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Blogpost about the new dropsystem
https://forum.specialattack.net/viewtopic.php?t=5583
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Author:  DoubleJ [ 30 May 2009, 14:13 ]
Post subject:  Re: Blogpost about the new dropsystem

Did you notice the amount you need for an unlock.

Get 5, 11 or 17. Which is way less then on the other packs.
TheVortessence wrote:
Quote:

Team Fortress 2 Update Released


Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables

Arena Mode

Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off

Added tf_arena_round_time to set a timelimit on the round

Added the userid of the player who built the teleporter to the "player_teleported" event

Fixed player killed event causing server crash

Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled

Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled

Fixed the Ambassador not doing damage to buildings

Fixed Spies disguised as their own team not drawing blood effects

Fixed players killed by flaming arrows not showing the appropriate death icon
http://store.steampowered.com/news/2545/

Valve have now given players the option to get unlocks by either picking them up over time OR by collecting achievements. Thank you so much Valve!!! :D

Author:  TheVortessence [ 30 May 2009, 16:46 ]
Post subject:  Re: Blogpost about the new dropsystem

DoubleJ wrote:
Did you notice the amount you need for an unlock.

Get 5, 11 or 17. Which is way less then on the other packs.
TheVortessence wrote:
http://store.steampowered.com/news/2545/

Valve have now given players the option to get unlocks by either picking them up over time OR by collecting achievements. Thank you so much Valve!!! :D
That's true. They probably lowered the number of achievements needed for each milestone so that it is as easy to get the milestones as it is to get the unlocks from picking them up.

Author:  DoubleJ [ 31 May 2009, 12:07 ]
Post subject:  Re: Blogpost about the new dropsystem

TheVortessence wrote:
DoubleJ wrote:
Did you notice the amount you need for an unlock.

Get 5, 11 or 17. Which is way less then on the other packs.
That's true. They probably lowered the number of achievements needed for each milestone so that it is as easy to get the milestones as it is to get the unlocks from picking them up.
They should also apply this then to the other classes..

Author:  Lim-Dul [ 31 May 2009, 15:03 ]
Post subject:  Re: Blogpost about the new dropsystem

Nah, the milestones are easy enough to get as it is and in the case of the Spy and Sniper are actually EASIER to achieve than waiting for the unlocks.

Apparently the average time needed to get an item (considering 25 minute checks with increasing probability) is 1 hour 40 minutes - and you don't know if you won't get a duplicate. And you get items from other classes as well.

Author:  DoubleJ [ 01 Jun 2009, 15:30 ]
Post subject:  Re: Blogpost about the new dropsystem

[SpA]Lim-Dul wrote:
Nah, the milestones are easy enough to get as it is and in the case of the Spy and Sniper are actually EASIER to achieve than waiting for the unlocks.

Apparently the average time needed to get an item (considering 25 minute checks with increasing probability) is 1 hour 40 minutes - and you don't know if you won't get a duplicate. And you get items from other classes as well.
Because you have no difficulty in obtaining the achievemnts of the other classes, some, like me, do have difficulties.

Medic and Pyro achievements, I have enough for all weapons. However for Heavy I have not enough and for scout I have absolutely none. Simply because of the time I do stick into them is not enough to get an achievement. And although some can be obtained by playing the class a lot, in my 'world' it would simply mean that with achievements, I would not get both the heavy/spy/scout unlocks in the next years.

Author:  Lim-Dul [ 01 Jun 2009, 15:36 ]
Post subject:  Re: Blogpost about the new dropsystem

Well - hence you have the drop system now and will get the weapons eventually. ^^

Anyways - if you're that desperate you can always use the Steam Achievement Manager - a proggy I used before the drop system.

By the way - some interesting graphs compiled by the author of the Fake Idling program - stats from one day of drops, although the total number of items exceeds 1.000.000 now.

Image

Image

Image

Image

Source: http://www.sourceop.com/modules.php?nam ... pic&t=1627

Author:  [SpA]Minimoose! [ 01 Jun 2009, 16:13 ]
Post subject:  Re: Blogpost about the new dropsystem

Awesome work that guy is doing.

Author:  sebas [ 01 Jun 2009, 16:30 ]
Post subject:  Re: Blogpost about the new dropsystem

Yet some people have all the hats, haha. :lol:

Author:  [SpA]Blackhawk [ 02 Jun 2009, 12:26 ]
Post subject:  Re: Blogpost about the new dropsystem

Looks like Valve did a nice thing on the drop rate... very equal with a little tendency to the newer stuff.

Author:  Traget [ 06 Jun 2009, 19:46 ]
Post subject:  Re: Blogpost about the new dropsystem

I still want my godamned fro >:(

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