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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