Quickplay throw me to a server with 3 bots yesterday. "Find running game" throws me in a running game with humans.
> What he's saying is that via the server browser, there is no guarantee > that > any more players will join the game...thus you have only bots to help you. > With the matchmaking system, if someone hits quickplay, it will drop them > into a game already in progress. > > Also, there seems to be a bug on loading of the second map in Windows > where > the game will intermittently disconnect and reconnect for some > clients...can > anyone reproduce this? > > http://forums.steampowered.com/forums/showthread.php?t=747876 > > On Tue, Nov 11, 2008 at 6:40 PM, Dj Satane <[EMAIL PROTECTED]> wrote: > >> Let me get something straight, Erik wrote: " 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." >> >> Erik, you don't explain the matchmaking how it solves the problem you >> are talking about. How does "console style" matchmaking solves the >> problem >> of people leaving a left 4 dead game? How does server browser supposedly >> does not solve this problem? >> >> 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