The current system was picked because it works best for the 360 version.
They obviously didn't have the time to come up with an entirely different
system that would work best for the PC version


On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith <[email protected]> wrote:

> I really like that idea. I love to know what ideas where kicked around why
> the current system was picked verses something like that.
>
> On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch <[email protected]>
> wrote:
>
> > If valve were to implement a system where the lobby grabbed a server
> BEFORE
> > the start game button was pressed, it could solve this problem, a little.
> >
> > Let's say that as soon as you make a lobby, L4D will find a server for
> you,
> > and tell you that a server has been found and reserved, and it has a
> timer
> > showing how much time you have left in this reservation (5 minutes?).
> >
> > If that system was created and implemented, then people would be able to
> > download the custom campaigns from the game server (or redirect server
> > specified in the game server)  that was grabbed WHILE IN THE LOBBY. Their
> > progress could be shared with everyone, meaning the leader would know
> when
> > everyone was ready to start. Then, they could just hit "Start the Game",
> > and
> > boom, connecting to a server, no time wasted searching for a server or
> > waiting for people to download the .vpk's, as they would be downloaded
> > while
> > the lobby is filling up.
> >
> > Before anyone points out holes in this system:
> > There could be a limit of how many people need to be in a lobby before a
> > server is found.
> > As long as people are downloading the .vpk, the server reservation would
> be
> > extended, and the leader could start the game before it runs out if
> people
> > haven't finished downloading.
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> >
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