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09-05-2009, 02:36 AM
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#16 (permalink)
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Join Date: Jun 2008
Location: Twin Lake, MI; Home again
Age: 18
Posts: 1,604
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
I got my halo, but I'm not going to wear it. Don't know why but I liked the message they gave me when I went to change equipment.
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O o
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| IMMA FIRIN' MAH LAZOR!!!
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Home everyday now!
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09-05-2009, 05:39 AM
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#17 (permalink)
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Join Date: Mar 2008
Location: Finland
Posts: 918
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Quote:
Originally Posted by Rakkasan21
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Oh damn priceless. I would join but some people got kicked yesterday from b2b because they didn't heal halo people so I wonder what this would do for me :P
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09-05-2009, 11:08 AM
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#18 (permalink)
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Join Date: Mar 2007
Location: Belgium
Age: 27
Posts: 1,628
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
I got the halo as well but I think it looks rather stupid... especially on the soldier as mentioned before.
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|TG-6th|GhostDog
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09-06-2009, 12:27 PM
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#19 (permalink)
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Join Date: Aug 2007
Location: Ireland
Posts: 1,500
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Bear in mind that 4.6% is probably of the total who bought the game. Think about how many actually play the game actively. I do like my halo though  .
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09-06-2009, 01:44 PM
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#20 (permalink)
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Join Date: Apr 2007
Location: On your six
Posts: 4,312
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
I've been playing the game since launch. I didn't feel the need to earn hats in such a ridiculous manner.
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|TG-6th|Skud
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09-06-2009, 08:42 PM
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#21 (permalink)
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Join Date: Jun 2007
Location: Finland
Age: 20
Posts: 2,523
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
The thing is, with this drop system, you don't earn them.
Guy who griefs and mic spams might get a hat before the guy who helps their team and leads them to victory.
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09-06-2009, 09:12 PM
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#22 (permalink)
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Join Date: May 2008
Location: Maryland
Posts: 2,684
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
I wish there was some way to influence how quickly you get items for certain class. Example: You play lots of pyro, and thus are more likely to get pyro items/hats.
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09-06-2009, 10:19 PM
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#23 (permalink)
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Join Date: Sep 2008
Location: Gaithersburg, Maryland
Posts: 245
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
I just hit the item cap, where I now have to delete stuff from my inventory when I get a new item.
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|TG-IRR| 16note
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09-07-2009, 03:16 AM
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#24 (permalink)
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Join Date: Mar 2007
Location: Belgium
Age: 27
Posts: 1,628
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Quote:
Originally Posted by Kebab-Kastike
The thing is, with this drop system, you don't earn them.
Guy who griefs and mic spams might get a hat before the guy who helps their team and leads them to victory.
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I don't know what factor decides who gets a hat, but I 've been playing medic for 70+ hours... always there to help out the team because everyone prefers sniping over healing and I haven't seen a single hat.
Quote:
Originally Posted by 16Note
I just hit the item cap, where I now have to delete stuff from my inventory when I get a new item.
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Welcome to the fun...
They really need to do something about this, either give us more space or just prevent us from gaining items once we have them all. The way it is now, is just annoying.
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|TG-6th|GhostDog
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09-07-2009, 09:48 AM
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#25 (permalink)
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Join Date: Jun 2007
Location: Finland
Age: 20
Posts: 2,523
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Quote:
Originally Posted by Ghost Dog
I don't know what factor decides who gets a hat, but I 've been playing medic for 70+ hours... always there to help out the team because everyone prefers sniping over healing and I haven't seen a single hat.
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The way it works it looks how much TF2 you have played and then gives you chance to roll it based on that.
Before the "halo update" you had 1,547% (or something like that) chance to get a hat every 4h 17mins and x seconds when you had played the highest specified (unknown) amount. If you just bought the game your chance of getting a hat is 0%.
With other items like weapons it is something like 75% chance to get item every 25 minutes.
With this system, it doesn't matter whether you just sit in respawn room eating sandviches the whole round, idle in achievement_idle or be medic healing your teammates.
You are only rewarded for having the game open and being connected to the server for x amount of time.
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09-07-2009, 09:56 AM
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#26 (permalink)
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Join Date: Mar 2008
Location: Finland
Posts: 918
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Also it was proven that newer players earned hats more often than those who played the game a lot. Out of the last 5 hats I've seen to be earned 2 guys I knew that hadn't been playing the game more than 30-40hours.
I find that keeping the random system is okay, but they should do like Beat said and give the % higher to the class you play more often. Though it is also positive to the play rates of that class if people get hats for it so its kinda complicated.
The thing with random drop system is that people who want a hat, feel bit helpless, but on the other hand there shouldn't be any easy way to get them either, as part of their status is the rarity.
I hope that valve will pull out some amazing system for this, but as long as players stay as players and will try to find ways for easier resolutions, it will get harder and more complicated.
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09-07-2009, 10:37 AM
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#27 (permalink)
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Join Date: Jan 2009
Location: New Jersey
Age: 19
Posts: 1,161
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
I kinda like the random system. It gives Hats there unique value, and seeing one is, let alone finding one, is special.
Plus, I believe the system goes like this:
Every 25 minutes you have 25% chance of finding an item. Everytime you find an item you have 1/180 chance (.55%) that it's a hat.
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FROM THE PRIMER:
Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.
Xbox Live GT: KrunchMastaFlex
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09-07-2009, 11:05 AM
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#28 (permalink)
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Join Date: Mar 2007
Location: Belgium
Age: 27
Posts: 1,628
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Thx for explaining.
I wish they would change the system so that teamplayers would have a bigger chance of earning hats though... I 'm so sick of all the individual players on public servers and it 's even worse to see them wearing a hat. There 's only a handful of servers where people use comms and teamwork, it 'd be nice if TG could get its own server again... but that 's another topic  .
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|TG-6th|GhostDog
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09-07-2009, 03:16 PM
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#29 (permalink)
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Join Date: Jun 2007
Location: Finland
Age: 20
Posts: 2,523
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Quote:
Originally Posted by Axis_Sniper
I kinda like the random system. It gives Hats there unique value, and seeing one is, let alone finding one, is special.
Plus, I believe the system goes like this:
Every 25 minutes you have 25% chance of finding an item. Everytime you find an item you have 1/180 chance (.55%) that it's a hat.
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Hats and items don't go on same counter.
They have different counters, and this has been proven.
Numbers I got was from the statistics drunken f00l (creator of the idle program) has given out and the hat percentage was figured out by him by finding the actual formula of the random drop system that drops these hats which he then verified with the statistics gathered through idle program.
He actually got recruited by valve for unraveling all that stuff and from the idle program he created.
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09-07-2009, 09:38 PM
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#30 (permalink)
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Join Date: Jan 2009
Location: New Jersey
Age: 19
Posts: 1,161
Tournaments Joined: 0 Tournaments Won: 0
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Re: Aw Snap!!!!
Ah, I see. Good luck to him then. He scored an awesome job by tinkering with their stuff.
__________________
FROM THE PRIMER:
Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.
Xbox Live GT: KrunchMastaFlex
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