What about less than 6? Say... 3 Saxton Hales? ----- Original Message ----- From: Fletcher Dunn <fletch...@valvesoftware.com> Date: Tuesday, August 14, 2012 11:00 am Subject: Re: [hlds] TF MvM hosting questions To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>, "Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com)" <hlds_li...@list.valvesoftware.com>
> We will not have Steam group functionality tomorrow. > > You actually have to set maxplayers to 32 to host MvM (to make > room for all the bots). That's why the mode is expensive > CPU-wise, to not only simulate all those players but run their > AI logic as well. We'll have more details on the > recommended settings tomorrow. > > Regarding exactly what happens if a 24-player server switches to > MvM: I actually don't think we have worked that out yet. > > I'm pretty sure on day one there will be lots of people trying > out all sorts of things. Our approach to experimentation > in MvM will be the same as in PvP: we encourage it, provided > that players are opting in to any major deviations from the > vanilla experience. Our servers will all be configured > vanilla, and the matchmaking will enforce the 6 player limit, > and the server browser will be the primary means for players to > find those sorts of customizations. What will the most > interesting customizations be? What will the standard tags > be used that we request server operators to set in order to help > players find the modifications they want or avoid the ones they > don't like? We can't know that yet. That's something > we expect you guys and your players to figure out. > > I will hazard a guess that raising the player count well above 6 > would be detrimental the experience. There ratio of humans > to bots would be off and the human defending team would not have > enough challenge. (As an extreme example: imagine a 32- > player server where everybody is defending an there are no > bots.) Exactly how far it can be raised above 6 without > totally breaking the game is speculation of course. I > think a smart server operator will start out with the server > configured relatively vanilla, and then watch how the game > unfolds and listen to their players, and try to make smart > decisions about which areas to experiment, rather than assuming > the same sorts of adjustments your community prefers in PvP will > automatically apply to this mode. A fun co-op mode with > more than six players is likely to require entirely new > missions. (The mission decides the pattern of enemy robots > that come at you.) We have purposefully made it easy for > players to create their own missions. > (It's a lot easier than creating a whole new map!) > But if you play with more than six players, with the missions > we've made, I think the balance will be way off. > > - Fletch > > -----Original Message----- > From: hlds-boun...@list.valvesoftware.com [mailto:hlds- > boun...@list.valvesoftware.com] On Behalf Of Saint K. > Sent: Tuesday, August 14, 2012 4:51 AM > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] TF MvM hosting questions > > Will we be able to restrict a MvM server to people in the > steamgroup only, like in L4D2? > > Saint K. > ________________________________________ > From: hlds-boun...@list.valvesoftware.com [hlds- > boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn > [fletch...@valvesoftware.com]Sent: 14 August 2012 08:52 > To: Half-Life dedicated Win32 server mailing list; Half-Life > dedicated Win32 server mailing list > (hlds@list.valvesoftware.com)Subject: Re: [hlds] TF MvM hosting > questions > MvM matchmaking will be restricted to 6 players at launch. > > The matchmaking also supports joining games in progress to fill > an empty slot, in which case of course the current map will not > be changed. > > From: hlds-boun...@list.valvesoftware.com [mailto:hlds- > boun...@list.valvesoftware.com] On Behalf Of Agro > Sent: Monday, August 13, 2012 11:40 PM > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] TF MvM hosting questions > > Is MvM matchmaking going to be limited to 6 players or was the > "6 players join, map changes" logic just an indicator of server > behavior to expect? > ----- Reply message ----- > From: "Fletcher Dunn" > <fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>>To: > "Half-Life dedicated Linux server mailing list > (hlds_li...@list.valvesoftware.com<mailto:hlds_li...@list.valvesoftware.com>)" > > <hlds_li...@list.valvesoftware.com<mailto:hlds_li...@list.valvesoftware.com>>, > "Half-Life dedicated Win32 server mailing list > (hlds@list.valvesoftware.com<mailto:hlds@list.valvesoftware.com>)" > <hlds@list.valvesoftware.com<mailto:hlds@list.valvesoftware.com>> > Subject: [hlds] TF MvM hosting questions > Date: Tue, Aug 14, 2012 06:39 > > Here are some answers to questions regarding hosting MvM servers: > > * Players can join your server through any means they can join > PvP games: the server browser, ad hoc joins, or the new > matchmaking system (quickplay beta). > * To accept matchmaking traffic, you must select which sort of > traffic you want. (Regular PvP traffic or MvM > traffic.) Set "tf_mm_servermode 2" to be placed in the MvM pool. > * For MvM matchmaking, if 6 players are sent to your server to > start a new game, it will switch to whatever map the players selected. > * You will need a TF gameserver account to accept matchmaking traffic. > * You can switch the server in and out of any matchmaking mode > pool or back to any regular game mode at any time. > * The CPU usage for a 6 player MvM game is about the same as for > a regular TF server. (Yep, this mode requires > significantly more CPU cycles per player than the PvP mode, > that's an unfortunate fact.) > > Given the surge of players that comes with any major release, > and the player / server ratio of this game mode, the demand for > MvM servers will probably be high. We expect that a large > number of players will want to try out the new mode, so we will > be converting most of our servers to host MvM, and then adjust > the allocation based on what players are playing. > > I, for one, DO NOT welcome our new robot overlords! > > - Fletch > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >
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