Do you think that it would be a good idea to be able to have two lobbies for
a versus map?
Each one with 4 players, for teams to play against each other... To use the
matchmaking as sort-of a league?

2008/12/8 Kitteny Berk <[EMAIL PROTECTED]>

> 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.
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>
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