There is currently no way to select a particular server or server group in the 
matchmaking system.

The matchmaking system is not identical to L4D, because the gameserver and the 
party members are all chosen at the same time.  It is not a two-step process 
where strangers trickle into a lobby and then you wait for a server.  You will 
never be in a lobby with strangers, only invited friends.  Each search party 
waits, and then and entire match (collection of 6 players from N parties) is 
started on a particular gameserver.  This is how the current quickplay beta 
works.

-----Original Message-----
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 11:46 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Is there any way to force your 6 man group to use a certain server?

On 8/15/2012 10:49 AM, Fletcher Dunn wrote:
> You can hide your server from the server browser using tf_mm_strict.  (The 
> Valve servers will be configured this way.)  However that setting is entirely 
> unrelated to which matchmaking pool you wish your server to be in.
>
> -----Original Message-----
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
> Sent: Wednesday, August 15, 2012 6:42 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF MvM hosting questions
>
> So if I'm understanding this correctly will TF2 have a lobby similar to the 
> L4D lobby where 6 people will join and start the search for a server? If that 
> is correct I remember using the "ms_force_dedicated_server" command back in 
> L4D one to force matchmaking to point to a certain server. Of course after 
> the steamgroup option was added we didn't have to use it anymore. Any ideas 
> if this will still work?
>
> Also if you leave out the "tf_mm_servermode 2" from the server.cfg will the 
> server basically be hidden from all public matchmaking?
>
> On 8/14/2012 12:16 PM, Fletcher Dunn wrote:
>> OK, a little investigating reveals that this statement I made:
>>
>> * You can switch the server in and out of any matchmaking mode pool or back 
>> to any regular game mode at any time.
>>
>> Is not really accurate!  Sorry!  If the server is EMPTY or has fewer 
>> than 6 players, yes, there are no problems with switching --- that is 
>> true.  However, in general, switching from PvP to MvM is going to 
>> cause several problems.  (I believe that what would actually happen 
>> is that the 7th, 8th, etc. players who connect on a map change will 
>> be forced into spectator.  At any rate, we don't officially support 
>> that, so if you do it, you're on your own.)  So, you should expect to 
>> segregate your servers into MvM and PvP.  Don't just put the MvM maps 
>> into the mapcycle file, that won't work.  (Actually, the mapcycle 
>> file is slightly different for MvM because you really are cycling 
>> through missions, not the maps.  Likewise, players can vote to change 
>> the "mission" even if it's on the current map.  We'll have more 
>> details on all this tomorrow.)
>>
>> -----Original Message-----
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
>> Fletcher Dunn
>> Sent: Tuesday, August 14, 2012 10:00 AM
>> To: Half-Life dedicated Win32 server mailing list; Half-Life 
>> dedicated Linux server mailing list 
>> (hlds_li...@list.valvesoftware.com)
>> Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
>>
>> 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 miss
>   io
>>    ns.  (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_linux@list.valvesoftwa
>> r
>> e.com>)"
>> <hlds_li...@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftwa
>> r e.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
>>
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>>
>
>
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