Difference between revisions of "Item drop system"
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== Achievement Milestones == | == Achievement Milestones == | ||
[[Image:Backpack.jpg|right|thumb|300px|The Backpack, in which dropped items are stored]] | [[Image:Backpack.jpg|right|thumb|300px|The Backpack, in which dropped items are stored]] | ||
− | 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 | + | 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 | + | 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. |
== Item Drop System == | == Item Drop System == |
Revision as of 05:53, 9 July 2010
“ | Yes. I like this new weapon.
Click to listen
— The Heavy
|
” |
This page details Team Fortress 2's past, present, and future Item Drop System. It also lists the current achievement milestones through which players may unlock specific weapons.
Contents
Achievement Milestones
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.
Item Drop System
Old Item Drop 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 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.
Current Item Drop System
On April 20, 2010, the item drop system was changed. 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 some of the unused time will rollover to the following week.
Advantages and Disadvantages of an Item Drop System
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.
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. Additionally, the use of the -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, and Valve are yet to comment on this. However, it is expected their stance will be neutral, as it is a feature they created.
Backpack
Items picked up by the player are stored in the backpack, available in the loadout section of the Character Info and Setup menu. The backpack has a limited capacity of 100 slots, so it may be necessary to destroy or craft duplicates in order to make room for new weapons.
Crafting
Items received through either milestones or the random drop system can now be crafted into other weapons, hats, or tokens.
Milestones
In order of release:
Medic
Milestone 1
Achieve 10 of the achievements in the Medic pack. Reward: Blutsauger |
File:Tf medic achieve progress2.jpeg | Milestone 2
Achieve 16 of the achievements in the Medic pack. Reward: Kritzkrieg |
Milestone 3
Achieve 22 of the achievements in the Medic pack. Reward: Übersaw |
Pyro
Milestone 1
Achieve 10 of the achievements in the Pyro pack. Reward: Flare gun |
Milestone 2
Achieve 16 of the achievements in the Pyro pack. Reward: Backburner |
Milestone 3
Achieve 22 of the achievements in the Pyro pack. Reward: Axtinguisher |
Heavy
Milestone 1
Achieve 10 of the achievements in the Heavy pack. Reward: Sandvich |
Milestone 2
Achieve 16 of the achievements in the Heavy pack. Reward: Natascha |
Milestone 3
Achieve 22 of the achievements in the Heavy pack. Reward: K.G.B |
Scout
Milestone 1
Obtain 10 of the Scout achievements. Reward: Force-A-Nature |
Milestone 2
Obtain 16 of the Scout achievements Reward: Sandman |
Milestone 3
Obtain 22 of the Scout achievements Reward: Bonk! Atomic Punch |
Spy
Milestone 1
Obtain 5 of the Spy achievements. Reward: Ambassador |
Milestone 2
Obtain 11 of the Spy achievements Reward: Cloak and Dagger |
Milestone 3
Obtain 17 of the Spy achievements Reward: Dead Ringer |
Sniper
Milestone 1
Obtain 5 of the Sniper achievements. Reward: Huntsman |
Milestone 2
Obtain 11 of the Sniper achievements Reward: Jarate |
Milestone 3
Obtain 17 of the Sniper achievements Reward: Razorback |
Demoman
Milestone 1
Obtain 5 of the Demoman achievements. Reward: Chargin' Targe |
Milestone 2
Obtain 11 of the Demoman achievements. Reward: Eyelander |
Milestone 3
Obtain 17 of the Demoman achievements. Reward: Scottish Resistance |
Soldier
Milestone 1
Obtain 5 of the Soldier achievements. Reward: Equalizer |
Milestone 2
Obtain 11 of the Soldier achievements. Reward: Direct hit |
Milestone 3
Obtain 17 of the Soldier achievements. Reward: Buff Banner |
Engineer
Milestone 1
Achieve 5 of the achievements in the Engineer pack. Reward: Frontier Justice |
Milestone 2
Achieve 11 of the achievements in the Engineer pack. Reward: Gunslinger |
Milestone 3
Achieve 17 of the achievements in the Engineer pack. Reward: Wrangler |
External links
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