> You actually have to set maxplayers to 32 to host MvM (to make room for all > the bots).
Any chance of seeing the hard-limit raised well above the current 33 (to 65)? And just soft-limited to the current values. This would allow lots of room for experimentation in the future. On Tue, Aug 14, 2012 at 6:00 PM, Fletcher Dunn <[email protected]> wrote: > 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 > > _______________________________________________ > 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_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

