Three more months. On Tue, Aug 14, 2012 at 12:28 PM, Fletcher Dunn <fletch...@valvesoftware.com > wrote:
> Out of the question. Valve doesn’t do “3”. Come on, you guys know this. > **** > > ** ** > > *From:* hlds-boun...@list.valvesoftware.com [mailto: > hlds-boun...@list.valvesoftware.com] *On Behalf Of *T Marler > *Sent:* Tuesday, August 14, 2012 10:22 AM > > *To:* Half-Life dedicated Win32 server mailing list > *Subject:* Re: [hlds] TF MvM hosting questions**** > > ** ** > > After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE > > ----- Original Message ----- > From: Cameron Munroe <cmun...@cameronmunroe.com> > Date: Tuesday, August 14, 2012 11:21 am > Subject: Re: [hlds] TF MvM hosting questions > To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list < > hlds@list.valvesoftware.com> > > > 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 <fletch...@valvesoftware.com> > > >Date: Tuesday, August 14, 2012 11:00 am > > >Subject: Re: [hlds] TF MvM hosting questions > > >To: Half-Life dedicated Win32 server mailing list > > <hlds@list.valvesoftware.com>, "Half-Life dedicated Linux > > server mailing list (hlds_li...@list.valvesoftware.com)" > > <hlds_li...@list.valvesoftware.com>> > > >> 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 > > >> (hlds@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_li...@list.valvesoftware.com<mailto:hlds_li...@list.valvesoftware.com>)" > < > hlds_li...@list.valvesoftware.com<mailto:hlds_li...@list.valvesoftware.com>>, > "Half-Life dedicated Win32 server mailing list ( > hlds@list.valvesoftware.com<mailto:hlds@list.valvesoftware.com>)" < > hlds@list.valvesoftware.com<mailto:hlds@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 > > >> > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list > > >> archives, please visit: > > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > >> > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list > > >> archives, please visit: > > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > >> > > > > > > > > >_______________________________________________ > > >To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > >https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > > > **** > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
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