I agree with 1nsane. On 14 August 2012 19:50, 1nsane <[email protected]> wrote:
> Like Asher mentioned above, could you consider increasing the limit. So we > could better experiment with this mode? > Perhaps include a warning similar to how players are warned about joining > servers higher than 24 slots. > > On Tue, Aug 14, 2012 at 1:00 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

