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
> >
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> >
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> >
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