Since the release of the Lost Planet multiplayer demo on  Xbox Live marketplace over the Thanksgiving weekend, Capcom has received an  amazing amount of feedback and suggestions for the online portion of the game.  Our development team has been listening and has not only already made several  key changes, but will also be working on a patch that will be available when the  game launches in North America and Europe on Jan. 12. The fixes will mostly  address Lobby and Matchmaking functionality of the game, adding some elements  not included in the demo (as always, demos are a work in progress) and slightly  revising others.
Some of these changes had already been anticipated by  the team and were included in the final gold master of the game. Others have  come straight from the hundreds of thousands of people playing the multiplayer  demo. Capcom has been reading boards, emails and blogs, collecting thoughts and  ideas directly from our growing community. Capcom would like to thank all of  those people who have taken the time to share their thoughts on Lost Planet; the  game is now that much stronger for it.
We recently let people know that the team had fixed text  display for players with standard definition TVs. The Lobby and Matchmaking system will undergo some  major updates to the systems seen in the Multiplayer Demo, based on user  feedback.  Changes include:
Full details on all these great new additions  follow.
Navigation  Changes
In the demo version of Lost Planet, selecting Player  Match presents three options: Quick Match for searching for all available games,  Custom Match for defining search criteria to search for specific game types, and  Create Match to create and host a match. This step remains the same in the final  version.
Searching for a game brings up a list of open matches.  This screen will undergo a number of changes.
First of all, due to user feedback, next to the name of each host hosting a match will be  a readout of the number of players already in the room compared to  the maximum number of players allowed, so players will know how full a room is  before they enter.
The second update will be that if the player tries to  enter a room that has been closed or where the match has already begun, the  player will not be forced back out to the first player match menu to then  re-search for games.. Rather, the player will  be able to immediately browse and select a different session to join.  
There will also be a button set to allow the player to Refresh the match  list without having to perform a Quick Match search again.  
Post Game Lobby, Rematches and Friend  Invites
The second major area to receive an update based on user  feedback is the addition of a post-game lobby  where players can rematch. We heard you.
Currently in the demo, after a match is over the scores  are shown. This screen shows the team placement for Team Elimination matches, as  well as individual rankings and points, and the user’s own stats such as Kills  and Deaths. When players exit this screen, they are taken back to the Online  menu where they can select Ranked or Player match or any of the other menu  options (Ranked and other options are currently greyed out in the demo).  
However the game will be updated to give all players in a match the option to play again  with the same players. If the player that hosted the match opts not  to play again, the game will be closed and all players will have to search for a  new match to join. But if the match host opts to continue and rematch, anyone  else who elects to rematch will be taken back to the host’s lobby, and the match  will be open for new players to join.
Rematches will use the same match settings as originally  set, including the stage. However, if the stage is set to Random, this will  select a new stage at random with each match, much like Gears of War cycles  through the stages in order when the stage is set to Custom Cycle. So players  can continue to play with the same game type and same people, letting the game  switch the stage each time. In order to change the game settings, the match must  be disbanded and created again with the desired settings, just like in Gears of  War (this is an annoying feature in Gears of War that may change with the  upcoming update – if changed, our explanation will also need to change).  
Additionally, one option available in the retail release  but not seen in the demo version is the ability to invite friends and reserve  slots through Private Slots. 
When setting up a match, the host will have the ability  to reserve Private Slots for friends up to  the max number of allowed players to allow Friends special access.  With this, it is possible to hold completely private matches, and matches with  enough slots for friends with room for additional players.  
Combined with the Rematch option, players will be able  to stick with their friends through multiple games.  
So, if you wanted a fully private game in a party  setting, all a host would have to do is specify that all 16 slots are reserved  for friends and invite them in, set the map to random, and enjoy your session.   If you wanted a semi-private game, but wanted to max out or increase the number  of players beyond that of your friends, you can do that too by specifying a  lower number of players for friend slots and letting Xbox Live fill in the rest.  
Team Formation  Changes
The next major set of updates is being made to the match  launch countdown screen. 
First of all, it was noted that the text for the  Gamertags listed in the middle of the screen, showing which team each player is  on with the option to change teams (when the Change Team option is turned on,  something that was not available in the demo but that will be available in the  final version), is currently small and difficult to read on SDTVs. The size of the text will be increased  dramatically. However the development team has noted that in the  event a game, such as Fugitive, has 1 player versus 15, the 15 names for the one  team may spill over to outside the list area and possibly cover up the team  name. But this unavoidable issue is minor and most likely will not be a probably  for the majority of matches. 
Additionally, another point that was raised regarding  the match launch countdown screen was team selection. Currently there is no team  switching available in the Demo version. However in the final version, the team  selection will take place on this screen. Players will be able to press the  button corresponding to the team they wish to join (2~4 teams).  
When team switching is set to ON, the  countdown timer will give participants 20 seconds to finalize teams on this  screen. When team switching  is set to OFF, players will be given 10 seconds to view the team list and  confirm team sides and teammates.