Like Asher mentioned above, could you consider increasing the limit. So we could better experiment with this mode? Perhaps include a warning similar to how players are warned about joining servers higher than 24 slots.
On Tue, Aug 14, 2012 at 1:00 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 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 (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 > > _______________________________________________ > 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_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux