Awww my idea went out........... Well now our idea.
On 8/14/2012 10:20 AM, T Marler wrote:
What about less than 6? Say... 3 Saxton Hales?
----- Original Message -----
From: Fletcher Dunn <[email protected]>
Date: Tuesday, August 14, 2012 11:00 am
Subject: Re: [hlds] TF MvM hosting questions
To: Half-Life dedicated Win32 server mailing list
<[email protected]>, "Half-Life dedicated Linux server
mailing list ([email protected])"
<[email protected]>
> 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:hlds-
> [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] [hlds-
> [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:hlds-
> [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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