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BECK
Tue Jun 28, 2016 9:39 am


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Here are our settings, complete with the silEnT documentation that accompanies them.


set g_shuffle_rating "4"
            // Sets the rating system used by shuffle.
            
        set g_killRating "3"
            // When not set to 0 silEnT will track a player's killing ability using an ELO type
            // statistic similar to chess. Each kill will increase a player's kill rating based on
            // how hard the kill was. Killing unskilled players will result in very few points
            // whereas an unskilled player killing a skilled player will result in more points. Kill
            // rating also takes into account the weapon used (less for arty, more for knife).
            // 
            // See also g_shuffle_rating.
            
        set g_playerRating "3"
            // When not set to non zero positive value, silEnT will track a player's ability to win
            // against good teams using an ELO type statistic similar to chess. Each win will
            // increase a player's rating based on how hard the opposing team was. Skilled teams
            // defeating less skilled teams will result in very few points whereas an relatively
            // low- rated team defeating a good team will result in more points. Player rating also
            // takes into account the number of players on each team (less points when a very large
            // defeats a small one) and which side tends to win more often on the current map (e.g.
            // Allies tend to win tc_base).
            // 
            // See also g_shuffle_rating.



silEnT docs:

g_shuffle_rating
De.scription:
Sets the rating system used by shuffle.
Type: 

So our settings already use player rating for shuffle.  We've had it that way for years and honestly we will probably not change it now.  I'm not sure what flag 5 means, and how it would change how it arranges teams, but I do know that every map we play is stored in a database with measures that effect this, for example:


&#91;serverstat&#93;
rating            = -0.109171
rating_variance   = 0.000413
distance_rating   = 129.424225
distance_variance = 0.021879

&#91;mapstat&#93;
name              = battery
rating            = 2.299107
rating_variance   = 0.140633
spree_record      = 34
spree_name        = ^0Mike^7Slayer


That is the real data - all of this information is unique to our server and our history of how maps are played and won - so these factors (there are factors for every single map and the server as a whole) probably weigh into this as well.   Perhaps if we actually used setting '5' instead of '4' for our shuffle settings, it might factor the map data into the shuffle better and could actually produce better teams.

Also note that the other mode shuffles on kill rating - not kill/death ratio.  This is different, as is explained in the docs.   People are often confused by this and wonder why their "K/D" is wrong.  Well, it's not "K/D" that you are actually looking at.   I also think that the map and server factors above affect how kill rating is calculated, because I'm often told by people that our settings are weird compared to other servers.  I guess that is why relatively new players to our server like you guys are noticing this stuff ;)
