Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
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