掉道具更新 - Steam

By Poppy
at 2010-04-21T23:34
at 2010-04-21T23:34
Table of Contents
http://www.teamfortress.com/post.php?id=3727&p=1
Today we're shipping some significant changes to the item drop system.
Previously, we rolled randomly at intervals to see if you got an item drop.
Now we roll to determine when your next item drop will occur. So you're
guaranteed to find items at fairly regular intervals. The bulk of drop
complaints we've received in the past have been from players having unlucky
streaks, where they didn't find any items for weeks. That won't be possible
now.
We've significantly increased the rate at which item drops occur, compared to
the previous average interval.
There's now a maximum amount of playtime per week in which you get item
drops. Playing beyond that amount won't find any more items. The amount
varies, but if you play an hour or so a day you're good. Some of your unused
time will rollover to the following week, so if you're an intermittent player
you'll also be fine.
What are the net effects of these changes? Here's the quick summary:
If you're an idler, you're going to find fewer items than you were prior to
this change. Sorry. On the bright side, there's less reason to idle, because
it won't earn more than players who are playing regularly.
Everyone else will find items more frequently, and with greater regularity.
We're still thinking about how to allow you to influence your drops. When we
see discussions on the forums, people often ask why we don't tie it to some
in-game performance (like your scoreboard position, or number of kills, etc).
Many players understand that if we did this, idle servers would simply change
into servers running plugins that generate those in-game events frequently
(as we saw in the Soldier & Demoman WAR!).
There's another side of it that we care about just as much, which is the
message it would send to all the players who don't want to idle. Any in-game
performance metric we chose would result in there being specific maps,
classes, tactics, and so on that resulted in more drops. We really don't want
that to happen. When it's simply playtime, you're free to play the game
however you like. If you love Payload, you can play Payload maps without
worrying about whether you're earning less drops than the guys playing Arena
maps. Community mapmakers don't have to worry about whether their maps earn
item drops fast enough. Similarly, server operators can configure their
servers however they like, without worrying about reducing the rate at which
their players are earning drops. In short, while it's far from perfect, not
tying to in-game performance is a lot less poisonous to your minute-to-minute
game experience.
好像是說掉道具的時間是固定的,系統隨機亂數決定下次掉道具的時間
一周能獲得的數量有限
應該算是為了目前網路上掛機掛太兇作處理吧
以上翻譯由GOOGLE提供XD
--
Today we're shipping some significant changes to the item drop system.
Previously, we rolled randomly at intervals to see if you got an item drop.
Now we roll to determine when your next item drop will occur. So you're
guaranteed to find items at fairly regular intervals. The bulk of drop
complaints we've received in the past have been from players having unlucky
streaks, where they didn't find any items for weeks. That won't be possible
now.
We've significantly increased the rate at which item drops occur, compared to
the previous average interval.
There's now a maximum amount of playtime per week in which you get item
drops. Playing beyond that amount won't find any more items. The amount
varies, but if you play an hour or so a day you're good. Some of your unused
time will rollover to the following week, so if you're an intermittent player
you'll also be fine.
What are the net effects of these changes? Here's the quick summary:
If you're an idler, you're going to find fewer items than you were prior to
this change. Sorry. On the bright side, there's less reason to idle, because
it won't earn more than players who are playing regularly.
Everyone else will find items more frequently, and with greater regularity.
We're still thinking about how to allow you to influence your drops. When we
see discussions on the forums, people often ask why we don't tie it to some
in-game performance (like your scoreboard position, or number of kills, etc).
Many players understand that if we did this, idle servers would simply change
into servers running plugins that generate those in-game events frequently
(as we saw in the Soldier & Demoman WAR!).
There's another side of it that we care about just as much, which is the
message it would send to all the players who don't want to idle. Any in-game
performance metric we chose would result in there being specific maps,
classes, tactics, and so on that resulted in more drops. We really don't want
that to happen. When it's simply playtime, you're free to play the game
however you like. If you love Payload, you can play Payload maps without
worrying about whether you're earning less drops than the guys playing Arena
maps. Community mapmakers don't have to worry about whether their maps earn
item drops fast enough. Similarly, server operators can configure their
servers however they like, without worrying about reducing the rate at which
their players are earning drops. In short, while it's far from perfect, not
tying to in-game performance is a lot less poisonous to your minute-to-minute
game experience.
好像是說掉道具的時間是固定的,系統隨機亂數決定下次掉道具的時間
一周能獲得的數量有限
應該算是為了目前網路上掛機掛太兇作處理吧
以上翻譯由GOOGLE提供XD
--
Tags:
Steam
All Comments

By Bennie
at 2010-04-26T06:24
at 2010-04-26T06:24
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