Yeah, I had read original email from Fletch, and I just thought that each
server would take up higher CPU cycles. I didn't see the thing about having
32 player servers though.

The reason I ask is that I have a couple of 12-player servers that I use
for competitive matches that I would like to convert to MvM servers. I
guess I just have to fork over more money to NFO!

On Wed, Aug 15, 2012 at 12:37 AM, Michael Ojeda <mojed...@gmail.com> wrote:

> Fletch sent out an email to this mail list with the following:
>
> 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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-- 
Enthusiasm over accuracy!
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