OK, a little investigating reveals that this statement I made:

* You can switch the server in and out of any matchmaking mode pool or back to 
any regular game mode at any time.

Is not really accurate!  Sorry!  If the server is EMPTY or has fewer than 6 
players, yes, there are no problems with switching --- that is true.  However, 
in general, switching from PvP to MvM is going to cause several problems.  (I 
believe that what would actually happen is that the 7th, 8th, etc. players who 
connect on a map change will be forced into spectator.  At any rate, we don't 
officially support that, so if you do it, you're on your own.)  So, you should 
expect to segregate your servers into MvM and PvP.  Don't just put the MvM maps 
into the mapcycle file, that won't work.  (Actually, the mapcycle file is 
slightly different for MvM because you really are cycling through missions, not 
the maps.  Likewise, players can vote to change the "mission" even if it's on 
the current map.  We'll have more details on all this tomorrow.)

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Fletcher Dunn
Sent: Tuesday, August 14, 2012 10:00 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list ([email protected])
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

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: [email protected] 
[mailto:[email protected]] 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: [email protected] [[email protected]] 
On Behalf Of Fletcher Dunn [[email protected]]
Sent: 14 August 2012 08:52
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 
server mailing     list ([email protected])
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: [email protected] 
[mailto:[email protected]] 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" 
<[email protected]<mailto:[email protected]>>
To: "Half-Life dedicated Linux server mailing list 
([email protected]<mailto:[email protected]>)" 
<[email protected]<mailto:[email protected]>>, 
"Half-Life dedicated Win32 server mailing list 
([email protected]<mailto:[email protected]>)" 
<[email protected]<mailto:[email protected]>>
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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