Difference between revisions of "Item drop system/ko"

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(일부 번역(업데이트 기록 완전 번역))
(획득률 2배 주간 번역 완료)
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[[File:Backpack case early.png|thumb|[[만코노미 업데이트]] 이전에 사용된 배낭 아이콘.]]
 
[[File:Backpack case early.png|thumb|[[만코노미 업데이트]] 이전에 사용된 배낭 아이콘.]]
  
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 [[Sniper vs. Spy Update|The Sniper vs. Spy Update]] on May 21, 2009.
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[[밸브]]는 이미 존재하는 [[스카웃]][[파이로]], [[헤비]], [[메딕]]의 도전 과제 지표를 유지하면서 클래스 업데이트 이벤트에서의 클래스 균형을 유지하기 위해 무작위 획득 시스템을 구축하였습니다. 이 시스템은 2009년 5월 21일에 [[스나이퍼 대 스파이 업데이트]]의 일환으로 게임에서 수정되었습니다.
  
 
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 a weapon. If the player was lucky (25% per item chance), then they would find a randomly chosen item. If the player was unlucky (75% chance), then they 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 and 40 minutes (including duplicates). Since weapons were granted via a random number generator, experiences varied.
 
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 a weapon. If the player was lucky (25% per item chance), then they would find a randomly chosen item. If the player was unlucky (75% chance), then they 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 and 40 minutes (including duplicates). Since weapons were granted via a random number generator, experiences varied.
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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 any item drops during that time. Additionally, if a player was connected to a server that had lost connection to Steam, item drops would not occur until the server reestablished its connection.
 
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 any item drops during that time. Additionally, if a player was connected to a server that had lost connection to Steam, item drops would not occur until the server reestablished its connection.
  
=== 획득률 2배 ===
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=== 획득률 2배 주간 ===
 
2010년 12월 22일에 밸브는 2010년 12월 23일부터 2010년 12월 30일 동안 아이템 획득률이 2배가 된다고 발표하였습니다. 또한 이 기간 동안 모든 플레이어에게 [[양말 속 선물 열쇠]]가 증정되었습니다.<ref>"[http://www.teamfortress.com/post.php?id=4822 Additional Time Has Been Awarded]", TF2 Official Blog, December 22, 2010.</ref>  
 
2010년 12월 22일에 밸브는 2010년 12월 23일부터 2010년 12월 30일 동안 아이템 획득률이 2배가 된다고 발표하였습니다. 또한 이 기간 동안 모든 플레이어에게 [[양말 속 선물 열쇠]]가 증정되었습니다.<ref>"[http://www.teamfortress.com/post.php?id=4822 Additional Time Has Been Awarded]", TF2 Official Blog, December 22, 2010.</ref>  
  
A second Double Drop-Rate Week was announced on June 2, 2011, which lasted from June 3, 2011 through June 10, 2011.<ref>"[http://tf2.com/post.php?id=5604&p=1 Double Drop Week]", TF2 Official Blog, June 2, 2011</ref>
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두 번째 획득률 2배 주간은 2011년 6월 3일부터 2011년 6월 10일 동안 열리게 되는 것으로, 2011년 6월 2일에 발표되었습니다.<ref>"[http://tf2.com/post.php?id=5604&p=1 Double Drop Week]", TF2 Official Blog, June 2, 2011</ref>
  
A third Double Drop-Rate Week was announced on December 14, 2011, lasting from December 15, 2011 through December 21, 2011 to coincide with the Australian Christmas 2011 update.<ref>"[http://www.teamfortress.com/post.php?id=7005 Happy Australian Christmas Eve]", TF2 Official Blog, December 14, 2011</ref>
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세 번째 획득률 2배 주간은 호주의 크리스마스 2011 업데이트에 맞춰서 2011년 15일부터 2011년 12월 21일 동안 열리게 되는 것으로, 2011년 12월 14일에 발표되었습니다.<ref>"[http://www.teamfortress.com/post.php?id=7005 Happy Australian Christmas Eve]", TF2 Official Blog, December 14, 2011</ref>
  
 
== 갤러리 ==
 
== 갤러리 ==
 
<gallery>
 
<gallery>
File:First Double Drop-Rate Week.png|첫 번째 획득률 2배 홍보 영상
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File:First Double Drop-Rate Week.png|첫 번째 획득률 2배 주간 홍보 영상
File:Second Double Drop-Rate Week.png|두 번째 획득률 2배 홍보 영상
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File:Second Double Drop-Rate Week.png|두 번째 획득률 2배 주간 홍보 영상
 
</gallery>
 
</gallery>
  
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== 같이 보기 ==
 
== 같이 보기 ==
 
* [[아이템]]
 
* [[아이템]]
* [[Idling]]
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* [[I잠수 행위]]
 
* [[Mann Co. 보급 상자]]
 
* [[Mann Co. 보급 상자]]
  

Revision as of 10:28, 20 February 2012

그래. 난 이 새로운 무기가 '좋아'.
헤비

아이템 획득 시스템은 '팀 포트리스 2'에서 아이템 분배의 주된 공정입니다. 이 시스템은 스나이퍼 대 스파이 업데이트에서 처음 도입되었으며 이후 도전 과제의 아이템 분배 방식도 이 시스템에 의존하게 되었습니다. Its purpose was to improve accessibility to the expanding quantity of items within the game, while negating the need to achievement farm (meaning to perform out of context actions to gain achievements) or use third-party tools to falsify the obtaining of achievements. The system distributes a random item to players on a regular basis until a weekly time-cap is reached.

현재 시스템

본 그래프는 시간과 아이템 획득수 사이의 관계를 나타냅니다.
아이템 분포를 나타내는 막대 그래프.

현재의 아이템 획득 시스템은 2010년 4월 20일에 도입되었습니다.[1] Players are guaranteed to find items at regular intervals of 30 to 70 minutes, with an average interval of 50 minutes. The former system 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 be 10 hours each week. Playing beyond the cap will not yield additional items[2] . 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 play time. It has been estimated that a maximum of 6 to 12 items can be found each week within the allotted base of 11 hours per week. Mann Co. Supply Crates and other usable items drop on a separate timer, meaning that these items do not affect the interval between regular drops.[3][4] The system resets each player's playtime cap every Thursday at approximately 00:00 Template:W (GMT).

The dropped items are stored in the Backpack after the player's death, after a trade is completed, if the Mann Co. Store is opened, or if ten 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 the next time. 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 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.

장단점

A positive aspect of the system is that it allows new and old players alike to earn unlockable weapons by investing playtime. It allows players to play as any class, since as long as they are racking up gametime the player is eligible for an item drop. But if players play for more than 10 hours a week, they will not be rewarded for their extra playtime.

Many players receive 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.

도전 과제 지표

2008년 4월 29일에 밸브는 골드 러쉬 업데이트의 일환으로 세 개의 언락 무기 세트를 공개하였습니다. These weapons were unlocked by completing a set number of achievements, which completed 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 individual set weapon that came with that milestone. This requirement was later lowered to reduce players from grinding achievements just to get the new unlocks.

2009년 5월 21일, 밸브는 언락 아이템을 위한 새로운 무작위 획득 시스템을 구현하고, 기존의 지표 시스템을 중단하였습니다. 밸브는 곧바로 2009년 5월 29일 패치에서 스나이퍼와 스파이 무기를 위해 아이템 획득 시스템과 결합하여 도전 과제 지표를 다시 되돌렸습니다. 이후 이 지표 시스템은 전쟁! 업데이트뿐만 아니라 엔지니어 업데이트에서도 사용되었습니다..

역사

이전 시스템

만코노미 업데이트 이전에 사용된 배낭 아이콘.

밸브는 이미 존재하는 스카웃파이로, 헤비, 메딕의 도전 과제 지표를 유지하면서 클래스 업데이트 이벤트에서의 클래스 균형을 유지하기 위해 무작위 획득 시스템을 구축하였습니다. 이 시스템은 2009년 5월 21일에 스나이퍼 대 스파이 업데이트의 일환으로 게임에서 수정되었습니다.

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 a weapon. If the player was lucky (25% per item chance), then they would find a randomly chosen item. If the player was unlucky (75% chance), then they 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 and 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 any item drops during that time. Additionally, if a player was connected to a server that had lost connection to Steam, item drops would not occur until the server reestablished its connection.

획득률 2배 주간

2010년 12월 22일에 밸브는 2010년 12월 23일부터 2010년 12월 30일 동안 아이템 획득률이 2배가 된다고 발표하였습니다. 또한 이 기간 동안 모든 플레이어에게 양말 속 선물 열쇠가 증정되었습니다.[7]

두 번째 획득률 2배 주간은 2011년 6월 3일부터 2011년 6월 10일 동안 열리게 되는 것으로, 2011년 6월 2일에 발표되었습니다.[8]

세 번째 획득률 2배 주간은 호주의 크리스마스 2011 업데이트에 맞춰서 2011년 15일부터 2011년 12월 21일 동안 열리게 되는 것으로, 2011년 12월 14일에 발표되었습니다.[9]

갤러리

획득할 수 없는 아이템

Template:Item drop list

배낭

본문: 배낭

업데이트 기록

2009년 5월 21일 패치 (스나이퍼 대 스파이 업데이트)
  • 아이템 획득 시스템이 추가되었습니다.

2010년 3월 19일 패치

  • [언급되지 않음] 기타 아이템은 이제 무기 획득률 대신에 모자 획득률을 따릅니다.

2010년 4월 20일 [아이템 도식 업데이트]

  • 무작위 획득 시스템이 현재의 시스템으로 업데이트 되었습니다.

2010년 12월 21일 패치

  • 아이템 무작위 획득 목록을 다량으로 추가하였습니다.

2010년 12월 23일 패치

  • [언급되지 않음] 다음주에는 아이템 획득률이 2배가 됩니다. (2010년 12월 23일부터 2010년 12월 30일까지)

2011년 1월 24일 패치

2011년 5월 5일 패치 (리플레이 업데이트)

2011년 6월 3일 패치

  • 다음주에는 아이템 획득률이 2배가 됩니다. (2011년 6월 3일부터 2011년 6월 10일까지)

2011년 6월 14일 패치

2011년 8월 9일 패치

2011년 9월 20일 패치

2012년 1월 11일 패치

주석

  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
  9. "Happy Australian Christmas Eve", TF2 Official Blog, December 14, 2011

같이 보기

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