Difference between revisions of "Item drop system/cs"
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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}}. | 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}}. | ||
− | == | + | == Achievementové Milestony == |
− | + | 29 Dubna 2008, Valve předvedlo sadu tří odemnkutelných zbraní jako část [[April 29, 2008 Patch|Gold Rush Update]] Updatu. Tyto zbraně se odemknou dokončením určitého počtu achievementů.Té části se říká achievementový milestone. Každá třída má tři milestony, with each successive one requiring more achievements. Once a milestone was unlocked, the player received the set weapon that came with that achievement milestone. This requirement was later reduced 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|WAR! Update]] as well as in the [[Engineer Update]]. | + | 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|WAR! Update]] as well as in the [[Engineer Update]]. |
== History == | == History == |
Revision as of 18:41, 12 October 2011
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“ | Yes. I like this new weapon.
Klikněte pro poslech
— The Heavy
|
” |
Item drop systém byl představen v "Sniper vs. Spy" Updatu, takže hráči mohli dostávat jendnodušeji více "itemů" v Team Fortress 2. S tímto systémem mohli hráči najít více nových věci přes achievementy. Byl také změněna možnost padání věcí pro začátečníky a hráče s velkým herním časem kvůli zamezení idlingu.
Obsah
Stávající systém
Stávající padání itemů bylo představeno 20. dubna 2010.[1] Hráči můžou dostávat "itemy" v intervalu od 15 do 75 minut. Minulý systém "rozdával" v náhodných intervalech, pokud hráč dostal více věcí, a aby to bylo spravedlivé pro ostatní hráče, tak poté jim delší dobu nic nepadlo. Tento systém byl poté odstraněn kvůli velikosti padání "itemů" Nový drop byl upraven na limit 11hodin každý týden (každou Středu), avšak v České republice je jiný čas a tak itemy padají ve Čtvrtek.[2] Po jedenácti hodinách již byl "drop" zastaven a tak jste museli čekat do dalšího čtvrtka aby vám věci zase začaly padat. Drop věcí je od 7 do 12ti itemů, které mohou být jak tu již bylo uvedeno každý týden. Dostáním Mann Co. Supply Crate (přezdívaný "bedna"), nebo každý použitelný item nepočítá drop[3] Systém dropu se resetuje přesně v Čtvrtek v 0:00, tz. půlnoc.
Droplé věci jsou uschovávány v backpacku (česky jednoduše bat'oh) bud' po smrti hráčovy postavy , trade je dokončen, a nebo je nákup Mann Co. Store dokončen, a nebo výhra v duelu pomocí itemu Dueling Mini-Game. Pokud hráč odejde z serveru po dostání "itemu", ale item není v backpacku, zobrazí se hráčovi notifikace, že máte k dispozici itemy pokud navštívíte menu hry. Samozřejmě je možné, že droplé, vytradované, nebo vycraftlé itemy se můžou "zaseknou" a vůbec nezobrazí ani notifikaci. Poté již stačí kliknout na "Shop for items" a dostanete je.
Advantages and Disadvantages
A positive aspect of the system is that it allows new and old players alike to earn unlockable weapons by investing play time. It 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. But if players play for more than 11 hours a week, they will not be rewarded for their extra play time.
Many players received 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.[1]
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
.
Achievementové Milestony
29 Dubna 2008, Valve předvedlo sadu tří odemnkutelných zbraní jako část Gold Rush Update Updatu. Tyto zbraně se odemknou dokončením určitého počtu achievementů.Té části se říká achievementový milestone. Každá třída má tři milestony, with each successive one requiring more achievements. Once a milestone was unlocked, the player received the set weapon that came with that achievement milestone. This requirement was later reduced 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
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 an item. If the player was lucky (25% per item chance), then he or she would find a randomly chosen weapon. If the player was unlucky (75% chance), then he or she 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, 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 item drops during that time.
Double Drop-Rate Week
On December 22, 2010, Valve announced that the item drop rate would double from December 23, 2010, through to December 30, 2010. All players during that period were also awarded a Stocking Stuffer Key.[2]
Backpack
References
- ↑ "Incoming!", TF2 Official Blog, September 2, 2009.
- ↑ "Additional Time Has Been Awarded", TF2 Official Blog, December 22, 2010.
See also
External links
- TF2 Official Blog – May 22, 2009 – "Every one of you deserves a medal!" by Erik Johnson, explaining in detail the reasoning for the item drop system.
- TF2 Official Blog – April 20, 2010 – "Thanks for standin still, wanker." by Erik Johnson, announcing and explaining the updated drop system.
- TF2 Official Blog – December 22, 2010 – "Additional time has been awarded" by The Administrator, announcing Double Drop-Rate week and Ms. Pauling's "stocking stuffer".