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
>
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