If there will be a command-line option to force MvM to be disabled or force it to be enabled (something that can't be overridden later in a file), we can more easily adjust prices as necessary later on through the ordering system, by using a different price point with the MvM option checked on the form.

-John

On 8/15/2012 8:55 AM, Fletcher Dunn wrote:
A note regarding 32-player servers and MvM:

An MvM server will require about as much CPU usage as a 32-player PvP server.  However, the network 
utilization is significantly lower for obvious reasons.  Whether the max number of internal player 
"slots" is 6, 24 or 32, I think you'll agree is really an internal technical detail that 
would not be this much of a focal point in the discussion, in a perfect world.  It is 
understandable but unfortunate that currently pricing models are based on this, because this number 
is equivalent to "players" in PvP.

Over time the smart server hosting company will bring their pricing structure 
in line with whatever the underlying resource utilization constraints really 
are, and whether CPU cycles or bandwidth are more scarce.  I think an MvM 
server will have performance characteristics somewhere between L4D and a 
32-player PvP server.
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