Appreciate the response, Erik! Keep us updated!> From: [EMAIL PROTECTED]> To:
[EMAIL PROTECTED]; [email protected]> Date: Mon, 10 Nov 2008 11:08:57
-0800> Subject: [hlds] Status> > 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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