Left 4 Dead Patched: Dedicated Server Searching, Difficulty Settings Addressed
by Nick Breckon, Dec 04, 2008 6:17pm PSTValve has just released a minor patch to Left 4 Dead, which addresses frustrations some users have reported with both the Versus mode and co-op difficulty settings.
In response to the nearly-impossible task of completing a stage on Expert difficulty in Versus mode, the difficulty has now been locked to Normal altogether. In co-op mode, the server will now switch to whatever difficulty the party has selected.
The full changes are copied below:
Finding a dedicated server when starting the game from a lobby is now faster and more reliable
Versus mode is now locked to Normal difficulty
Difficulty on a server is now locked to the one set by the lobby reservation
Fixed lagouts/spikes after level transition
Fixed directory issue with spray logs in some cases
Fixed video settings not saving after closing video options dialog
Corrected a boomer suicide exploit
Several minor localization fixes
Fixed disabling cheats incorrectly resetting data
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I spawned as a tank at the mercy finale, I hit a survivor, he flew to the side of the hospital and started dangling off the side.
I started feeling kinda bad, and went to help him up...It worked and he shot me, I paniced and hit him again, this time sending him off the building completely.
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1. Is it true that "Dead Air" is not a versus map? We got into a dedicated server for that campaign on Expert and half-way it turned into Versus Map, we didn't notice until we got to the first safe house and everyone switched side to Infected.
2. Does healing allies gives them a boost of HP?
3. Setting a tank on fire slows it down? I also heard that fire does 2x the damage to the tank especially.
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A melee attack should not stop a hunter pouncing on you in versus. The momentum alone of the hunter could not be stopped by swinging at them. Some people just start meleeing constantly in versus when they hear a hunter, and become almost impossible to pounce on (except from behind, but even then, they back up to a wall to prevent that as well).
Once a hunter is on you, though, another person meleeing the hunter should remove the hunter as it currently does.
Valve should also do something to address people meleeing a horde away, or hiding in closets and constantly meleeing. Either make it so that only the first two zombies that you hit get knocked back, or that you can only knock back a particular zombie back once, and after that it won't get knocked back because it 'grabs on', or make it so that even though you knock back a zombie, you take a small amount of damage (1 point, or maybe 1 point if you knock back more than 2 zombies), so that continuously knocking back zombies is a loosing strategy.
Also, melee should do much less (1/2?) the damage that it currently does. Three hits should not be able to stop a zombie. They should add some type of melee weapons (findable) it they want a melee weapon that does the current damage (baseball bat, tire iron, machete, 2x4).
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