Difference between revisions of "Item drop system/ko"

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(Translated by a translator. (Do not use a translator.))
('너무' 오래된 내용에 따른 기존의 내용 완전 제거, 일부 번역, 패치 항목 연결 방식 수정)
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{{trans|korean}}  
 
{{trans|korean}}  
{{DISPLAYTITLE:아이템 획득 체제}}
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{{Quotation|'''헤비'''|그래. 난 이 새로운 무기가 '좋아'.|sound=Heavy_specialweapon09.wav}}
{{Quotation|'''헤비'''|그래! 난 이 무기가 정말 좋아.|sound=Heavy_specialweapon09.wav}}
 
[[File:Backpack case.png|right]]
 
  
'''아이템 획득 체제'''는 팀 포트리스 2 에서 쉽게 수 많은 [[item/ko|아이템]] 을 얻고 클래스 업데이트간의 클래스간 형평성을 유지하기 위해서 내놓은 체제입니다. 이 체제는 [[May 21, 2009 Patch/ko|''스나이퍼 vs 스파이'' 업데이트]] 에 처음 공개되었으며 라이트 유저와 헤비 유저간의 차이와 [[idling/ko|아이들링]]을 무산시키기 위해서 바뀌었습니다.
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[[File:Item_Drop.png|300px|right|thumb|[[레게레이터]] 획득.]]
  
{{anchor|Current Item Drop System}}
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'''아이템 획득 시스템'''은 '팀 포트리스 2'에서 [[아이템]] 분배의 주된 공정입니다. It 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. The system distributes a random item to players on a regular basis until a weekly time-cap is reached.
== 최근에 바뀐 체제 ==
 
2010년 4월 20일에, 아이템 드랍 시스템이 바뀌었습니다.{{ref|url=http://www.teamfortress.com/post.php?id=3727}} 일정 간격으로 무작위로 얻는 것 대신에 체제를 처음 아이템을 드랍받으면 다음 드랍을 예상하는 것으로 바뀌었습니다. 이 변화로, 플레이어들은 15분에서 75분 간격으로 일정하게 아이템을 얻을 수 있게 되었습니다. 이런 체제가 나오기 전에 플레이어들은 불행히도 긴 시간동안 아무 아이템도 찾지 못해서 연속적으로 획득에 실패했습니다. 하지만 새로운 체제는 이런 도박성 확률을 삭제하고 아이템 드랍 확률을 개선했습니다.
 
  
일주일에 얻어지는 아이템 수에 제한은 없지만, 대신 일주일당 아이템이 얻어질수 있는 시간이 제한이 됩니다. 일주일에 제한 시간 이상 플레이 하는 것은 아이템을 더 드롭시켜주지 않을 겁니다. 하지만 일주일에 제한 시간 미만으로 플레이 했다면, 남은 제한 시간이 다음 주 제한 시간에 추가되어, 다음 주에 아이템을 얻을 수 있는 시간이 늘어납니다. 대게 일주일에 얻을 수 있는 최대 아이템 수는 6개에서 12개 정도라고 알려져 있습니다. 이 새로운 체제는 각 플레이어의 제한 시간을 매주 수요일 5시~5시 반에 리셋합니다.(밸브사가 위치한 태평양 기준 시각으로)
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== {{anchor|Current item drop system}} 현재 시스템 ==
 +
[[File:Item drops graph.png|350px|right|thumb|본 그래프는 시간과 아이템 획득수 사이의 관계를 나타냅니다.]]
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[[File:Item drops frequency graph.png|350px|right|thumb|아이템 분포를 나타내는 막대 그래프.]]
  
얻어진 아이템은 플레이어가 죽은 후, [[trade/ko|trade]] 가 완료된 후, [[Mann Co. Store/ko|Mann Co. Store]]에 들른 후에 백팩에 저장됩니다. 가끔씩, 드롭되거나, 거래되거나, 제작된 아이템이 플레이어의 백팩에 바로 나타나지 않는 경우가 있습니다.
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The current item drop system was introduced on April 20, 2010.<ref>"[http://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. The [[#Former system|former system]] rolled at random intervals to determine if a player received an item drop, resulting 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.
이런 경우 Mann. Co. Store에 들른다면 대게 아이템들이 플레이어의 백팩에 나타나게 됩니다.
 
  
{{anchor|Advantages and Disadvantages of an Item Drop System}}
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There is no cap on the amount of items that can be received per week, but instead 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>http://www.youtube.com/watch?v=51J2RSNeFHM#t=0m32s YouTube - About the new item drop system</ref> . Playing less than the cap carries over unused time to the next week, increasing that week's cap to a maximum of two weeks' worth of play time. It has been estimated that a maximum of 6 to 12 items can be found each week within the allotted base of 11 hours per week. [[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>[http://forums.steampowered.com/forums/showthread.php?t=1466323 Crate drops don't count as normal drops], [[Steam Users' Forum]] post by [http://forums.steampowered.com/forums/member.php?u=551252 zoli700], October 3, 2010.</ref><ref>[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 {{W|Greenwich Mean Time}} (GMT).
  
== 장점과 단점 ==
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The dropped items are stored in the [[Backpack]] after the player's death, after a [[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 will alert the player of the new item(s) when the Main Menu is visited the next time. 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 or disconnecting from the server will usually restore these items to the player's Backpack.
<!--
 
Replace with a list of advantages and disadvantages.
 
-->
 
이 새로운 체제의 좋은점은 새로운 유저와 골수 유저들이 시간을 투자하여 무기를 얻도록 한다는 겁니다. 이것은 플레이어들이 아이템을 얻는 조건인 플레이 시간을 늘리려고 긴 시간동안 어느 클래스로든 플레이하도록 만듭니다.  
 
  
이 새로운 체제는 많은 플레이어들이 원하지 않는 2개 이상의 똑같은 무기를 가지고 있도록 하였습니다. 하지만 이 문제는 [[Crafting/ko|Crafting]] 시스템의 등장과, 그 후 [[Trading/ko|Trading]] 시스템에 의해 필요한 몇몇 아이템들을 서로 거래하도록 만들었습니다.
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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]] will drop more or less often than others. It is not known exactly which of these weapons are rarer or more common.<ref>[http://i993.photobucket.com/albums/af54/hammbone87/EMAIL.jpg]</ref>
{{ref|url=http://www.teamfortress.com/post.php?id=2787}}
 
  
이런 새로운 시스템에도 불구하고, [[Idling/ko|Idling]]은 아직 존재합니다. 하지만, 그것은 오프라인 모드를 사용하여 현재 가능
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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.
( {{code|-textmode}} 결합된 게임 출시 매개 변수
 
와 {{code|-novid}} 그리고 {{code|-nosound}} 게이밍 경험을 제공하는 무료 서버 제공 업체를 떠나지) 각각 비디오 및 오디오 프로세싱을 해제합니다.
 
  
== 도전과제 지표 ==
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{{anchor|Advantages and disadvantages of an item drop system}}
[| 골드 러쉬 업데이트] [2008년 4월 29일 패치 / ] 업데이트 2008년 4월 29일에서 밸브 자신의 일부로 세 unlockable 무기 세트를 공개했다. 이러한 무기들은 업적 이정표 결과, 업적의 설정 번호를 작성하여 잠금이 해제되었습니다. 모두 세 업적 이정표 더 많은 업적을 필요로하는 각각의 연속된 하나, 있었다. 각 이정표이 열려 있었하면 플레이어는 그 성취의 이정표와 함께 세트 무기를 받았습니다. 이 요구 사항은 이후에 플레이어가 방금 새로 여는 얻을 분쇄 중지 감소되었다.
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2009년 5월 21일에서 밸브가 unlockable 항목에 대해 임의로 안약 새로운 시스템을 구현하고 이정표 시스템을 중단. 밸브 곧의 스나이퍼와 스파이 무기 아이템 드롭 시스템과 결합 업적 이정표로 다시 하락했다 [[2009년 5월 29일 패치 / 코 | 2009년 5월 29일 패치]]. 전쟁 |이 이정표 시스템은 이후 [[전쟁 업데이트 / 코에 사용되었습니다! 업데이트]] 또한 등장 [[엔지니어 업데이트 / 코 | 엔지니어 업데이트]].
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== 장단점 ==
{{anchor|오래된 아이템 드롭 시스템
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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. But if players play for more than 10 hours a week, they will not be rewarded for their extra playtime.
}}
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 +
Many players receive unwanted duplicates. This issue was 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>"[http://www.teamfortress.com/post.php?id=2787 Incoming!]", TF2 Official Blog, September 2, 2009.</ref>
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 +
Despite the new systems, [[idling]] still exists. It is also possible to idle for items using the offline mode, alleviating the need for dedicated idling servers. Some idlers choose to disable video and audio by launching the game with the parameters {{code|-textmode}} and {{code|-nosound}}.
 +
 
 +
== 도전 과제 지표 ==
 +
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 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 {{Patch name|5|29|2009}}. This milestone system has since been used in the [[War update|WAR! Update]] as well as in [[The Engineer Update]].  
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 +
== 역사 ==
 +
{{anchor|Old item drop system|Former system}}
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=== 이전 시스템 ===
 +
[[File:Backpack case early.png|thumb|[[만코노미 업데이트]] 이전에 사용된 배낭 아이콘.]]
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 +
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 [[Sniper vs. Spy Update|The Sniper vs. Spy Update]] on May 21, 2009.
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 +
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.
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When first released, item drops would only occur if players were connected to the [[Steam|Steam Community]]. If the 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 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.
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 +
=== 획득률 2배 주 ===
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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>"[http://www.teamfortress.com/post.php?id=4822 Additional Time Has Been Awarded]", TF2 Official Blog, December 22, 2010.</ref>
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 +
A second Double Drop-Rate Week was announced on June 2, 2011, which lasted from June 3, 2011 through June 10, 2011.<ref>"[http://tf2.com/post.php?id=5604&p=1 Double Drop Week]", TF2 Official Blog, June 2, 2011</ref>
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 +
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>"[http://www.teamfortress.com/post.php?id=7005 Happy Australian Christmas Eve]", TF2 Official Blog, December 14, 2011</ref>
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 +
== 갤러리 ==
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<gallery>
 +
File:First Double Drop-Rate Week.png|첫 번째 획득률 2배 주 홍보 영상
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File:Second Double Drop-Rate Week.png|두 번째 획득률 2배 주 홍보 영상
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</gallery>
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 +
== 획득할 수 없는 아이템 ==
 +
{{Item drop list}}
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== 배낭 ==
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{{main|배낭}}
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== 업데이트 기록 ==
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{{Update history|
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'''{{Patch name|5|21|2009}}''' ([[스나이퍼 대 스파이 업데이트]])
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* 아이템 획득 시스템이 추가되었습니다.
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'''{{Patch name|3|19|2010}}'''
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* {{undocumented}} Miscellaneous items are now found according to the hat drop rate, rather than the weapon drop rate.
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'''2010년 4월 20일''' {{Item server}}
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* 무작위 획득 시스템이 현재의 시스템으로 업데이트 되었습니다.
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'''{{Patch name|12|21|2010}}'''
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* 아이템 무작위 획득 목록을 다량으로 추가하였습니다.
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'''{{Patch name|12|23|2010}}'''
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* {{undocumented}} 다음주에는 아이템 획득률이 2배가 됩니다. (2010년 12월 23일부터 2010년 12월 30일까지)
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'''{{Patch name|1|24|2011}}'''
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* [[크릿-어-콜라]][[무기 획득]] 목록에 추가되었습니다.
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'''{{Patch name|5|5|2011}}''' ([[리플레이 업데이트]])
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* [[예니체리 모자]]와 [[헤트만의 모자]], [[뇌 담는 양동이]], [[죽음의 콘]]을 아이템 획득 시스템에 추가하였습니다.
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'''{{Patch name|6|3|2011}}'''
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* 다음주에는 아이템 획득률이 2배가 됩니다. (2011년 6월 3일부터 2011년 6월 10일까지)
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'''{{Patch name|6|14|2011}}'''
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* {{undocumented}} 이제 [[마법사의 고깔모자]]는 무작위 획득이 가능합니다.
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 +
'''{{Patch name|8|9|2011}}'''
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* [[원조]]와 [[용인 투구]], [[앵거]], [[핍 보이]], [[윙스틱]]의 무작위 획득이 가능하도록 업데이트 되었습니다.
  
== 이전 체제 ==
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'''{{Patch name|9|20|2011}}'''
[[File:Backpack case early.png|thumb|업데이트 되기전 만코에서 사용하던 백팩 아이콘.]]
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* {{undocumented}} [[선-온-어-스틱]][[날카로운 화산 파편]]이 아이템 획득 가능 목록에 추가되었습니다.  
유지하면서 업적 이정표는 이미위한 선물 [[스카우트 / 코 | 스카우트]], [[나에겐 화학 / 코 | 나에겐 화학]], [[헤비 / 코 | 중공업]]와 [[의무병 / 코 | 위생병]], [ [밸브 / 코 | 밸브]] 클래스 업데이트 이벤트의 클래스 균형을 유지하기 위해 무작위로 드롭 시스템을 구축. 시스템의 일환으로 게임에 패치되었습니다 [[2009년 5월 21일 패치 / 코 | '스나이퍼 대 스파이'업데이트]].
 
  
밸브가 정규 팀 요새 2 플레이어가 재생 평균 시간을 계산 후 마커 또는 세트 포인트로 사용되었습니다 알 수없는 시간을 세웠어.선수가 25 분 동안 연주했다 때마다, 게임은 무작위로 선수에 대한 결정을 끌었다.플레이어 (항목 기회 당 25 %) 행운이 있었다면 그때 그들은 무작위로 선택한 무기 또는 모자를 얻을 것이다.플레이어가 재수가 있었다면, 그들은 그 당시에는 물품을받은 없었을 것이다. 모든 1만5천4백30초 (4 시간 17 분, 10 초)가 모자를받은 28 기회에 추가로 1을 가지고 계산 별도의 타이머가 발생했습니다.단일 항목을 받고 평균 시간은 1 시간 40 분 (중복 포함)였다. 무기가 난수 생성기를 통해 부여하고 있기 때문에, 다양한 경험을 할 수 있습니다.
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'''{{Patch name|1|11|2012}}'''
플레이어가 연결된되었는지 첫번째 발표 때, 아이템 방울에서만 발생하는 것이 [[스팀 / 코 | 스팀 커뮤니티]].플레이어가 자신의 친구 목록에 로그인하지 않은 경우 밸브는 스팀 커뮤니티에 대한 유지 보수를 수행하는 경우에, 또는, 플레이어는 그 시간 동안 아이템 방울을받지 못할 것이다. 밸브는 나중에이 시스템을 변경하고, 항목 스팀 커뮤니티 (그리고 아직도 새로운 시스템과 현재 발생)에 로그인하지 않은 자들에 대한 발생 드롭스요.
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* [[샤먼의 마스크]]가 아이템 획득 가능 목록에 추가되었습니다.  
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}}
  
== 백팩 ==
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== 주석 ==
{{main|Items/ko#Backpack|l1=Backpack}}
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<references />
  
== 또한.. ==
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== 같이 보기 ==
*[[Mann Co. Supply Crate/ko|만코 보급상자]]
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* [[아이템]]
*[[Idling/ko|아이들링]]
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* [[Idling]]
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* [[Mann Co. 보급 상자]]
  
== 관련 링크 ==
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== 외부 링크 ==
 
* [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 for the item drop system.
 
* [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 for the item drop system.
 
* [http://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.
 
* [http://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.
 
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* [http://tf2.com/post.php?id=4822&p=1 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"]].
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* [http://tf2.com/post.php?id=5604&p=1 TF2 Official Blog &ndash; June 2, 2011 &ndash; "Double Drop Week"] by the TF2 Team, announcing the second Double Drop-Rate Week.
  
 
[[Category:Gameplay/ko]]
 
[[Category:Gameplay/ko]]
 
[[Category:Achievements/ko]]
 
[[Category:Achievements/ko]]
[[Category:Items/ko| ]]
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[[Category:Items/ko]]

Revision as of 06:21, 19 February 2012

그래. 난 이 새로운 무기가 '좋아'.
헤비

아이템 획득 시스템은 '팀 포트리스 2'에서 아이템 분배의 주된 공정입니다. It 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. The system distributes a random item to players on a regular basis until a weekly time-cap is reached.

현재 시스템

본 그래프는 시간과 아이템 획득수 사이의 관계를 나타냅니다.
아이템 분포를 나타내는 막대 그래프.

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 former system rolled at random intervals to determine if a player received an item drop, resulting 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.

There is no cap on the amount of items that can be received per week, but instead 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] . Playing less than the cap carries over unused time to the next week, increasing that week's cap to a maximum of two weeks' worth of play time. It has been estimated that a maximum of 6 to 12 items can be found each week within the allotted base of 11 hours per week. 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 Template:W (GMT).

The dropped items are stored in the Backpack after the player's death, 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 will alert the player of the new item(s) when the Main Menu is visited the next time. 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 or disconnecting from the server will usually restore 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 will drop more or less often than others. It is not known exactly which of these weapons are rarer or more common.[5]

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.

장단점

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. But if players play for more than 10 hours a week, they will not be rewarded for their extra playtime.

Many players receive unwanted duplicates. This issue was 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.[6]

Despite the new systems, idling still exists. It is also possible to idle for items using the offline mode, alleviating the need for dedicated idling servers. Some idlers choose to disable video and audio by launching the game with the parameters -textmode and -nosound.

도전 과제 지표

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 2009년 5월 29일 패치. This milestone system has since been used in the WAR! Update as well as in The Engineer Update.

역사

이전 시스템

만코노미 업데이트 이전에 사용된 배낭 아이콘.

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 his or her 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.

획득률 2배 주

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.[7]

A second Double Drop-Rate Week was announced on June 2, 2011, which lasted from June 3, 2011 through June 10, 2011.[8]

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.[9]

갤러리

획득할 수 없는 아이템

Template:Item drop list

배낭

본문: 배낭

업데이트 기록

2009년 5월 21일 패치 (스나이퍼 대 스파이 업데이트)
  • 아이템 획득 시스템이 추가되었습니다.

2010년 3월 19일 패치

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

2010년 4월 20일 [아이템 도식 업데이트]

  • 무작위 획득 시스템이 현재의 시스템으로 업데이트 되었습니다.

2010년 12월 21일 패치

  • 아이템 무작위 획득 목록을 다량으로 추가하였습니다.

2010년 12월 23일 패치

  • [언급되지 않음] 다음주에는 아이템 획득률이 2배가 됩니다. (2010년 12월 23일부터 2010년 12월 30일까지)

2011년 1월 24일 패치

2011년 5월 5일 패치 (리플레이 업데이트)

2011년 6월 3일 패치

  • 다음주에는 아이템 획득률이 2배가 됩니다. (2011년 6월 3일부터 2011년 6월 10일까지)

2011년 6월 14일 패치

2011년 8월 9일 패치

2011년 9월 20일 패치

2012년 1월 11일 패치

주석

  1. "Thanks for standin' still, wanker.", TF2 Official Blog, April 20, 2010.
  2. http://www.youtube.com/watch?v=51J2RSNeFHM#t=0m32s YouTube - About the new item drop system
  3. Crate drops don't count as normal drops, Steam Users' Forum post by zoli700, October 3, 2010.
  4. E-mail by Robin Walker on the crate drop system
  5. [1]
  6. "Incoming!", TF2 Official Blog, September 2, 2009.
  7. "Additional Time Has Been Awarded", TF2 Official Blog, December 22, 2010.
  8. "Double Drop Week", TF2 Official Blog, June 2, 2011
  9. "Happy Australian Christmas Eve", TF2 Official Blog, December 14, 2011

같이 보기

외부 링크