物品掉落系統

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我愛這個新武器。
重裝兵
Backpack case.png

「物品掉落系統」是一個系統讓你在TF2裡可以更容易的獲得物品(同時也是主要手段),並且每個職業物品的獲得機率都是一樣的。首次出現在 Sniper vs. Spy Update更新,經過幾次機率的調整之後,現在已經提升了玩家透過隨機掉落獲得物品的平衡性。

現行運作模式

在2010年4月20日,物品掉落系統已更新。[1] 除了隨機發現的物品外,新版的物品掉落系統。在這次的更新之後,玩家保證可以在正常遊玩之間內的15分鐘到75分鐘內發現一樣隨機物品。在先行的系統下,玩家有可能不幸地玩了超過平均時間卻一樣物品都沒發現,在更新之後的系統減少了上述狀況發生的可能性,也相對了增加了發現物品的機率。

現行的系統下,每周玩家發現的物品數量的限制取消了,不過發現的物品數量相對地卻受到遊戲時間限制。 . 每位玩家遊玩時數超越了系統預設可能獲得物品時數,就算玩家在這周內時數再多還是會得到相同數量的物品。如果玩家遊玩的時數未到系統預設可能獲得物品時數,剩下未使用的時數將會累計到下個星期,增加下個星期獲得物品的時數。每週可能獲得的物品數量大約在6~12樣左右。獲得Mann Co.補給箱不會算在每周發現的物品數裏。[2] 系統會在太平洋標準時間每周三下午5:00~5:30重設每位玩家會獲的物品的時數。

發現的物品在玩家死亡後、交易完成之後,或者在拜訪Mann Co.商店之後,會被自動放置在玩家的背包裡。偶爾發現的物品,交易過的物品,或精製過的物品可能會消失不會出現在玩家的背包裡。這種情況可能發生在快速重生的伺服器裡原因是快速重生會阻擋"您已發現新物品!"的視窗。通常只要造訪Mann Co.商店之後這些物品就會回到玩家的背包裡。

優點和缺點

這是一個積極的制度,它可以讓新手或老玩家們在較短時間內取得需要解成就才能得到的武器。不管你玩任何職業,只要達到一定遊戲時間,都能取得物品。

許多玩家常常會拿到重複的物品。為了解決這個問題而誕生出了合成以及交易系統,讓玩家能用重複的物品來和其他玩家換取想要的物品。[3]

儘管系統已經更新過,但是閒置(掛)取得物品的方法仍然是存在的。然而,現在可以使用離現模式(使用-textmode登入遊戲配合-novid-nosound參數),在離開伺服器的狀態下卻能得到遊戲時數。

成就里程碑

On April 29, 2008, Valve unveiled a set of three unlockable weapons as part of their Gold Rush Update 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. This requirement was subsequently reduced to stop players grinding just to get the new unlocks.

On May 21, 2009, Valve implemented a new system of random drops for unlockable items and discontinued the milestone system. Valve soon fell back to the Achievement Milestones coupled with the item drop system 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.

之前的運作模式

Backpack icon, used before 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.

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 hat. 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 an additional 1 in 28 chance of receiving a hat. The average time for getting a single item was 1h 40min (including duplicates). Since weapons were granted via a random number generator, experience 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. Valve changed this system at a later date, and item drops occurred for those who were not signed into the Steam Community (and still occur now with the new system).

背包

主條目: Backpack

參考文獻

  1. "Thanks for standin still, wanker.", TF2 Official Blog, April 20, 2010.
  2. Crate drops don't count as normal drops, Steam Users' Forum post by zoli700, October 3, 2010.
  3. "Incoming!", TF2 Official Blog, September 2, 2009.

參見

外部連接