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Team Fortress 2 features an in-built item valuing system known as an item quality, assigned to a given instance of an item through a variety of different means and ranging from "Normal" items used as the stock weapons of each class, to "Unique" items used as the base obtainable items from the item drop or achievement systems, to far rarer ...
Team Fortress 2 was dangerously close to becoming a game of "haves and have-nots." It wasn't just hats that was the issue, but many players had played hundreds of hours without receiving the ...
The core gameplay of Team Fortress 2 Classic is identical to Team Fortress 2 in most ways, described as "toning down TF2's less coherent elements in favor of gameplay-focused additions". [5] Existing content (as existed in the game’s original 2007 release) goes largely untouched, in favor of augmenting the game play with new weapons and game ...
An element made up by Fender, who claims to be built out of said metal. Fender says it is yellow and tastes like chicken. Antidermis Bionicle: Greenish-black gas; forms the essence of the Makuta, the main villains of the series. They usually keep the antidermis inside suits of armor. Aquelium, terrelium, and plutulium The Goddess of Atvatabar
A catch-up comic released on the TF2 website released for free comic book day described Team Fortress Classic as being set in an alternate 1930, and that the game takes place during the Gravel Wars era of the timeline, along with the fact that the Classic engineer is the father of the engineer in Team Fortress 2.
Item-item collaborative filtering, or item-based, or item-to-item, is a form of collaborative filtering for recommender systems based on the similarity between items calculated using people's ratings of those items. Item-item collaborative filtering was invented and used by Amazon.com in 1998.
In economics a trade-off is expressed in terms of the opportunity cost of a particular choice, which is the loss of the most preferred alternative given up. [2] A tradeoff, then, involves a sacrifice that must be made to obtain a certain product, service, or experience, rather than others that could be made or obtained using the same required resources.
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