This is an excellent idea, how likely is this to be included at launch? -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: 10 November 2008 19:36 To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status
In what we're building, this should be pretty straight-forward. Our thinking is that you'll tie a Steam group directly to your game server, and then allowing people inside of that group to browse and connect to it. The server would be able to pull people from this method, and from matchmaking at the same time. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith Sent: Monday, November 10, 2008 11:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status Would it be possible to add a feature, so that we could select our own server in the match making system? Rather than using someone else's server. That way some of us that like matchmaking can still use the matchmaking system with our own server. The sv_search_key feature is already in place. Why not add an option to the matchmaking lobby, so the lobby leader can select a server based on its sv_search_key setting. That alone would give me a lot more incentive to keep my dedicated servers up after the game is released. Its nice to be able to use our own servers. On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>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. > > _______________________________________________ > 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 _______________________________________________ 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