Difference between revisions of "Item drop system"

From Team Fortress Wiki
Jump to: navigation, search
(0:00 AM was ambiguous)
Line 46: Line 46:
  
 
A second double drop-rate week was announced on June 2, 2011, set to last from June 3, 2011, to June 10, 2011.<ref>"[http://tf2.com/post.php?id=5604&p=1 Double Drop Week]", TF2 Official Blog, June 2, 2011</ref>
 
A second double drop-rate week was announced on June 2, 2011, set to last from June 3, 2011, to June 10, 2011.<ref>"[http://tf2.com/post.php?id=5604&p=1 Double Drop Week]", TF2 Official Blog, June 2, 2011</ref>
 +
 +
== Undroppable items ==
 +
{{Item drop list}}
  
 
== Backpack ==
 
== Backpack ==

Revision as of 18:52, 9 July 2011

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

The item drop system was introduced with the Sniper vs. Spy Update so that players could more easily earn the large quantity of items within Team Fortress 2. With this system, players find new items randomly instead of through achievements, ensuring class balance during class updates. It has since been tweaked to account for playtime differences between light and heavy players and reduce the effects of idling.

Current system

A graph displaying the relationship between time and number of drops.
A bar chart displaying the distribution of items.

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 previous system (see section on former system below) 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 10 hours each week (every Thursday).[2] Playing beyond the cap will not yield additional items. 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 playtime. It has been estimated that a maximum of 7 to 12 items can be found each week within the alloted base 11 hours per week. Receiving a Mann Co. Supply Crate or any usable item does not count against the cap, meaning that these items do not take away from the base 11 hours of playtime.[3][4] The system resets each player's playtime cap every Thursday at approximately 00:00 Template:W.

The dropped items are stored in the backpack after the player's death, after a trade is completed, if a purchase is made at the Mann Co. Store, 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. 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 often 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.

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.[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.

Achievement milestones

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, which completes 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 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

Backpack icon, used before the 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 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 weeks

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.[7]

A second double drop-rate week was announced on June 2, 2011, set to last from June 3, 2011, to June 10, 2011.[8]

Undroppable items

Template:Item drop list

Backpack

Main article: Backpack

References

  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

See also

External links