Item drop system

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

The Item Drop System is a system introduced to make earning the large quantity of items within TF2 easier and fairer. It was first introduced with the Sniper vs. Spy Update, and has since been tweaked in order to make it fairer between light and heavy players, and to thwart the effect of idling.

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 of time. The new 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 be received. Playing beyond that cap won't yield you any more items. Playing less than the cap carries over the unused time to the next week, increasing that week's cap. It has been estimated the maximum amount of items that can be received per week is around 6-12. The system resets each player's playtime cap around 5- 5:30 PM each Wednesday, Pacific standard time where Valve is located.

The dropped items are stored in the backpack after the player's death, after a trade has been done or if the Mann Co. Store is visited.

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 but a few items with each other.[2]

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.

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 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.

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.

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).

Backpack

File:Backpack.jpg
The backpack screen showing the spots where items are stored.

The backpack is where 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, trade 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. The backpack also shows stock items for each class on a separate backpack page. This is useful when customising stock class items.

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