Difference between revisions of "Item drop system"

From Team Fortress Wiki
Jump to: navigation, search
m (Applied filters to Item drop system (Review RC#76130))
m (See also: Add Cheater's Lament)
 
(337 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{Quotation|'''The Heavy'''|Yes. I ''like'' this new weapon.|sound=Heavy_specialweapon09_Yes._I_like_this_new_weapon.wav}}
+
{{Hatnote|Not to be confused with the [[Item schema]].}}
[[File:Backpack case.png|right]]
+
{{Quotation|'''The Sniper''' upon receiving a random drop|*laughs* It's like Christmas morning.|sound=Sniper specialweapon08.wav}}
  
The '''item drop system''' is the system where players can obtain [[weapons]], [[hats]], or [[Miscellaneous items]] through playtime and [[achievement]] progress in ''[[Team Fortress 2]]''. It was first introduced with the [[May 21, 2009 Patch|''Sniper vs. Spy'' Update]].
+
[[File:Item_Drop.png|300px|right|thumb|A [[Reggaelator]] drop.]]
  
== History ==
+
The '''item drop system''' is the process of [[Items|item]] distribution within ''Team Fortress 2''. It distributes a random item to players on a regular basis until a weekly time-cap is reached.
{{anchor|Old Item Drop System}}
 
=== Former system ===
 
While keeping the Achievement Milestones already present for the [[Scout]], [[Pyro]], [[Heavy]] and [[Medic]], [[Valve]] implemented the random drop system to allow a balance of classes in the event of a class update. This system was patched into the game as part of the [[May 21, 2009 Patch|''Sniper vs. Spy'' Update]].
 
  
Valve calculated the average time a regular Team Fortress 2 player played, then came up with an unknown time which was used as a marker or set point. Every time a player had played for 25 minutes, the game randomly drew a decision for the player. If the player was lucky (25% per item chance) then they would get a randomly chosen weapon or item. If the player was unlucky, then they would have received no item that time. There was a separate timer that counted every 15,430 seconds (4 hours, 17 minutes, and 10 seconds) you had a 1 in 28 chance of receiving a hat. Every 25 minutes of play, a player had a 25% chance of receiving a random weapon. The average time for getting a single item was 1h 40min (including duplicates). Since weapons were granted via a random number generator, experience may vary.
+
This system was first introduced with the [[Sniper vs. Spy Update]] to change distribution from being dependent upon [[achievements]]. Its purpose was to improve accessibility to the expanding quantity of items within the game, while negating the need to achievement farm (meaning to perform out of context actions to gain achievements) or use third-party tools to falsify the obtaining of achievements. However, this system created another way of farming to obtain new items called [[idling]].
  
When first released, item drops would only occur if players were connected to the [[Steam|Steam Community]]. If a player was not signed into his or her friends list, or if Valve was performing maintenance on the Steam Community, the player would not receive item drops during that time. Valve changed this system at a later date, and item drops now occur for those who are not signed into the Steam Community.
+
As of the {{Patch name|7|11|2013}}, the item drop system has changed. Players must now accept new items dropped before proceeding to another item drop, in a move to prevent players from idling.
  
{{anchor|Current Item Drop System}}
+
== {{anchor|Current item drop system}} Current system ==
== Current system ==
+
[[File:Item drops graph.png|350px|right|thumb|A graph displaying the relationship between time and number of drops.]]
On April 20, 2010, the item drop system was changed.{{ref|url=http://www.teamfortress.com/post.php?id=3727}} Instead of rolling randomly at intervals to see if you got an item drop, now the system rolls to determine when your next item drop will occur. With this change, players are guaranteed to find items at fairly regular intervals. This was made because many players had unlucky streaks, where they didn't find any items for weeks. That isn't possible anymore. The drop rate was also increased, but now players have a limited playtime per week when they can receive drops. Playing beyond that amount won't find any more items, but any of the unused time will rollover to the following week.
+
[[File:Item drops frequency graph.png|350px|right|thumb|A bar chart displaying the distribution of item drops per week.]]
  
The actual weekly item cap appears to be ~6 each week with a daily drop cap of ~8.{{ref|http://tf2stats.net/forums/index.php/topic,14.0.html}} The system resets each player's item drop count around each Thursday, depending on your time zone.
+
The current item drop system was introduced on April 20, 2010.<ref>"[https://www.teamfortress.com/post.php?id=3727 Thanks for standin' still, wanker.]", [[TF2 Official Blog]], April 20, 2010.</ref> Players are guaranteed to find items at regular intervals of 30 to 70 minutes, with an average interval of 50 minutes.
  
=== Achievement Milestones ===
+
The system has a cap on the amount of playtime in which drops can occur. This cap has been estimated to be 10 hours each week. Playing beyond the cap will not yield additional items.<ref>https://web.archive.org/web/20181009202225/https://www.youtube.com/watch?v=51J2RSNeFHM#t=0m32s YouTube - About the new item drop system</ref> [[Mann Co. Supply Crate]]s and other usable items drop on a separate timer, meaning that these items do not affect the interval between regular drops.<ref>[https://web.archive.org/web/20110826111931/http://forums.steampowered.com/forums/showthread.php?t=1466323 Crate drops don't count as normal drops], [[Steam Users' Forums|Steam Users' Forum]] post by [https://web.archive.org/web/20170604233735/http://forums.steampowered.com/forums/member.php?u=551252 zoli700], October 3, 2010.</ref><ref>[https://web.archive.org/web/20140209123322/http://img839.imageshack.us/img839/1910/emailb.jpg E-mail by Robin Walker on the crate drop system]</ref> The system resets each player's playtime cap every Thursday at approximately 00:00 (midnight) GMT. If a player plays less than the playtime cap in a week, their leftover time is added to the next week, so a player who does not play for one week receives twice as many items the following week. The amount of time a player can save up is capped at double the allotment of a single week (roughly 20 hours).
On April 29, 2008, Valve unveiled a set of three unlockable weapons as part of their [[Gold Rush]] Update. These weapons were unlocked by completing a set number of achievements, resulting in an achievement milestone. There were three achievement milestones in all, with each successive one requiring more achievements. Once each milestone was unlocked the player received the set weapon that came with that achievement milestone. The final weapon was initially only available once players had completed every single achievement available. This saw the number of achievements needed for all three milestones reduced after player statistics showed that only a small number of players possessed the new weapons.
 
  
It soon became apparent there were flaws with this system. For example, many players who wanted access to the new weapons but did not wish to invest the large amounts of time needed to grind for all the achievements. These players would either join achievement servers (servers with custom maps built to facilitate the earning of achievements) to earn their achievements and get their weapons faster than those who played the game normally or join regular servers as the updated class, playing with the intent of completing achievements. Both of these situations would result in servers becoming overcrowded with players all playing as a single class, which disrupted gameplay for many players. On May 21, 2009, Valve implemented a new system of random drops for unlockable items and discontinued the milestone system.  After an outcry from the community, Valve fell back to the Achievement Milestones for the Sniper and Spy weapons in the the [[May 29, 2009 Patch]].  This milestone system has since been used in the WAR! Update and also appeared in the Engineer update.
+
In order for a player to receive an item drop, they must be "actively playing" i.e they meet all of the following criteria:
  
{{anchor|Advantages and Disadvantages of an Item Drop System}}
+
* Is connected to a VAC secured server.
== Advantages and disadvantages ==
+
* Is responding to in-game drop notifications while not utilizing external programs to do so.
A positive aspect of the system is that it allows new and old players alike to earn unlockable weapons by investing play time. It also allows players to play as any class, since as long as they are racking up game-time, the player is eligible for an item drop. This removed some of the necessity for achievement servers. It also allowed for a better balance of classes on servers.
+
* Is running only one instance of the game.
 +
* Is not in textmode.<ref>"[https://www.teamfortress.com/post.php?id=11105 An Active Solution to an Idle Threat.]", TF2 Official Blog, July 17, 2013.</ref>
  
While the system has addressed several of the problems of unlockable items being tied solely to milestones, it also has its share of flaws. Many players who were already experienced with the game already possessed most or all of the unlockable weapons, resulting in many players receiving unwanted duplicates. Also, achievement servers are still in use, now consisting of maps which allow large numbers of players to stand idle, increasing their game-time and allowing them to unlock new items without actively playing. Several user-made programs also allow players to idle with added functions such as displaying statistics and items earned during this period but Valve changed their user policy to reflect their stance that using such programs is considered cheating.{{ref|url=http://www.teamfortress.com/post.php?id=2787}}
+
The dropped items are stored in the [[backpack]] after the player's death, while visiting the Main Menu, after a [[Trading|trade]] is completed, if the [[Mann Co. Store]] is opened, or if ten [[Dueling Mini-Game|duels]] are won. If the player leaves the server after receiving an item, but before storing it in the backpack, a notification alerts the player of the new item(s) when the Main Menu is visited the next time. New item notifications must be dismissed before any further new items can be found. Occasionally, dropped, traded, or crafted items may get stuck "in limbo" and may not immediately appear in the player's backpack. This may occur on instant respawn servers blocking the "New Item Found!" screen pop-up. Visiting the Mann. Co. Store, pressing Esc. to bring up the menu, or disconnecting from the server usually restores these items to the player's backpack.
  
Additionally, the use of the {{code|-textmode}} game launch parameter launches the game with only a command console window displaying. This allows for almost the same function as the third-party program. However, given that Valve has stated that the removal of idling programs was down to the use of third-party programs themselves, it is unlikely that any action will be taken.
+
While it has always been perceived that each weapon has an equal chance of being dropped to the player, it appears that certain weapons that form part of an [[Item sets|item set]] drop more or less often than others. It is not known exactly which of these weapons are rarer or more common.<ref>[https://web.archive.org/web/20161001083001/http://i993.photobucket.com/albums/af54/hammbone87/EMAIL.jpg E-mail by Robin Walker about item drop system]</ref>
  
== Backpack ==
+
Under the [[Account types|Free-To-Play system]] introduced in the [[Über Update]], free players receive only limited item drops (with no rare or cosmetic items) until they upgrade to [[Premium]] status, upon which they gain access to the full item drop system.<ref>[https://www.teamfortress.com/freetoplay/faq.php Team Fortress 2: Free-to-Play FAQ]</ref>
[[File:Backpack.jpg|thumb|The backpack screen showing the spots where items are stored.]]
 
The backpack is where dropped items are stored, and can be used by players to equip items for play in the ''Loadout'' menu. The backpack has a limited capacity of 100 slots, so it may be necessary to destroy or [[crafting|craft]] duplicates in order to make room for new weapons or items.
 
  
== Milestones ==
+
== {{anchor|Advantages and disadvantages of an item drop system}} Advantages and disadvantages ==
In order of release:
+
A positive aspect of the system is that it allows new and old players alike to earn unlockable weapons by investing playtime. It allows players to play as any class, since as long as they are racking up gametime the player is eligible for an item drop.
=== Medic ===
 
{|
 
|[[Image:Tf medic achieve progress1.png|64px]]
 
|'''Milestone 1'''
 
Achieve 10 of the achievements in the Medic pack.
 
  
'''Reward:''' [[Blutsauger]]
+
However, many players receive unwanted duplicates. This issue was eventually resolved by the introduction of the [[crafting]] system, and later by the [[trading]] system, allowing players to respectively craft and trade many of the available items (with some exceptions) with each other.<ref>"[https://www.teamfortress.com/post.php?id=2787 Incoming!]", TF2 Official Blog, September 2, 2009.</ref>
|}
 
{|
 
|[[Image:Tf medic achieve progress2.jpeg]]
 
|'''Milestone 2'''
 
Achieve 16 of the achievements in the Medic pack.
 
  
'''Reward:''' [[Kritzkrieg]]
+
== Achievement Milestones ==
|}
+
On April 29, 2008, Valve unveiled a set of three unlockable weapons as part of the [[April 29, 2008 Patch|Gold Rush Update]]. These weapons were unlocked by completing a set number of achievements, which completed an Achievement Milestone. There were three Achievement Milestones in all, with each successive one requiring more achievements. Once a milestone was unlocked, the player received the individual set weapon that came with that milestone. This requirement was later lowered to reduce players from [[Glossary of player terms‎#Grinding|grinding]] achievements just to get the new unlocks.
{|
 
|[[Image:Tf medic achieve progress3.png|64px]]
 
|'''Milestone 3'''
 
Achieve 22 of the achievements in the Medic pack.
 
  
'''Reward:''' [[Übersaw]]
+
On May 21, 2009, Valve implemented a new system of random drops for unlockable items, and originally discontinued the milestone system. Valve soon fell back to the Achievement Milestones, now coupled with the item drop system, for the Sniper and Spy weapons in the {{Patch name|5|29|2009}}. This milestone system has since been used in the [[WAR! Update]] as well as in the [[Engineer Update]].
|}
 
----
 
=== Pyro ===
 
{|
 
|[[Image:Pyro achieve progress1.png|progress 1|64px]]
 
|'''Milestone 1'''
 
Achieve 10 of the achievements in the Pyro pack.
 
  
'''Reward:''' [[Flare Gun]]
+
== History ==
|}
+
=== {{anchor|Old item drop system}} Former system ===
{|
+
[[File:Backpack case early.png|thumb|The backpack icon used before the [[Mann-Conomy Update]].]]
|[[Image:Pyro achieve progress2.png|progress 2|64px]]
 
|'''Milestone 2'''
 
Achieve 16 of the achievements in the Pyro pack.
 
  
'''Reward:''' [[Backburner]]
+
While keeping the Achievement Milestones already present for the [[Scout]], [[Pyro]], [[Heavy]], and [[Medic]], [[Valve]] implemented the random drop system to maintain class balance in the event of a class update. This system was patched into the game as part of the [[Sniper vs. Spy Update]] on May 21, 2009.
|}
 
{|
 
|[[Image:Pyro achieve progress3.png|progress 3|64px]]
 
|'''Milestone 3'''
 
Achieve 22 of the achievements in the Pyro pack.
 
  
'''Reward:''' [[Axtinguisher]]
+
Valve calculated the average time a regular ''Team Fortress 2'' player played, then came up with a standard time which was used as a marker or set point. Every 25 minutes of gameplay, the game calculated a random number to determine whether the player would receive a weapon. If the player was lucky (25% per item chance), then they would find a randomly chosen item. If the player was unlucky (75% chance), then they would receive nothing and the timer would reset. In addition, there was a separate timer which ran on a 15,430 second (4 hours, 17 minutes, and 10 seconds) interval which gave an additional 1 in 28 chance of receiving a hat. The average time for finding a single item was 1 hour and 40 minutes (including duplicates). Since weapons were granted via a random number generator, experiences varied.
|}
 
----
 
  
=== Heavy ===
+
When first released, item drops would only occur if players were connected to the [[Steam|Steam Community]]. If the player was not signed into their friends list, or if Valve was performing maintenance on the Steam Community, the player would not receive any item drops during that time. Additionally, if a player was connected to a server that had lost connection to Steam, item drops would not occur until the server reestablished its connection.
{|
 
|[[Image:HeavyMilestone1.png|64px]]
 
|'''Milestone 1'''
 
Achieve 10 of the achievements in the Heavy pack.
 
  
'''Reward:''' [[Sandvich]]
+
The old system resulted in unlucky streaks for some players where no items were found for long periods of time. The [[#Current system|current system]] has removed this possibility and increased the rate at which items drop.
|}
 
{|
 
|[[Image:HeavyMilestone2.png|64px]]
 
|'''Milestone 2'''
 
Achieve 16 of the achievements in the Heavy pack.
 
  
'''Reward:''' [[Natascha]]
+
=== Double Drop-Rate Week ===
|}
+
On December 22, 2010, Valve announced that the item drop rate would double between December 23, 2010 and December 30, 2010. All players during that period were also awarded a [[Stocking Stuffer Key]].<ref>"[https://www.teamfortress.com/post.php?id=4822 Additional Time Has Been Awarded]", TF2 Official Blog, December 22, 2010.</ref>
{|
 
|[[Image:HeavyMilestone3.png|64px]]
 
|'''Milestone 3'''
 
Achieve 22 of the achievements in the Heavy pack.
 
  
'''Reward:''' [[K.G.B]]
+
A second Double Drop-Rate Week was announced on June 2, 2011, which lasted from June 3, 2011 through June 10, 2011.<ref>"[https://teamfortress.com/post.php?id=5604&p=1 Double Drop Week]", TF2 Official Blog, June 2, 2011</ref>
|}
 
----
 
  
=== Scout ===
+
A third Double Drop-Rate Week was announced on December 14, 2011, lasting from December 15, 2011 through December 21, 2011 to coincide with the Australian Christmas 2011 update.<ref>"[https://www.teamfortress.com/post.php?id=7005 Happy Australian Christmas Eve]", TF2 Official Blog, December 14, 2011</ref>
{|
 
|[[Image:Tf scout achieve progress1.png|64px]]
 
|'''Milestone 1'''
 
Obtain 10 of the Scout achievements.
 
  
'''Reward:''' [[Force-A-Nature]]
+
== Gallery ==
|}
+
<gallery>
{|
+
File:First Double Drop-Rate Week.png|Promo image of first Double Drop-Rate Week.
|[[Image:Tf scout achieve progress2.png|64px]]
+
File:Second Double Drop-Rate Week.png|Promo image of second Double Drop-Rate Week.
|'''Milestone 2'''
+
File:News item 2010-11-09 Item System Downtime 11~9~2010.png|In-game notification of planned downtime.
Obtain 16 of the Scout achievements
+
</gallery>
  
'''Reward:''' [[Sandman]]
+
== Non-dropping items ==
|}
+
{{Weapons drop list‎}}
{|
 
|[[Image:Tf scout achieve progress3.png|64px]]
 
|'''Milestone 3'''
 
Obtain 22 of the Scout achievements
 
  
'''Reward:''' [[Bonk! Atomic Punch]]
+
== Cosmetics obtainable through drops ==
|}
+
{{Cosmetic can drop list}}
----
 
=== Spy ===
 
{|
 
|[[Image:Tf spy achieve progress1.png|64px]]
 
|'''Milestone 1'''
 
Obtain 5 of the Spy achievements.
 
  
'''Reward:''' [[Ambassador]]
+
== Paints obtainable through drops ==
|}
+
{{Droptainable paints}}
{|
 
|[[Image:Tf spy achieve progress2.png|64px]]
 
|'''Milestone 2'''
 
Obtain 11 of the Spy achievements
 
  
'''Reward:''' [[Cloak and Dagger]]
+
== Tools obtainable through drops ==
|}
+
{{Tools can drop list}}
{|
 
|[[Image:Tf spy achieve progress3.png|64px]]
 
|'''Milestone 3'''
 
Obtain 17 of the Spy achievements
 
  
'''Reward:''' [[Dead Ringer]]
+
== Backpack ==
|}
+
{{main|Backpack}}
----
 
=== Sniper ===
 
{|
 
|[[Image:Tf sniper achieve progress1.png|64px]]
 
|'''Milestone 1'''
 
Obtain 5 of the Sniper achievements.
 
  
'''Reward:''' [[Huntsman]]
+
== Update history ==
|}
+
{{Update history|
{|
+
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
|[[Image:Tf sniper achieve progress2.png|64px]]
+
* Added the item drop system.
|'''Milestone 2'''
 
Obtain 11 of the Sniper achievements
 
  
'''Reward:''' [[Jarate]]
+
'''{{Patch name|3|19|2010}}'''
|}
+
* {{Undocumented}} Miscellaneous items are now found according to the hat drop rate, rather than the weapon drop rate.
{|
 
|[[Image:Tf sniper achieve progress3.png|64px]]
 
|'''Milestone 3'''
 
Obtain 17 of the Sniper achievements
 
  
'''Reward:''' [[Razorback]]
+
'''{{Item schema|4|20|2010}}'''
|}
+
* Updated the random drop system to the current system.
----
 
=== Demoman ===
 
{|
 
|[[Image:Tf demo achieve progress1.png|64px]]
 
|'''Milestone 1'''
 
Obtain 5 of the Demoman achievements.
 
  
'''Reward:''' [[Chargin' Targe]]
+
'''{{Patch name|12|23|2010}}'''
|}
+
* {{Undocumented}} Doubled the item drop rate for the next week (December 23, 2010 until December 30, 2010).
{|
 
|[[Image:Tf demo achieve progress2.png|64px]]
 
|'''Milestone 2'''
 
Obtain 11 of the Demoman achievements.
 
  
'''Reward:''' [[Eyelander]]
+
'''{{Patch name|6|3|2011}}'''
|}
+
* Doubled the item drop rate for the next week (June 3, 2011 until June 10, 2011).
{|
 
|[[Image:Tf demo achieve progress3.png|64px]]
 
|'''Milestone 3'''
 
Obtain 17 of the Demoman achievements.
 
  
'''Reward:''' [[Scottish Resistance]]
+
'''{{Patch name|7|10|2013}}'''
|}
+
* The item drop system now requires you to accept new items and dismiss the new item notification before new items can be found.
  
----
+
'''{{Patch name|4|1|2014}}'''
=== Soldier ===
+
* Crate drop rates have been significantly lowered.
{|
 
|[[Image:Tf soldier achieve progress1.png|64px]]
 
|'''Milestone 1'''
 
Obtain 5 of the Soldier achievements.
 
  
'''Reward:''' [[Equalizer]]
+
'''{{Patch name|2|11|2015}}'''
|}
+
* Fixed players not receiving timed drops when running the game in Ukrainian.
{|
 
|[[Image:Tf soldier achieve progress2.png|64px]]
 
|'''Milestone 2'''
 
Obtain 11 of the Soldier achievements.
 
  
'''Reward:''' [[Direct Hit]]
+
'''{{Patch name|2|11|2015}} #2'''
|}
+
* {{Undocumented}} Special taunts no longer drop for [[Account types|Premium account]] players.
{|
+
}}
|[[Image:Tf soldier achieve progress3.png|64px]]
 
|'''Milestone 3'''
 
Obtain 17 of the Soldier achievements.
 
  
'''Reward:''' [[Buff Banner]]
+
== Trivia ==
|}
+
* Random Drop cards and spaces are used in ''[[Monopoly: Team Fortress 2]]'' instead of Chance.
  
----
+
== See also ==
=== Engineer ===
+
* [[Items]]
 +
* [[Idling]]
 +
* [[Mann Co. Supply Crate]]
 +
* [[Cheater's Lament]]
  
{|
+
== External links ==
|[[Image:Engineer progress1.jpg|64px]]
+
* [https://www.teamfortress.com/post.php?id=2535 TF2 Official Blog &ndash; May 22, 2009 &ndash; "Every one of you deserves a medal!"] by Erik Johnson, explaining in detail the reasoning for the item drop system.
|'''Milestone 1'''
+
* [https://www.teamfortress.com/post.php?id=3727 TF2 Official Blog &ndash; April 20, 2010 &ndash; "Thanks for standin still, wanker."] by Erik Johnson, announcing and explaining the updated drop system.
Achieve 5 of the achievements in the Engineer pack.
+
* [https://teamfortress.com/post.php?id=4822 TF2 Official Blog &ndash; December 22, 2010 &ndash; "Additional time has been awarded"] by the [[Administrator]], announcing Double Drop-Rate week and Ms. Pauling's [[Stocking Stuffer Key|"stocking stuffer"]].
 +
* [https://teamfortress.com/post.php?id=5604 TF2 Official Blog &ndash; June 2, 2011 &ndash; "Double Drop Week"] by the TF2 Team, announcing the second Double Drop-Rate Week.
  
'''Reward:''' [[Frontier Justice]]
+
== References ==
|}
+
<references/>
  
{|
+
[[Category:Achievements]]
|[[Image:Engineer progress2.jpg‎|64px]]
 
|'''Milestone 2'''
 
Achieve 11 of the achievements in the Engineer pack.
 
 
 
'''Reward:''' [[Gunslinger]]
 
|}
 
 
 
{|
 
|[[Image:Engineer progress3.jpg‎|64px]]
 
|'''Milestone 3'''
 
Achieve 17 of the achievements in the Engineer pack.
 
 
 
'''Reward:''' [[Wrangler]]
 
|}
 
 
 
== External links ==
 
* [http://www.teamfortress.com/post.php?id=2535 TF2 Official Blog &ndash; May 22, 2009 &ndash; "Every one of you deserves a medal!"] by Erik Johnson, explaining in detail the reasoning behind the change in the item drop system.
 
 
 
{{Languages}}
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
[[Category:Achievements]]
+
[[Category:Items| ]]

Latest revision as of 19:39, 18 June 2024

Not to be confused with the Item schema.
*laughs* It's like Christmas morning.
The Sniper upon receiving a random drop
A Reggaelator drop.

The item drop system is the process of item distribution within Team Fortress 2. It distributes a random item to players on a regular basis until a weekly time-cap is reached.

This system was first introduced with the Sniper vs. Spy Update to change distribution from being dependent upon achievements. Its purpose was to improve accessibility to the expanding quantity of items within the game, while negating the need to achievement farm (meaning to perform out of context actions to gain achievements) or use third-party tools to falsify the obtaining of achievements. However, this system created another way of farming to obtain new items called idling.

As of the July 11, 2013 Patch, the item drop system has changed. Players must now accept new items dropped before proceeding to another item drop, in a move to prevent players from idling.

Current system

A graph displaying the relationship between time and number of drops.
A bar chart displaying the distribution of item drops per week.

The current item drop system was introduced on April 20, 2010.[1] Players are guaranteed to find items at regular intervals of 30 to 70 minutes, with an average interval of 50 minutes.

The system has a cap on the amount of playtime in which drops can occur. This cap has been estimated to be 10 hours each week. Playing beyond the cap will not yield additional items.[2] Mann Co. Supply Crates and other usable items drop on a separate timer, meaning that these items do not affect the interval between regular drops.[3][4] The system resets each player's playtime cap every Thursday at approximately 00:00 (midnight) GMT. If a player plays less than the playtime cap in a week, their leftover time is added to the next week, so a player who does not play for one week receives twice as many items the following week. The amount of time a player can save up is capped at double the allotment of a single week (roughly 20 hours).

In order for a player to receive an item drop, they must be "actively playing" i.e they meet all of the following criteria:

  • Is connected to a VAC secured server.
  • Is responding to in-game drop notifications while not utilizing external programs to do so.
  • Is running only one instance of the game.
  • Is not in textmode.[5]

The dropped items are stored in the backpack after the player's death, while visiting the Main Menu, after a trade is completed, if the Mann Co. Store is opened, or if ten duels are won. If the player leaves the server after receiving an item, but before storing it in the backpack, a notification alerts the player of the new item(s) when the Main Menu is visited the next time. New item notifications must be dismissed before any further new items can be found. Occasionally, dropped, traded, or crafted items may get stuck "in limbo" and may not immediately appear in the player's backpack. This may occur on instant respawn servers blocking the "New Item Found!" screen pop-up. Visiting the Mann. Co. Store, pressing Esc. to bring up the menu, or disconnecting from the server usually restores these items to the player's backpack.

While it has always been perceived that each weapon has an equal chance of being dropped to the player, it appears that certain weapons that form part of an item set drop more or less often than others. It is not known exactly which of these weapons are rarer or more common.[6]

Under the Free-To-Play system introduced in the Über Update, free players receive only limited item drops (with no rare or cosmetic items) until they upgrade to Premium status, upon which they gain access to the full item drop system.[7]

Advantages and disadvantages

A positive aspect of the system is that it allows new and old players alike to earn unlockable weapons by investing playtime. It allows players to play as any class, since as long as they are racking up gametime the player is eligible for an item drop.

However, many players receive unwanted duplicates. This issue was eventually resolved by the introduction of the crafting system, and later by the trading system, allowing players to respectively craft and trade many of the available items (with some exceptions) with each other.[8]

Achievement Milestones

On April 29, 2008, Valve unveiled a set of three unlockable weapons as part of the Gold Rush Update. These weapons were unlocked by completing a set number of achievements, which completed an Achievement Milestone. There were three Achievement Milestones in all, with each successive one requiring more achievements. Once a milestone was unlocked, the player received the individual set weapon that came with that milestone. This requirement was later lowered to reduce players from grinding achievements just to get the new unlocks.

On May 21, 2009, Valve implemented a new system of random drops for unlockable items, and originally discontinued the milestone system. Valve soon fell back to the Achievement Milestones, now coupled with the item drop system, for the Sniper and Spy weapons in the May 29, 2009 Patch. This milestone system has since been used in the WAR! Update as well as in the Engineer Update.

History

Former system

The backpack icon used before the Mann-Conomy Update.

While keeping the Achievement Milestones already present for the Scout, Pyro, Heavy, and Medic, Valve implemented the random drop system to maintain class balance in the event of a class update. This system was patched into the game as part of the Sniper vs. Spy Update on May 21, 2009.

Valve calculated the average time a regular Team Fortress 2 player played, then came up with a standard time which was used as a marker or set point. Every 25 minutes of gameplay, the game calculated a random number to determine whether the player would receive a weapon. If the player was lucky (25% per item chance), then they would find a randomly chosen item. If the player was unlucky (75% chance), then they would receive nothing and the timer would reset. In addition, there was a separate timer which ran on a 15,430 second (4 hours, 17 minutes, and 10 seconds) interval which gave an additional 1 in 28 chance of receiving a hat. The average time for finding a single item was 1 hour and 40 minutes (including duplicates). Since weapons were granted via a random number generator, experiences varied.

When first released, item drops would only occur if players were connected to the Steam Community. If the player was not signed into their friends list, or if Valve was performing maintenance on the Steam Community, the player would not receive any item drops during that time. Additionally, if a player was connected to a server that had lost connection to Steam, item drops would not occur until the server reestablished its connection.

The old system resulted in unlucky streaks for some players where no items were found for long periods of time. The current system has removed this possibility and increased the rate at which items drop.

Double Drop-Rate Week

On December 22, 2010, Valve announced that the item drop rate would double between December 23, 2010 and December 30, 2010. All players during that period were also awarded a Stocking Stuffer Key.[9]

A second Double Drop-Rate Week was announced on June 2, 2011, which lasted from June 3, 2011 through June 10, 2011.[10]

A third Double Drop-Rate Week was announced on December 14, 2011, lasting from December 15, 2011 through December 21, 2011 to coincide with the Australian Christmas 2011 update.[11]

Gallery

Non-dropping items


Cosmetics obtainable through drops

Paints obtainable through drops

Paints obtainable through the item drop system
Picture Name Color Picture Name Color
Paint Can 729E42.png Indubitably Green #729E42 Paint Can 7D4071.png A Deep Commitment to Purple #7D4071
Paint Can CF7336.png Mann Co. Orange #CF7336 Paint Can A57545.png Muskelmannbraun #A57545
Paint Can 51384A.png Noble Hatter's Violet #51384A Paint Can C5AF91.png Peculiarly Drab Tincture #C5AF91
Paint Can 7E7E7E.png Aged Moustache Grey #7E7E7E Paint Can 694D3A.png Radigan Conagher Brown #694D3A
Paint Can E7B53B.png Australium Gold #E7B53B Paint Can D8BED8.png Color No. 216-190-216 #D8BED8
Paint Can 7C6C57.png Ye Olde Rustic Colour #7C6C57 Paint Can 424F3B.png Zepheniah's Greed #424F3B


Tools obtainable through drops

Some tools used to be available via random drops, but have since become unobtainable through this method.


Backpack

Main article: Backpack

Update history

May 21, 2009 Patch (Sniper vs. Spy Update)
  • Added the item drop system.

March 19, 2010 Patch

  • [Undocumented] Miscellaneous items are now found according to the hat drop rate, rather than the weapon drop rate.

April 20, 2010 [Item schema update]

  • Updated the random drop system to the current system.

December 23, 2010 Patch

  • [Undocumented] Doubled the item drop rate for the next week (December 23, 2010 until December 30, 2010).

June 3, 2011 Patch

  • Doubled the item drop rate for the next week (June 3, 2011 until June 10, 2011).

July 10, 2013 Patch

  • The item drop system now requires you to accept new items and dismiss the new item notification before new items can be found.

April 1, 2014 Patch

  • Crate drop rates have been significantly lowered.

February 11, 2015 Patch

  • Fixed players not receiving timed drops when running the game in Ukrainian.

February 11, 2015 Patch #2

Trivia

See also

External links

References