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
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Reply via email to