Difference between revisions of "Item drop system"

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(major edit, removed bias and rants, still needs more work)
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{{anchor|Old Item Drop System}}
 
{{anchor|Old Item Drop System}}
 
=== Former 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]].
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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 ballance 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 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 may vary.
+
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|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.
 
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.
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{{anchor|Current Item Drop System}}
 
{{anchor|Current Item Drop System}}
 
== Current system ==
 
== Current system ==
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.
+
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, the system rolls to determine when your next item drop will occur. With this change, players are guaranteed to find items at regular intervals.Under the previous system players could have unlucky streaks, where they didn't find any items for long periods. The new system has removed this possibility. The drop rate was also increased however players have a limited ammount of playtime per week when they can receive drops. Playing beyond that amount won't find any more items but unused time rolls over to the following week.
  
The maximum amount of items you can get is not known, however it can't exceed 56 because the day drop limit is 8. In average a player gets ~6 items a week. {{ref|http://tf2stats.net/forums/index.php/topic,14.0.html}} The system resets each player's item drop count around each Wednesday, Pacific standard time where Valve is located.
+
The maximum amount of items you can get is not known, however it can't exceed 56 because the day drop limit is 8. On average a player gets ~6 items a week. {{ref|http://tf2stats.net/forums/index.php/topic,14.0.html}} The system resets each player's item drop count around each Wednesday, Pacific standard time where Valve is located.
  
The dropped items are stored in the backpack after the player's death or if the [[Mann Co. Store]] is visited. If the player did not store the items, all the items will be given out by Steam as soon as the player dies or when they visit the Mann Co. Store.
+
The dropped items are stored in the backpack after the player's death or if the [[Mann Co. Store]] is visited.
  
The most common reason in which a player will not store the items is when they are idling as a spectator (in effect, a situation where they do not die).
 
  
 
=== Achievement Milestones ===
 
=== 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.
+
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. This requirement was subsequently reduced to stop players grinding just to get the new unlocks.
  
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.
+
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 systesm 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.
 
{{anchor|Advantages and Disadvantages of an Item Drop System}}
 
{{anchor|Advantages and Disadvantages of an Item Drop System}}
  
 
== Advantages and disadvantages ==
 
== 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 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.
+
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.  
  
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. However, this was first dealt with by the introduction of the [[Crafting]] system, whereby players can use combinations of items (weapons, hats or Miscellaneous items) to create other items, and later by the [[Trading]] system, allowing players to trade all except a few items with each other.
+
Many players received unwanted duplicates. This was dealt with by the introduction of the [[Crafting]] system, and later by the [[Trading]] system, allowing players to trade all except a few items with each other.
  
Also, achievement servers are still in use, along with idle servers, which consist 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}}  
+
{{ref|url=http://www.teamfortress.com/post.php?id=2787}}  
 +
 
 +
However despite the new systems [[Idling]] still exists however it is now possible using the offline mode (use of the {{code|-textmode}} game launch parameter combined with {{code|-novid}} and {{code|-nosound}} to disable video and audio processing respectively) leaving server providers free to provide a gaming experience.
  
Additionally, the use of the {{code|-textmode}} game launch parameter launches the game with only a command console window displaying. Combined with {{code|-novid}} and {{code|-nosound}} to disable video and audio processing respectively, 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.
 
  
 
== Backpack ==
 
== Backpack ==

Revision as of 13:20, 14 October 2010

Yes. I like this new weapon.
The Heavy
Backpack case.png

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 Sniper vs. Spy 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 ballance 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 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.

Current system

On April 20, 2010, the item drop system was changed.[1] Instead of rolling randomly at intervals to see if you got an item drop, the system rolls to determine when your next item drop will occur. With this change, players are guaranteed to find items at regular intervals.Under the previous system players could have unlucky streaks, where they didn't find any items for long periods. The new system has removed this possibility. The drop rate was also increased however players have a limited ammount of playtime per week when they can receive drops. Playing beyond that amount won't find any more items but unused time rolls over to the following week.

The maximum amount of items you can get is not known, however it can't exceed 56 because the day drop limit is 8. On average a player gets ~6 items a week. [2] The system resets each player's item drop count around each Wednesday, Pacific standard time where Valve is located.

The dropped items are stored in the backpack after the player's death or if the Mann Co. Store is visited.


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. 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 systesm 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.

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.

Many players received unwanted duplicates. This was dealt with by the introduction of the Crafting system, and later by the Trading system, allowing players to trade all except a few items with each other.

[3]

However despite the new systems Idling still exists however it is now possible using the offline mode (use of the -textmode game launch parameter combined with -novid and -nosound to disable video and audio processing respectively) leaving server providers free to provide a gaming experience.


Backpack

File:Backpack.jpg
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 200 slots, so it may be necessary to destroy or craft duplicates in order to make room for new weapons or items. The capacity was originally a single page that stored 50 items. The capacity was doubled to 2 pages, a capacity of 100 items, on September 15, 2009. It was doubled again to 4 pages, a capacity of 200 items, on September 30, 2010 with the release of the Mann-Conomy update.

Milestones

In order of release:

Medic

Medic Milestone 1
Medic Milestone 1
Achieve 10 of the achievements in the Medic pack.

Reward: Blutsauger


Medic Milestone 2
Medic Milestone 2
Achieve 16 of the achievements in the Medic pack.

Reward: Kritzkrieg


Medic Milestone 3
Medic Milestone 3
Achieve 22 of the achievements in the Medic pack.

Reward: Ubersaw


Pyro

Pyro Milestone 1
Pyro Milestone 1
Achieve 10 of the achievements in the Pyro pack.

Reward: Flare Gun


Pyro Milestone 2
Pyro Milestone 2
Achieve 16 of the achievements in the Pyro pack.

Reward: Backburner


Pyro Milestone 3
Pyro Milestone 3
Achieve 22 of the achievements in the Pyro pack.

Reward: Axtinguisher


Heavy

Heavy Milestone 1
Heavy Milestone 1
Achieve 10 of the achievements in the Heavy pack.

Reward: Sandvich


Heavy Milestone 2
Heavy Milestone 2
Achieve 16 of the achievements in the Heavy pack.

Reward: Natascha


Heavy Milestone 3
Heavy Milestone 3
Achieve 22 of the achievements in the Heavy pack.

Reward: Killing Gloves of Boxing


Scout

Scout Milestone 1
Scout Milestone 1
Achieve 10 of the achievements in the Scout pack.

Reward: Force-A-Nature


Scout Milestone 2
Scout Milestone 2
Achieve 16 of the achievements in the Scout pack.

Reward: Sandman


Scout Milestone 3
Scout Milestone 3
Achieve 22 of the achievements in the Scout pack.

Reward: Bonk! Atomic Punch


Spy

Spy Milestone 1
Spy Milestone 1
Achieve 5 of the achievements in the Spy pack.

Reward: Ambassador


Spy Milestone 2
Spy Milestone 2
Achieve 11 of the achievements in the Spy pack.

Reward: Cloak and Dagger


Spy Milestone 3
Spy Milestone 3
Achieve 17 of the achievements in the Spy pack.

Reward: Dead Ringer


Sniper

Sniper Milestone 1
Sniper Milestone 1
Achieve 5 of the achievements in the Sniper pack.

Reward: Huntsman


Sniper Milestone 2
Sniper Milestone 2
Achieve 11 of the achievements in the Sniper pack.

Reward: Jarate


Sniper Milestone 3
Sniper Milestone 3
Achieve 17 of the achievements in the Sniper pack.

Reward: Razorback


Demoman

Demoman Milestone 1
Demoman Milestone 1
Achieve 5 of the achievements in the Demoman pack.

Reward: Chargin' Targe


Demoman Milestone 2
Demoman Milestone 2
Achieve 11 of the achievements in the Demoman pack.

Reward: Eyelander


Demoman Milestone 3
Demoman Milestone 3
Achieve 17 of the achievements in the Demoman pack.

Reward: Scottish Resistance


Soldier

Soldier Milestone 1
Soldier Milestone 1
Achieve 5 of the achievements in the Soldier pack.

Reward: Equalizer


Soldier Milestone 2
Soldier Milestone 2
Achieve 11 of the achievements in the Soldier pack.

Reward: Direct Hit


Soldier Milestone 3
Soldier Milestone 3
Achieve 17 of the achievements in the Soldier pack.

Reward: Buff Banner


Engineer

Engineer Milestone 1
Engineer Milestone 1
Achieve 5 of the achievements in the Engineer pack.

Reward: Frontier Justice


Engineer Milestone 2
Engineer Milestone 2
Achieve 11 of the achievements in the Engineer pack.

Reward: Gunslinger


Engineer Milestone 3
Engineer Milestone 3
Achieve 17 of the achievements in the Engineer pack.

Reward: Wrangler


External links