Micha Vermeer wrote:
wArg0d wrote:
<<snip>>
I have tried various player slot configs. what i have noticed is 24 seems to be the sweet spot for srcds servers. i don't know what the reason is.
<<snip>>
Why is it, that you guys only want servers with as much slots in them as possible?!?
Maybe I am, and ppl like me, just niche market for you, but I usually have to look hard to find a 12 or 14 slot server. I actually would love to see a lot more 10 slot servers. 16+ slot servers usually turn into a hldm instead of cs(s). I like to play tactically, but that's just not possible on such servers. And yes, playing tactful is my way of having fun...
So, please, a 24 slot server is _not_ sweet at all. Please next time you have a box available, consider me and people like me ;)
Micha Vermeer
My original point had to do with my observations that performance rolled off dramatically beginning at 25 players.
Now don't damn me with flames yet...
The "sweet spot" probably depends on multiple factors: 1. "player community" meaning the "cluster" of players that tend to hang out in your servers. 2. the map(s) in the cycle 3. the host/network capabilities
Our main series of 6 - 8 servers are run on a dual xeon host with 1GB RAM under linux. These servers are all 24 slot servers and remain full or almost full on a consistent basis. The "player community" likes 12 man teams on the standard maps included with CSS and on cs_assault_lith.
On the windows host I run a series of servers with various configurations based on player community requests/preferences. I run several 24 slot cs_assault_lith servers at the behest of the player community. However, I too am well aware of the advantages and requirements for "smaller" servers. (are they really "smaller"?) I run a series of awp_subzero servers at 8, 10, and 12 slots. I also run a series of scoutsnknives servers at 8, 10, and 12 slots. I tried some 14 and 16 slot servers for these maps and noticed they remained empty unless all the others were full. I also run one 12 slot cs_assault_lith server at the behest of a group of serious cs_assault_lith junkies that requested the slot count and FF on, etc.
Regardless of all of the above, these dual xeon hosts definitely provide excellent performance and player satisfaction at the 24 slot level. I have tried running higher slot counts and it did not matter what map was running. When the player count hit 25 the performance dropped dramatically even though the host cpu was not adversely affected.
Most likely the whole 32 and above slot count thing originated with the group of CSS servers that appeared because the associated operators came over from BF1942/BFV/Desert Combat where the maps were so vast that 64 players was not unusual. (And where most of them are likely to return when BF2 releases)
CS/CSS maps are not vast and are a totally different simulation scenario intended for small tactical unit operations. Given this fact then it is logical to assume a 14 slot server is ideal because it serves 2 "A Teams" with 7 team members each.
Add to this factor the voice comms provided with CSS that provides either team or all talk unlike the upcoming BF2 voice comms that will have "voice visibility" structured along organized unit structure with players at the lowest level of command ables to communicate only with their individual tactical squad.
CS/CSS is small tactical squad simulations and more than 7 players on a team is useless. Unless you just let the n00bs on each team perform recon by fire for the intelligent players who hang back at round start. <wink>
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