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#1 |
![]() Join Date: Mar 2012
Reputation: 0
Posts: 12
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Not finding items, This the reason?
Playtime (hours):
55.9 last two weeks Good god. Could this be why I haven't found ANYTHING in the last 3 days? |
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#2 |
![]() Join Date: Sep 2011
Reputation: 21
Posts: 210
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Ill explain it to you:
Each week (Starting at Thursdays) You can find like 8 items (or at least thats what i find), finding 1 each hour. When you have all the 8 drops, you cant find anything else until the next Thursday and so on. |
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#3 |
![]() Join Date: May 2010
Reputation: 319
Posts: 668
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#4 |
![]() Join Date: Jun 2011
Reputation: 253
Posts: 1,606
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Time varies by time zone, US servers usually roll over Wednesday evenings I think.
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#5 |
![]() Join Date: Sep 2011
Reputation: 21
Posts: 210
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#6 |
![]() Join Date: Mar 2012
Reputation: 0
Posts: 12
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Wouldn't it make more sense to reward the players who dedicate time to the game? (Actually do something in game to allocate a sum of points, to stop idlers)
I see this system rewarding people who don't play. Juss' sayin' |
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#7 | |
![]() Join Date: May 2010
Reputation: 319
Posts: 668
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Quote:
Also there is no issue with the current system, idlers can idle as long as they want but they won't get more items than you thanks to to the time cap. |
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#8 | |
![]() Join Date: Sep 2011
Reputation: 118
Posts: 218
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Quote:
Everything has been diluted beyond recognition to be palatable to the masses. Its no longer about creating an elite gaming community and giving players rewards and recognition for being above-average. Its purely about numbers and bodies. Which I should state isn't necessarily a bad thing. As an aging gamer (not that I'm old, just that I'm seeing my real-world responsibilities increase as I get older), I've reaped the benefits of these systems, even though I have less time to spend on games. The point is, good players are still good players, and bad players, even with good gear, are still bad (assuming the game has some sort of proper item-balancing). Last edited by Wigg1es: 03-06-2012 at 05:37 PM. |
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#9 |
![]() Join Date: Oct 2011
Reputation: 48
Posts: 483
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Maybe the drop cap was intentional from a long time ago to not only limit idling, but to also prepare everyone for the Manconomy Update? I mean, we have multiple ways of obtaining our stuff (be it drop, craft, store, or trade). If there was no drop cap, why bother with the store, since you could've just idled your way to whatever it is you are looking for?
I miss the days where I could just get on, start playing, and know that I'd get items as long as the item server wasn't acting up again (and not have to worry about some cap). |
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#10 | |
![]() Join Date: Jun 2011
Reputation: 253
Posts: 1,606
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Quote:
Valve makes a bit extra money on keys, those looking for extra items or that like unboxing get to uncrate a box of goodies, so to speak. Everyone wins. |
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#11 |
![]() Join Date: May 2009
Reputation: 849
Posts: 3,719
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Yes, it absolutely would. It would also make sense for you to unlock weapons through being good at the game rather than randomly or through crafting. However, TF2 isn't really about making sense. It's more about Valve testing things out for their other games, these days. Hopefully TF3 will be a bit better in that sense.
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#12 |
![]() Join Date: Feb 2012
Reputation: 12
Posts: 53
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#13 |
![]() Join Date: Aug 2011
Reputation: 481
Posts: 2,352
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