아이템 획득 체제

From Team Fortress Wiki
< Item drop system
Revision as of 00:11, 5 May 2011 by Xenak (talk | contribs) (Fixed misdirecting links.)
Jump to: navigation, search
그래! 난 이 새 무기가 정말 좋아.
헤비
Backpack case.png

아이템 획득 체제는 팀 포트리스 2 에서 쉽게 수 많은 아이템 을 얻고 클래스 업데이트간의 클래스간 형평성을 유지하기 위해서 내놓은 체제입니다. 이 체제는 스나이퍼 vs 스파이 업데이트 에 처음 공개되었으며 라이트 유저와 헤비 유저간의 차이와 아이들링을 무산시키기 위해서 바뀌었습니다.

최근에 바뀐 체제

2010년 4월 20일에, 아이템 드랍 시스템이 바뀌었습니다.[1] 일정 간격으로 무작위로 얻는 것 대신에 체제를 처음 아이템을 드랍받으면 다음 드랍을 예상하는 것으로 바뀌었습니다. 이 변화로, 플레이어들은 15분에서 75분 간격으로 일정하게 아이템을 얻을 수 있게 되었습니다. 이런 체제가 나오기 전에 플레이어들은 불행히도 긴 시간동안 아무 아이템도 찾지 못해서 연속적으로 획득에 실패했습니다. 하지만 새로운 체제는 이런 도박성 확률을 삭제하고 아이템 드랍 확률을 개선했습니다.

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. Occasionally, dropped, traded, or crafted items may get stuck "in limbo" and may not immediately appear in the player's backpack. Visiting the Mann. Co. Store will usually restore these items to the player's backpack.

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 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

Backpack icon, used before 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.

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).

백팩

본문: Backpack

See Also

External links