I need to explain what this plugin does and put it on the README. I am going to practice here.
Skill Auto Balance is a simple concept. Try to rearrange the players on each team so that the skill level of both teams are approximately the same. In practice, doing this is very difficult because "individual skill" is difficult to define in team-based game modes.
A person who is experienced with the game can know the playstyle of players on server and can visibly see how skilled they are. Yet, if you ask that person to divide all the players into two teams so that they're evenly matched, they'd still have a hard time doing so with all that information. This plugin alone can only see kills and deaths - a relatively small amount of information. For that reason, this plugin is designed for a specific purpose.
It is for gamemodes that are round-based. If there are no "rounds", this plugin will not function at all.
It is for gamemodes where the objective is to eliminate the enemy team. The basic plugin, skillautobalance, determines "skill" by using the player's KDR.
If there are other factors that determine a player's skill, the basic edition of this plugin alone will not be able to use those factors. However, if you have a different plugin that is able to determine a player's "skill" as a single number, where the "best" players have the highest skill number and the "worst" players have the lowest skill number, then this plugin is compatible with it. Your plugin just needs a native that I can add support for. Note: I say "best" and "worst" in quotation marks because it is very difficult to create a system where these statements are actually true.
This is how I use skillautobalance-gameme on my server:
In gameME, all new players start at 1000 points. When you kill a player, you take their points. There is a formula they use that determines how many points you take from the player, that is a ratio of the victim's points divided by the killer's points.
There are other factors gameME uses that can also give players points, like getting "N" kills in one round, getting a headshot, an assist, bonuses for using certain weapons, or a bonus just for winning the round. I avoid using most of these bonuses because they turn points into something players grind for. They inflate points over time. If someone is a top player, but stops playing for a month, other players who are worse than him will pass him just because the points inflated.
On my server, the only bonuses are related to getting 4+ kills in a single round, giving you an extra point per kill. The focus is entirely on rewarding players with more points if they can get many kills without dying. It works well - basically, the top players have the highest KDR. However, the points still do get inflated over time, so a reset needs to happen once in awhile.
We just reset points on my server 2 days ago, so everyone went back to 1000. Points are not useful anymore. I need to use the regular skillautobalance, which balances using player's KDR on the current map. Later, when the points become stable, I will switch back to skillautobalance-gameme
This kind of thing is something you must keep in mind when using this plugin.
I need to explain what this plugin does and put it on the README. I am going to practice here.
Skill Auto Balance is a simple concept. Try to rearrange the players on each team so that the skill level of both teams are approximately the same. In practice, doing this is very difficult because "individual skill" is difficult to define in team-based game modes.
A person who is experienced with the game can know the playstyle of players on server and can visibly see how skilled they are. Yet, if you ask that person to divide all the players into two teams so that they're evenly matched, they'd still have a hard time doing so with all that information. This plugin alone can only see kills and deaths - a relatively small amount of information. For that reason, this plugin is designed for a specific purpose.
It is for gamemodes that are round-based. If there are no "rounds", this plugin will not function at all.
It is for gamemodes where the objective is to eliminate the enemy team. The basic plugin,
skillautobalance
, determines "skill" by using the player's KDR.If there are other factors that determine a player's skill, the basic edition of this plugin alone will not be able to use those factors. However, if you have a different plugin that is able to determine a player's "skill" as a single number, where the "best" players have the highest skill number and the "worst" players have the lowest skill number, then this plugin is compatible with it. Your plugin just needs a native that I can add support for. Note: I say "best" and "worst" in quotation marks because it is very difficult to create a system where these statements are actually true.
This is how I use skillautobalance-gameme on my server:
In gameME, all new players start at 1000 points. When you kill a player, you take their points. There is a formula they use that determines how many points you take from the player, that is a ratio of the victim's points divided by the killer's points.
There are other factors gameME uses that can also give players points, like getting "N" kills in one round, getting a headshot, an assist, bonuses for using certain weapons, or a bonus just for winning the round. I avoid using most of these bonuses because they turn points into something players grind for. They inflate points over time. If someone is a top player, but stops playing for a month, other players who are worse than him will pass him just because the points inflated.
On my server, the only bonuses are related to getting 4+ kills in a single round, giving you an extra point per kill. The focus is entirely on rewarding players with more points if they can get many kills without dying. It works well - basically, the top players have the highest KDR. However, the points still do get inflated over time, so a reset needs to happen once in awhile.
We just reset points on my server 2 days ago, so everyone went back to 1000. Points are not useful anymore. I need to use the regular skillautobalance, which balances using player's KDR on the current map. Later, when the points become stable, I will switch back to skillautobalance-gameme
This kind of thing is something you must keep in mind when using this plugin.