Source: http://www.teamfortress.com/mvm/

"Bounty Day 3"

hmmmm >.>

----- Original Message -----
From: Fletcher Dunn <[email protected]>
Date: Tuesday, August 14, 2012 11:28 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]>

> Out of the question.  Valve doesn't do "3".  Come on, 
> you guys know this.
> 
> From: [email protected] [mailto:hlds-
> [email protected]] 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 
> <[email protected]<mailto:[email protected]>>Date: Tuesday, 
> August 14, 2012 11:21 am
> Subject: Re: [hlds] TF MvM hosting questions
> To: [email protected]<mailto:[email protected]>, Half-Life 
> dedicated Win32 server mailing list 
> <[email protected]<mailto:[email protected]>>
> > 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]<mailto:[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]<mailto:[email protected]>>, "Half-Life 
> dedicated Linux
> > server mailing list 
> ([email protected]<mailto:[email protected]>)">
>  
> <[email protected]<mailto:[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]> [mailto:hlds-
> > >> 
> [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]<mailto:hlds-
> [email protected]> [hlds-
> > >> 
> [email protected]<mailto:[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<mailto:[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]> [mailto:hlds-
> > >> 
> [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]<mailto:[email protected]%3cmailto:[email protected]>>>To:
>  "Half-Life dedicated Linux server mailing list 
> ([email protected]<mailto:[email protected]<mailto:[email protected]%3cmailto:[email protected]>>)"
>  
> <[email protected]<mailto:[email protected]<mailto:[email protected]%3cmailto:[email protected]>>>,
>  "Half-Life dedicated Win32 server mailing list 
> ([email protected]<mailto:[email protected]<mailto:[email protected]%3cmailto:[email protected]>>)"
>  
> <[email protected]<mailto:[email protected]<mailto:[email protected]%3cmailto:[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
> > >>
> > >> _______________________________________________
> > >> 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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> > archives, please visit:
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> >
> >
>
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