempa? Release Date: September 2025 Version: Beta 1 (test version) Game: Enemy Territory Legacy Bspname: midnight_breach_b1.bsp Official map announcement: https://fearless-assassins.com/forums/topic/134858-map-release-midnight-breach Map Description: The year is 1945. Under the cover of darkness, Axis forces launch a surprise assault on a remote Allied base hidden deep in the mountains. Their mission: breach the facility, activate a classified transmission and extract top-secret documents before reinforcements arrive. Allied troops must hold the line, defend critical infrastructure and prevent the Axis from escaping with the intel that could change the course of the war. --- Installation Instructions: 1. Place midnight_breach_b1.pk3 in your etmain folder. 2. Launch ETLegacy and open the console (~). 3. Type `/map midnight_breach_b1` to start the map manually. Objectives: Axis: - Steal the keycard to unlock the tank route - Escort the tank to destroy the Allied antenna - Destroy the tank barrier - Construct the bridge to advance - Escort the tank to breach the Allied base gate - Activate the radio sequence and defend it for 30 seconds - Steal the secret documents and deliver them to the helicopter Allies: - Prevent the Axis from stealing the keycard - Defend the antenna from tank destruction - Build and protect the tank barrier - Prevent the Axis from constructing the bridge - Stop the tank from breaching the base gate - Abort the Axis radio transmission - Protect the documents and prevent Axis extraction --- Credits: prefabs: - tank script + barrier + bar + pizza models + disco from ujeclan.com - toilet models from kotnascher map - piano + hookah + skateboards from oasi map - helicopter from helicopter assault map - keycard + generator from bremen map - cans models from jailbus map - radio + documents from capuzzo map - skybox from etl_beach map - forklift from missile map - Tank from dingenskirchen map - cricket models from rayban - alcohol + ciggies from szico_bloodrayne Special thanks: Aciz and Kemon for answering all my stupid questions. Big thanks to Meli<3, Phir0x, Maw, Jenzi, Hannu, Mateos, Aardappel, Pinn, razjee:[, TomekKromek and everyone that helped with testings and ideas. ETM Discord community https://discord.gg/TFu2F3kz ETLegacy Discord community https://discord.gg/UBAZFys --- Contact and Feedback: Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/134858-map-release-midnight-breach --- IMPORTANT: HunkAllocate Error Fix for ET 2.6b users Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading Midnight Breach. This happens when the game's memory allocation is too low for custom maps. How to Fix the Issue: 1. Open the console (~) in ET before joining the server. 2. Type: `/com_hunkmegs 128` and press Enter. 3. Restart your game and try loading the map again. Alternatively, use ETLegacy for better performance and memory handling: https://www.etlegacy.com ========================================================================== Enjoy the moonlit battle. Let’s keep ET alive! ==========================================================================
  21. Earlier
  22. Hello i am Stevia, old et player who jumped back into the game. I'd like to join your server since it's very active but i get VPN error when i login to your ETLegacy server. It doesnt happend in the Beginner one. I am here on Trackbase https://et.trackbase.net/player/1325614/ Is there something i need to provide to be white listed? I asked an admin and he redirected me here. Many thanks
  23. In Caen the side gate 1st step can only be shot by light weapons (and MG I guess). But grenades and PF don't go through. I haven't found a shader in the pk3 file though.
  24. yeah it works thank you
  25. thank you will try it
  26. Idea is interesting but I fear it could be too intrusive into the map design. Some maps are already protected by invisible roof like on erdenberg or have an invisible glass against heavy weapons only like in beach invasion through mapscript only, want to stick to the public map pk3 so no need to download a custom version of a popular map when joining our server. Also we tend not to overdo that everywhere, not willing to alter maps too much, we prefer to manage things externally with scripts protecting the spawn areas and managing the kicks and bans to control the server.
  27. Not that sure. Is the fire rate / damge of the SMGs in ETL different compared to stock W:ET? Thanks in advance.
  28. Easiest way is install legacy: https://www.etlegacy.com/download
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