You guys act as if changing the hard limit is easy. There's all sorts of
resource management issues that would need to be resolved and a lot of the
engine would need adjustment. Let's wait to play the game before we start
thinking about overhauling things to change it.
On Aug 14, 2012 3:16 PM, "Ryan Stecker" <voidedwea...@gmail.com> wrote:

> I third this. I think it'd open the door to making some interesting
> missions involving more players and more bots.
>
> On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad <n0man....@gmail.com> wrote:
>
> > I agree with 1nsane.
> >
> > On 14 August 2012 19:50, 1nsane <1nsane...@gmail.com> wrote:
> >
> > > 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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> archives,
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> > > >
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