Difference between revisions of "Item drop system/zh-hant"

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== 成就里程碑 ==
 
== 成就里程碑 ==
On April 29, 2008, Valve unveiled a set of three unlockable weapons as part of their [[April 29, 2008 Patch|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.
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2008年4月29日,Valve在[[April 29, 2008 Patch|Gold Rush Update]]中公開了一套三款的新武器。 每解開一個成就里程碑就能得到其中一款。 後來因為成就伺服器及地圖的出現,成就里程碑所要求的成就數目被逐漸降低。
  
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|WAR! Update]] and also appeared in the [[Engineer update]].
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2009年5月21日,Valve發表了新的隨機掉落系統及宣佈成就里程碑不再給予玩家解鎖武器。 不過很快地Valve因為群眾壓力下在[[May 29, 2009 Patch]]中重新採用了成就里程碑系統。 後來亦繼續在[[War update|WAR! Update]][[Engineer update]]中使用。
  
 
{{anchor|Old Item Drop System}}
 
{{anchor|Old Item Drop System}}
 
== 之前的運作模式 ==
 
== 之前的運作模式 ==
[[File:Backpack case early.png|thumb|Backpack icon, used before Mann-Conomy update.]]
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[[File:Backpack case early.png|thumb|Mann-Conomy update前的背包圖案]]
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 [[May 21, 2009 Patch|''Sniper vs. Spy'' Update]].
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在保留住[[Scout/zh-hant|偵查兵]][[Pyro/zh-hant|火焰兵]][[Heavy/zh-hant|重裝兵]][[Medic/zh-hant|醫護兵]]的成就里程碑的同時,[[Valve]][[May 21, 2009 Patch|''Sniper vs. Spy'' Update]]中加入了隨機掉落系統來平衡各職業的遊玩時間,讓玩家不用一窩蜂擦成就。
  
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.
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Valve計算了一個未被公開的平衡每周遊戲時間後,設置了一個時間點。 每當一個玩家連續玩了25分鐘後,系統會隨機為玩家擲一次骰,每次有25%的機會會隨機掉落任何一款武器或者帽子;相對地有75%的機會玩家會得不到任何東西。 同時每15,430秒(4小時17分鐘10秒)玩家會有一次額外的28份1機會得到一頂帽子。 平均每位玩家得到最少一件裝備的時間是1小時40分鐘。
  
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 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).
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一開始的時候,物品只會在玩家連到[[Steam|Steam 社群]]時掉落,若果玩家沒有連接到好友名單,或者Valve正在維護Steam 社群的時候,玩家不會得到任何的掉落。 後來Valve決定只要玩家在線上,就算沒有連到社群也能得到掉落。
  
 
== 背包 ==
 
== 背包 ==
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== 外部連接 ==
 
== 外部連接 ==
* [http://www.teamfortress.com/post.php?id=2535 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.
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* [http://www.teamfortress.com/post.php?id=2535 TF2 Official Blog – May 22, 2009 – "Every one of you deserves a medal!"] Erik Johnson, 解釋了物品掉落系統設計的意義。
* [http://www.teamfortress.com/post.php?id=3727 TF2 Official Blog – April 20, 2010 – "Thanks for standin still, wanker."] by Erik Johnson, announcing and explaining the updated drop system.
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* [http://www.teamfortress.com/post.php?id=3727 TF2 Official Blog – April 20, 2010 – "Thanks for standin still, wanker."] by Erik Johnson, 解釋了新系統設計的意義
  
 
[[Category:Gameplay/zh-hant]]
 
[[Category:Gameplay/zh-hant]]
 
[[Category:Achievements/zh-hant]]
 
[[Category:Achievements/zh-hant]]
 
[[Category:Items/zh-hant| ]]
 
[[Category:Items/zh-hant| ]]

Revision as of 00:53, 20 December 2010

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

2008年4月29日,Valve在Gold Rush Update中公開了一套三款的新武器。 每解開一個成就里程碑就能得到其中一款。 後來因為成就伺服器及地圖的出現,成就里程碑所要求的成就數目被逐漸降低。

2009年5月21日,Valve發表了新的隨機掉落系統及宣佈成就里程碑不再給予玩家解鎖武器。 不過很快地Valve因為群眾壓力下在May 29, 2009 Patch中重新採用了成就里程碑系統。 後來亦繼續在WAR! UpdateEngineer update中使用。

之前的運作模式

Mann-Conomy update前的背包圖案

在保留住偵查兵火焰兵重裝兵醫護兵的成就里程碑的同時,ValveSniper vs. Spy Update中加入了隨機掉落系統來平衡各職業的遊玩時間,讓玩家不用一窩蜂擦成就。

Valve計算了一個未被公開的平衡每周遊戲時間後,設置了一個時間點。 每當一個玩家連續玩了25分鐘後,系統會隨機為玩家擲一次骰,每次有25%的機會會隨機掉落任何一款武器或者帽子;相對地有75%的機會玩家會得不到任何東西。 同時每15,430秒(4小時17分鐘10秒)玩家會有一次額外的28份1機會得到一頂帽子。 平均每位玩家得到最少一件裝備的時間是1小時40分鐘。

一開始的時候,物品只會在玩家連到Steam 社群時掉落,若果玩家沒有連接到好友名單,或者Valve正在維護Steam 社群的時候,玩家不會得到任何的掉落。 後來Valve決定只要玩家在線上,就算沒有連到社群也能得到掉落。

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