> 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
>
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