Things go unstable when there are more than 33 slots. Also there are engine restrictions that cannot be raised just like that. One thing is that entity limit of 2047. When one more is created in-game, crash happens.

-ics

14.8.2012 22:24, Nomaan Ahmad kirjoitti:
I dont think anyone is acting like its easy... Servers can already have
more than 33 slots, its just that the tf2 client doesn't allow players to
get on servers with more than 33 slots.

On 14 August 2012 20:19, Nerdboy <nerdb...@gmail.com> wrote:

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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