Same deal with Pyromania. Days 1 and 2 were released on time. Day 3..... struggled.
Dr. McKay http://www.doctormckay.com On Aug 14, 2012, at 1:48 PM, T Marler <[email protected]> wrote: > 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 > > > >> > > > > > > > > > > > >_______________________________________________ > > > >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

