Item drop system
From TF2 Wiki
This page details Team Fortress 2's past, present, and future Item Drop System. It also lists the current achievement milestones through which players may unlock specific weapons.
Contents |
Achievement Milestones
On April 29th 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 milstones 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. The final weapon was initially only available once players had completed every single achievement available. This saw the number of achievements needed for all three milestones reduced after player statistics showed that only a small number of players possessed the new weapons.
It soon became apparent there were flaws with this system. For example, many players who wanted access to the new weapons but did not wish to invest the large amounts of time needed to grind for all the achievements. These players would either join achievement servers (servers with custom maps built to facilitate the earning of achievements) to earn their achievements and get their weapons faster than those who played the game normally or join regular servers as the updated class, playing with the intent of completing achievements. Both of these situations would result in servers becoming overcrowded with players all playing as a single class, which disrupted gameplay for many players. On May 21st 2009, Valve implemented a new system for unlockable items: Random Drops.
Item Drop System
While keeping the Achievement Milestones already present for the Scout, Pyro, Heavy and Medic, Valve implemented the random drop system to allow a balance of classes 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 plays for 25 minutes the game randomly draws a decision for the player. If the player is lucky (25% per item chance) then they will get a randomly chosen weapon or item. If the player is unlucky, then they receive no item that time. There is a separate timer that counts every 15,430 seconds (4 hours, 17 minutes, and 10 seconds) you have a 1 in 28 chance of receiving a hat.
Every 25 minutes of play, a player has a 25% chance of receiving a random weapon. The average time for getting a single item is 1h 40min (including duplicates). Since weapons are granted via a random number generator, experience may vary.
Items picked up by the player are stored in the backpack, available in the loadout section of the Character Info and Setup menu. The backpack has a finite capacity, so it may be necessary to destroy duplicates in order to make room for new weapons.
A positive aspect of the system is that it allows new and old players alike to earn unlockable weapons by investing play time. It also 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. This removed some of the necessity for achievement servers. It also allowed for a better balance of classes on servers.
While the system has addressed several of the problems of unlockable items being tied solely to milestones, it also has its share of flaws. Many players who were already experienced with the game already possessed most or all of the unlockable weapons, resulting in many players receiving unwanted duplicates. Also, achievement servers are still in use, now consisting of maps which allow large numbers of players to stand idle, increasing their game-time and allowing them to unlock new items without actively playing. Several user-made programs also allow players to idle with added functions such as displaying statistics and items earned during this period but Valve changed their user policy to reflect their stance that using such programs is considered cheating.
In the May 29, 2009 Patch, Valve added Achievement Milestones for the unlockable Sniper and Spy weapons.
The Soldier's unlockable Misc slot item, the Gentle manne's service medal could be unlocked by accessing a hidden web page, and was awarded to the first 11,111 users to find the page.[1] The Cheater's lament, a wearable hat for all classes, was awarded to all players who had not used external programs to unlock items before the policy against it was implemented. Two new hats were introduced during the 2009 Halloween event, the Ghastly gibus and the Mildly disturbing Halloween mask. both wearable by all classes. In a similar fashion to the Gentle manne's service medal, the first possible method of unlocking the Ghastly gibus was to be one of the first 10,319 people to visit a hidden web page [2]. The current method through which it can be unlocked is to complete the Ghastly Gibus Grab achievement by dominating a player wearing the hat. The Mildly disturbing Halloween mask can be unlocked by completing the Candy Coroner scarechievement, which involves collecting 20 Halloween pumpkins from dead players during the annual Haunted Halloween Special event. Yet another all-class item, Bill's hat, was made available to all players who preordered Left 4 Dead 2 on Steam. The above items do not appear as random drops.
Crafting
Items received through either milestones or the random drop system can now be crafted into other weapons or hats.
Future Plans for the Item Drop System
Valve also intend to add a trading system in the near future.
Milestones
In order of release:
Medic
| Milestone 1
Achieve 10 of the achievements in the Medic pack. Reward: Blutsauger |
| Milestone 2
Achieve 16 of the achievements in the Medic pack. Reward: Kritzkrieg |
| Milestone 3
Achieve 22 of the achievements in the Medic pack. Reward: Übersaw |
Pyro
| Milestone 1
Achieve 10 of the achievements in the Pyro pack. Reward: Flare gun |
| Milestone 2
Achieve 16 of the achievements in the Pyro pack. Reward: Backburner |
| Milestone 3
Achieve 22 of the achievements in the Pyro pack. Reward: Axtinguisher |
Heavy
| Milestone 1
Achieve 10 of the achievements in the Heavy pack. Reward: Sandvich |
| Milestone 2
Achieve 16 of the achievements in the Heavy pack. Reward: Natascha |
| Milestone 3
Achieve 22 of the achievements in the Heavy pack. Reward: K.G.B |
Scout
| Milestone 1
Obtain 10 of the Scout achievements. Reward: Force-A-Nature |
| Milestone 2
Obtain 16 of the Scout achievements Reward: Sandman |
| Milestone 3
Obtain 22 of the Scout achievements Reward: Bonk! Atomic Punch |
Spy
| Milestone 1
Obtain 5 of the Spy achievements. Reward: Ambassador |
| Milestone 2
Obtain 11 of the Spy achievements Reward: Cloak and Dagger |
| Milestone 3
Obtain 17 of the Spy achievements Reward: Dead Ringer |
Sniper
| Milestone 1
Obtain 5 of the Sniper achievements. Reward: Huntsman |
| Milestone 2
Obtain 11 of the Sniper achievements Reward: Jarate |
| Milestone 3
Obtain 17 of the Sniper achievements Reward: Razorback |
Demoman
| Milestone 1
Obtain 5 of the Demoman achievements. Reward: Chargin' Targe |
| Milestone 2
Obtain 11 of the Demoman achievements. Reward: Eyelander |
| Milestone 3
Obtain 17 of the Demoman achievements. Reward: Scottish Resistance |
Soldier
| Milestone 1
Obtain 5 of the Soldier achievements. Reward: Equalizer |
| Milestone 2
Obtain 11 of the Soldier achievements. Reward: Direct Hit |
| Milestone 3
Obtain 17 of the Soldier achievements. Reward: Buff Banner |








