Drop Rate Speculation

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VastSpartan

FNG / Fresh Meat
Nov 3, 2015
958
0
0
I got a USB drop today. For the firebug class........How do I sell this s***? Firebug is top 1 class I dislike.
 

HunBonus

FNG / Fresh Meat
Dec 1, 2014
426
12
0
I don't believe that has anything in relation to drop rates. I've played tons of solo matches (when none of my regular teammates are online, I never go pub because of the idiots) and still I only got 2 drops so far.
 

juliex011

FNG / Fresh Meat
Oct 12, 2014
93
0
0
USA
Still.
No.
Drop.
Not even a phantom drop.
If there's some sort of weird little trick, like play 2 games online then offline and blah blah blah, that's ridiculous. Why wouldn't you reward players for playing 20+ hours, online or not?
I'm starting to lose my patience, honestly.
 

Kothre

FNG / Fresh Meat
Apr 24, 2015
339
14
0
do we seriously need to play online to get drops right now.


thats awful

From the sounds of it, there was just a bug where players could only get drops from offline play. Now Tripwire fixed it and drops should be available both on and offline.
 

RedPk

FNG / Fresh Meat
May 6, 2012
466
0
0
how many weekly drops actually?

how many weekly drops actually?

TW can tell us how many weekly drops are now?? or its just infinit and lucky?
 

Diman

FNG / Fresh Meat
Jun 8, 2015
29
0
0
Horzine Genetics Lab
TW can tell us how many weekly drops are now?? or its just infinit and lucky?

I've played a lot and I'm quite sure that there is one drop per week. Timer will be reseted on Thursday again (the day on which the update went online). The offline bug was fixed with the latest patch but if you need a certain amount of wins or hours to get a drop, can't tell you that, as mentioned above got many of both. Till now all my friends, including myself, got 1 drop per week. Next "I have a drop, yay" wave gonna be in 2-3 days.
 
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Rattler

Grizzled Veteran
Dec 20, 2009
2,816
313
83
I never had a drop since the release of the cosmetic items. After the latest patch - 1 drop in 20 min game. Sweet! It was a USB tho' lol
 

JRMFTW

FNG / Fresh Meat
Apr 16, 2015
77
0
0
So can we try and figure out how many drops we've had since this was released?
I got a Woodland L85A2 on my first solo match a few days after the first patch
and then got a red & black bandana on the weekend. I thought that would be it until the speculated reset on Thursday, but I just received a Dosh L85A2 now after this latest hotfix.
Have they adjusted the drop rate in this hotfix too?
 

simplecat

Active member
Apr 27, 2015
957
170
43
Russian Federation
docs.google.com
Interesting commentary in KFGameReplicationInfo.uc

simulated function ProcessChanceDrop()
{
`if (`__TW_STEAMWORKS_)
SendSteamHeartbeat(); // be sure no time is lost at the end of match
SendSteamRequestItemDrop(); // see if we've accumulated enough time
`endif

And looks like actual drop (if enought time accumulated) can only happen during AAR:

KFGFxMenu_PostGameReport, function InitializeMenu calls for ProcessChanceDrop.
 

simplecat

Active member
Apr 27, 2015
957
170
43
Russian Federation
docs.google.com
At same class there's a constant
const STEAM_PLAYTIME_GENERATOR_ITEM = 900000;
and a float value SteamHeartbeatAccumulator that seems to be a timer that begin with 0 and used to store a total time in seconds of your current game. It resets each next game.

Not quite sure if this constant in use as it'd be literally 250 hrs of time, or this could mean something else.
 

Lorkenpeist

FNG / Fresh Meat
May 4, 2015
836
29
0
Sunnydale, CA
tinyurl.com
At same class there's a constant
const STEAM_PLAYTIME_GENERATOR_ITEM = 900000;
and a float value SteamHeartbeatAccumulator that seems to be a timer that begin with 0 and used to store a total time in seconds of your current game. It resets each next game.

Not quite sure if this constant in use as it'd be literally 250 hrs of time, or this could mean something else.

As a software engineer I can confidently say that time constants (and calculations) are often defined in milliseconds, so that is probably 900 seconds, aka 15 minutes
 
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UserSD

FNG / Fresh Meat
Jan 8, 2012
424
14
0
At same class there's a constant
const STEAM_PLAYTIME_GENERATOR_ITEM = 900000;
and a float value SteamHeartbeatAccumulator that seems to be a timer that begin with 0 and used to store a total time in seconds of your current game. It resets each next game.

Not quite sure if this constant in use as it'd be literally 250 hrs of time, or this could mean something else.

So that would mean it's not limited to a drop per week, but accumulated playtime?

That's odd with the pattern people are reporting...