Personally I think it's a bloody outstanding game for communities, gives us another co-op option other than Swat 4 and JO.
However, as a recruiting tool, It's not great; You only really get the chance to play against people outside your community on VS servers, and often you end up community vs. randoms, The problem being, we've known eachother for years and are able to organise ourselves well enough to make the game no fun for the other team, It's not griefing, but if only half the server is enjoying playing, it might as well be. As for Co-Op, I don't really feel right jumping onto a server with a slot free and saying "OMG we're so great, join our community." a great deal of the time it'll be a few mates playing L4D and having a few pints, any advertisment beyond the banner/motd just serves to piss people off. GS wrote: > I think it's funny that a lot of source game communities don't feel that L4D > is a good recruitment game. Sure you can't have large servers where many > people are in the server at once having a blast fragging and ribbing each > other like you can in TF2. But L4D's very nature as a co-op game makes the > case for having a large pool of people to play with ever more important. > > I won't even play the game unless I'm with at least 2 or 3 other friends, > hopefully 6 or 7 in a versus match, but the 2-3 will do if we all go on the > same team. There are too many team killers, nubs, griefers, asshats, > leroy's, etc out there to do otherwise. I couldn't imagine playing this on > a console where the avg maturity of gamers is even lower that on the PC. > > After spending the first two weeks of the game on a lot of different servers > while Valve was fixing it's matchmaking and server discovery issues, I'm > also not very willing to play the game on a dedicated server that my > community does not control. > > Alltalk, difficulty settings, team swapping, etc, etc it's so annoying, and > I'm sure it'll only get worse as the adoptions of server owners use of mods > continues to grow. > > So instead of looking for valve to implement a behavioral patch, try growing > your circle of friends into a new community or join an existing one. > > No matter what time of the day or night, I always have a group of people to > play with on a large bank of l4d servers. > > > On Sun, Dec 7, 2008 at 6:24 PM, <[EMAIL PROTECTED]> wrote: > > >> I rent a server, but occasionally I have to join other servers without >> active administrators. In the past couple of days I've run across game >> degrading behavior stemming from pairs of team killers. They aren't >> autokicked nor vote kicked. Typically I just leave and find another lobby, >> but it happened twice in a gaming session and feel that it could be >> resolved fairly easily and quickly by Valve. >> >> If a player chooses not to leave a spawn area within 45 seconds, they >> should be auto-kicked. >> If a player chooses to shoot at a team player for 30 seconds (or a total of >> 25 health), they should be auto-kicked. >> >> There are probably other harsher rules, but should control some of the >> behavior in the game. It's become a more frequent problem and one that >> can't be resolved by a team that can't get a majority of the votes for a >> vote kick. >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > __________ Information from ESET NOD32 Antivirus, version of virus signature > database 3672 (20081208) __________ > > The message was checked by ESET NOD32 Antivirus. > > http://www.eset.com > > > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

