Ohh GOD MY CPU! ITS MELTING....
On 8/14/2012 10:18 AM, Asher Baker wrote:
You actually have to set maxplayers to 32 to host MvM (to make room for all the
bots).
Any chance of seeing the hard-limit raised well above the current 33
(to 65)? And just soft-limited to the current values.
This would allow lots of room for experimentation in the future.
On Tue, Aug 14, 2012 at 6:00 PM, Fletcher Dunn
<fletch...@valvesoftware.com> wrote:
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
ions. (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 (h...@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_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com>)"
<hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com>>, "Half-Life dedicated Win32 server
mailing list (h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com>)"
<h...@list.valvesoftware.com<mailto:h...@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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