It's true! Valve does love us! :D

Erik Johnson wrote:
> 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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