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CN114618157B - A data compensation method, device, electronic device and storage medium in a game - Google Patents

A data compensation method, device, electronic device and storage medium in a game
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Publication number
CN114618157B
CN114618157BCN202210220473.7ACN202210220473ACN114618157BCN 114618157 BCN114618157 BCN 114618157BCN 202210220473 ACN202210220473 ACN 202210220473ACN 114618157 BCN114618157 BCN 114618157B
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virtual
attribute
game
target
value
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CN114618157A (en
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李旭东
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Abstract

Translated fromChinese

本申请提供了一种游戏中的数据补偿方法、装置、电子设备及存储介质,该方法包括:在游戏准备阶段,为受控虚拟对象匹配出参与本次虚拟对战的其他虚拟对象;获取本次虚拟对战的对局信息;针对本次虚拟对战中的每个候选虚拟元素,基于所获取的对局信息,确定该候选虚拟元素的属性补偿值;针对每个候选虚拟元素,基于该候选虚拟元素的属性补偿值,确定该候选虚拟元素的元素属性值;控制受控虚拟对象使用具备目标元素属性值的目标虚拟元素进入本次虚拟对战的游戏对抗阶段。通过采用上述游戏中的数据补偿方法、装置、电子设备及存储介质,解决了对游戏中虚拟元素的属性值进行调整时,调整周期长以及调整方式适应性差的问题。

The present application provides a data compensation method, device, electronic device and storage medium in a game, the method comprising: in the game preparation stage, matching other virtual objects participating in this virtual battle for the controlled virtual object; obtaining the game information of this virtual battle; for each candidate virtual element in this virtual battle, determining the attribute compensation value of the candidate virtual element based on the obtained game information; for each candidate virtual element, determining the element attribute value of the candidate virtual element based on the attribute compensation value of the candidate virtual element; controlling the controlled virtual object to use the target virtual element with the target element attribute value to enter the game confrontation stage of this virtual battle. By adopting the data compensation method, device, electronic device and storage medium in the above game, the problems of long adjustment cycle and poor adaptability of adjustment method when adjusting the attribute value of virtual elements in the game are solved.

Description

Data compensation method and device in game, electronic equipment and storage medium
Technical Field
The present application relates to the field of man-machine interaction technologies, and in particular, to a method and apparatus for compensating data in a game, an electronic device, and a storage medium.
Background
With the development of computer technology and the diversification of terminal functions, the types of games that can be played on the terminal are increasing, for example, multiplayer competitive games, which can be MOBA (Multiplayer Online Battle Arena, multiplayer online tactical competitive game) games, or ARTS (Action Real-TIME STRATEGY ) games. In a multiplayer competitive game, a user interacts with other users by controlling hero characters. Different hero characters have different combat properties, resulting in a difference in combat ability between the different hero characters. After the game is operated online, the attribute values of hero roles and virtual props are required to be continuously adjusted so as to ensure that the fight capability among the hero roles tends to be balanced.
Currently, adjusting the attribute values of hero characters and virtual props is usually accomplished by game planning, which determines the combat capability of different hero characters after analyzing the game data in the current version, and adjusts the attribute values of the hero characters that are too strong or too weak. In general, only when a large version of a game is updated, attribute values of a plurality of hero characters and a plurality of virtual props are adjusted in balance, so that the problem of long adjustment period is caused. Meanwhile, because different game modes and different opposite segment positions are different from each other for the requirements of users, the adjusted attribute values are applied to all game modes and all opposite segment positions, so that the combat performances of the same hero character in different game modes or different opposite segment positions have larger difference, namely, the adjustment values only balance part of game modes or part of opposite segment positions, and the problem of poor adaptability of the adjustment mode is caused.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, an apparatus, an electronic device, and a storage medium for compensating data in a game, which solve the problems of long adjustment period and poor adaptability of adjustment mode when adjusting attribute values of virtual elements in the game.
In a first aspect, an embodiment of the present application provides a method for compensating data in a game, including:
In the game preparation stage, other virtual objects participating in the virtual combat are matched for the controlled virtual object;
Obtaining the game information of the virtual fight;
for each candidate virtual element in the virtual combat, determining an attribute compensation value of the candidate virtual element based on the obtained combat information, wherein the attribute compensation value is used for adjusting the basic virtual capacity of the candidate virtual element;
Determining an element attribute value of each candidate virtual element based on the attribute compensation value of the candidate virtual element, wherein the element attribute value is used for representing the virtual capability of the candidate virtual element in the virtual fight;
and controlling the controlled virtual object to enter a game countermeasure stage of the current virtual combat by using a target virtual element with a target element attribute value, wherein the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the current virtual combat.
Optionally, the element attribute value of each candidate virtual element is determined by determining a base attribute value for the candidate virtual element, the base attribute value being used to characterize the base virtual capabilities of the candidate virtual element in the game, and adjusting the base attribute value with the attribute compensation value of the candidate virtual element to obtain the element attribute value of the candidate virtual element.
Optionally, the attribute compensation value of each candidate virtual element is determined by determining a first attribute balance coefficient value for the candidate virtual element according to the game information, determining a second attribute balance coefficient value in a target manipulation mode according to the target manipulation mode for the controlled virtual object in the virtual game, and determining the attribute compensation value of the candidate virtual element according to the first attribute balance coefficient value and the second attribute balance coefficient value.
Optionally, the attribute compensation value for each candidate virtual element is determined by determining a balance adjustment base value, and determining the product of the first attribute balance coefficient value, the second attribute balance coefficient value, and the balance adjustment base value as the attribute compensation value for the candidate virtual element.
Optionally, the match information includes match feature parameters capable of affecting a combat ability of the virtual object in the present virtual combat, the match feature parameters including version information for indicating a target version number of the game, mode information for indicating a target combat mode of the present virtual combat, and segment information for indicating a target segment of the present virtual combat, wherein the first attribute balance coefficient value for each candidate virtual element is determined by determining a first match score value corresponding to the target combat mode indicated by the mode information and the target segment indicated by the segment information in the game of the version number, determining a second match score value corresponding to the target combat mode and the target segment indicated by the segment information in the game of the target version number, and obtaining the first attribute balance coefficient value for the candidate virtual element based on the first match score value and the second match score value.
Optionally, the second attribute balance coefficient value in the target manipulation manner is determined by determining a third game score value corresponding to the target manipulation manner used in the target combat mode in the game of the target version number, and obtaining the second attribute balance coefficient value in the target manipulation manner according to the first game score value and the third game score value.
Optionally, the first attribute balance coefficient value for each candidate virtual element is determined by determining a ratio of the first pair of office score values to the second pair of office score values as the first attribute balance coefficient value for the candidate virtual element and/or the step of obtaining the second attribute balance coefficient value in the target manipulation manner based on the first pair of office score values and the third pair of office score values comprises determining a ratio of the first pair of office score values to the third pair of office score values as the second attribute balance coefficient value in the target manipulation manner.
Optionally, the target control mode comprises any one of a touch control mode, a key mouse control mode and a handle control mode.
Optionally, the candidate virtual element comprises at least one of a virtual character used by the virtual object in the virtual fight, and a virtual article for improving the fight capability of the virtual character.
Optionally, the target virtual element used by the controlled virtual object in entering the game countermeasure stage comprises a target virtual character used by the controlled virtual object in the virtual countermeasure, wherein the target virtual character used by the controlled virtual object in the virtual countermeasure is determined by acquiring a target virtual character randomly allocated to the controlled virtual object by a server after matching is successful or responding to a selection operation for selecting the virtual character from a plurality of virtual characters provided by the game.
Optionally, the virtual article includes at least one of a virtual weapon held by the virtual character, a virtual accessory provided on or attached to the virtual character.
Optionally, the target virtual elements used by the controlled virtual object in entering the game countermeasure phase include target virtual weapons and/or target virtual accessories held by the controlled virtual object in entering the game countermeasure phase of the present virtual combat.
Optionally, the method further comprises the steps of responding to the object obtaining instruction in the game countermeasure stage, controlling the controlled virtual object to obtain the target virtual object, determining the object attribute value of the target virtual object in the virtual combat, and placing the target virtual object with the object attribute value into a knapsack of the controlled virtual object.
In a second aspect, an embodiment of the present application further provides a data compensation device in a game, where the device includes:
the matching module is used for matching other virtual objects participating in the virtual combat for the controlled virtual object in the game preparation stage;
the information acquisition module acquires the game information of the virtual fight;
the numerical value determining module is used for determining an attribute compensation value of each candidate virtual element in the virtual combat based on the obtained combat information, wherein the attribute compensation value is used for adjusting the basic virtual capacity of the candidate virtual element;
The compensation module is used for determining an element attribute value of each candidate virtual element based on the attribute compensation value of the candidate virtual element, wherein the element attribute value is used for representing the virtual capacity of the candidate virtual element in the virtual fight;
The stage control module is used for controlling the controlled virtual object to enter a game countermeasure stage of the current virtual combat by using a target virtual element with a target element attribute value, wherein the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the current virtual combat.
In a third aspect, an embodiment of the present application further provides an electronic device, including a processor, a memory, and a bus, where the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory through the bus, and the machine-readable instructions are executed by the processor to perform the steps of the data compensation method in a game described above.
In a fourth aspect, embodiments of the present application also provide a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the above-described method of compensating data in a game.
The embodiment of the application has the following beneficial effects:
According to the data compensation method, the device, the electronic equipment and the storage medium in the game, the element attribute value of each candidate virtual element in the virtual fight is determined by acquiring the attribute compensation value of each candidate virtual element corresponding to the game fight information before the game fight stage starts according to the fight information of different virtual fights, and the controlled virtual object is controlled to fight by using the target virtual element with the specifically adjusted element attribute value in the game fight stage.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a method for compensating data in a game according to an embodiment of the present application;
FIG. 2 illustrates a schematic diagram of a game preparation stage graphical user interface provided by an embodiment of the present application;
FIG. 3 is a flowchart illustrating a method for determining a first attribute balance coefficient value according to an embodiment of the present application;
FIG. 4 is a flowchart illustrating a second attribute balance coefficient value determination method according to an embodiment of the present application;
FIG. 5 is a schematic diagram showing the structure of a data compensation device in a game according to an embodiment of the present application;
fig. 6 shows a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. Based on the embodiments of the present application, every other embodiment obtained by a person skilled in the art without making any inventive effort falls within the scope of protection of the present application.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/etc., the terms "comprising" and "having" are used in an open-ended fashion and mean that there may be additional elements/components/etc. in addition to the listed elements/components/etc., and the terms "first" and "second" etc. are used merely as labels, and are not limiting in number of their objects.
It should be understood that in embodiments of the present application, "at least one" means one or more and "a plurality" means two or more. "and/or" is merely an association relationship describing the association object, and means that three relationships may exist, for example, a and/or B, and that a alone exists, a and B together, and B alone exists. The character "/" generally indicates that the context-dependent object is an "or" relationship. "comprising A, B and/or C" means comprising any 1 or any 2 or 3 of A, B, C.
It should be understood that in embodiments of the present application, "B corresponding to a", "a corresponding to B", or "B corresponding to a" means that B is associated with a from which B may be determined. Determining B from a does not mean determining B from a alone, but may also determine B from a and/or other information.
First, an application scenario to which the present application is applicable will be described. The method and the device for compensating the data, the electronic equipment and the storage medium can be applied to game scenes, the embodiment of the application does not limit specific application scenes, and any scheme using the data compensation method, the device, the electronic equipment and the storage medium provided by the embodiment of the application is within the protection scope of the application.
It should be noted that, before the present application proposes a large version of a game, the attribute values of a plurality of hero characters and a plurality of virtual props are generally balanced and adjusted, and the adjustment of the hero characters and the attribute values of the virtual props is completed by a game plan, which determines the combat capability of different hero characters based on personal experience after analyzing the historical office data in the current version, and then adjusts the attribute values of the hero characters or the virtual props which are too strong or too weak, so that it is understood that the accuracy of the conclusion obtained based on the personal experience is low. Secondly, only when the game is updated in a large version, the attribute values of a plurality of hero characters and a plurality of virtual props are adjusted in balance, and the problem of long adjustment period is caused. Moreover, because different game modes and different opposite-segment positions are different from each other for the operation requirement of the user, the application of the adjusted attribute values to all game modes and all opposite-segment positions can lead to a large difference in combat performance of the same hero character in different game modes or different opposite-segment positions, that is, the adjusted values only play a role in balancing part of game modes or part of opposite-segment positions, so that the problem of poor adaptability of the adjusted data is caused.
Based on the above, the embodiment of the application provides a data compensation method in a game, so as to determine the element attribute value of the candidate virtual element corresponding to the fight information of the virtual fight before starting each virtual fight, shorten the data adjustment period and improve the adaptability of the adjustment mode.
In order to facilitate a better understanding of the present application by those skilled in the art, the following describes in detail a method, an apparatus, an electronic device, and a storage medium for compensating data in a game according to embodiments of the present application.
Referring to fig. 1, an embodiment of the present application provides a method for compensating data in a game, and specifically, the method for compensating data in a game provided by the embodiment of the present application includes:
s101, in the game preparation stage, other virtual objects participating in the virtual fight are matched for the controlled virtual object.
S102, obtaining the game information of the virtual fight.
S103, determining an attribute compensation value of each candidate virtual element in the virtual combat based on the obtained combat information.
S104, for each candidate virtual element, determining an element attribute value of the candidate virtual element based on the attribute compensation value of the candidate virtual element.
S105, controlling the controlled virtual object to enter a game countermeasure stage of the virtual combat by using the target virtual element with the target element attribute value.
The following first describes the names involved in the embodiments of the present application.
Terminal equipment:
The terminal device according to the embodiment of the application mainly refers to an intelligent device for providing a virtual scene of the virtual combat and capable of controlling and operating a controlled virtual object, and the terminal device can include any one of a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a Personal Digital Assistant (PDA), an electronic book reader, (Moving Picture Experts Group Audio Layer IV) a dynamic image expert compression standard audio layer 4) player. The terminal device installs and runs therein an application program supporting a virtual scene of a game, such as an application program supporting a three-dimensional game scene. The application may include, but is not limited to, any of a virtual reality application, a three-dimensional map application, a military simulation application, MOBA games, a multiplayer gunfight survival game, a Third-Personal (TPS) game, which may be packaged with a program.
Graphical user interface:
Is an interface display format in which a person communicates with a computer, allowing a user to manipulate icons, marks, or menu options on a screen using an input device such as a mouse or a keyboard, and also allowing a user to manipulate icons or menu options on a screen by performing a touch operation on a touch screen of a touch terminal to select a command, start a program, or perform some other task, etc.
Virtual scene:
Is a virtual scene that an application program displays (or provides) when running on a terminal device or a server, i.e., a scene used in the course of normal play of a game. That is, the virtual scene refers to a virtual game control carrying a virtual object in the course of game play, and the virtual object may perform actions such as movement and skill release in the virtual scene under an operation instruction issued by a user (i.e., a player) to the terminal device. Alternatively, the virtual scene may be a simulation environment for the real world, a semi-simulation and semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, ocean and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The virtual scene is a scene of a complete game logic of a user control virtual object. Alternatively, the virtual scene may also be used for virtual environment combat between at least two virtual objects, with virtual resources available for use by the at least two virtual objects in the virtual scene. By way of example, the virtual scene may include any one or more of a game background element, a game virtual character element, a game prop element, and the like.
Virtual object:
Refers to controlled virtual objects in a virtual environment, which may be virtual characters manipulated by a player, including but not limited to at least one of virtual characters, virtual animals, cartoon characters, and uncontrolled virtual objects, which may be non-player-manipulated virtual characters (NPCs), and also virtual objects, which refer to static objects in a virtual scene, such as virtual props, virtual tasks, a location in a virtual environment, topography, house, bridge, vegetation, etc. in a virtual scene. Static objects are often not directly controlled by players, but can respond to the interaction behavior (e.g., attack, demolition, etc.) of virtual objects in a virtual scene to perform a corresponding performance, e.g., the virtual objects can demolish, pick up, drag, build, etc. a building. Alternatively, the virtual object may not be able to respond to the interaction of the virtual object, for example, the virtual object may be a building, a door, a window, a plant, etc. in the virtual scene, but the virtual object cannot interact with the virtual object, for example, the virtual object cannot destroy or remove the window, etc. Alternatively, when the virtual scene is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each having its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, which implements different external figures by wearing different skins. In some implementations, the avatar may also be implemented using a 2.5-dimensional or 2-dimensional model, as embodiments of the application are not limited in this regard.
There may be a plurality of controlled virtual objects in the virtual scene, which are virtual characters manipulated by the player (i.e., characters controlled by the player through the input device), or artificial intelligence set in the virtual environment combat through training (ARTIFICIAL INTELLIGENCE, AI). Optionally, the controlled virtual object is a virtual character playing an athletic in the virtual scene. Optionally, the number of controlled virtual objects in the virtual scene fight is preset, or is dynamically determined according to the number of terminal devices joining the virtual fight, which is not limited by the embodiment of the present application. In one possible implementation, a user can control a controlled virtual object to move in the virtual scene, e.g., control the controlled virtual object to run, jump, crawl, etc., as well as control the controlled virtual object to fight with other controlled virtual objects using skills, virtual props, etc., provided by an application.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal device or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game scene screen and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
The application scene to which the application is applicable is introduced. The application can be applied to the technical field of games, and in the games, a plurality of players participating in the games join in the same virtual fight together.
Before entering the virtual match, the player can select different character attributes, such as identity attributes, for the controlled virtual objects in the virtual match, and determine different camps by distributing the different character attributes, so that the player wins the game match by executing the task of game distribution in different match-making stages of the virtual match-making, for example, a plurality of controlled virtual objects with A character attributes "reject" the controlled virtual objects with B character attributes in the match-making stage to obtain the winning of the game match. Here, when entering the present virtual fight, a character attribute may be randomly assigned to each controlled virtual object participating in the present virtual fight.
An implementation environment provided in one embodiment of the present application may include a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device are respectively communicated with the game server to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the data compensation method in the game provided by the present application, and the game server is a server end for executing the data compensation method in the game provided by the present application. The first terminal device and the second terminal device can communicate with the game server respectively through the application program.
Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running an application program. In an alternative embodiment, the game server establishes the virtual match according to the game request of the application program. The parameters of the virtual fight may be determined according to the parameters in the received game request, for example, the parameters of the virtual fight may include the number of people participating in the virtual fight, the role level participating in the virtual fight, and so on. And when the first terminal equipment receives the response of the game server, displaying a virtual scene corresponding to the virtual fight through a graphical user interface of the first terminal equipment. In an alternative embodiment, the game server determines, for the application program, a virtual match from among a plurality of virtual matches that have been established according to the game request of the application program, and when the first terminal device receives a response from the game server, displays a virtual scene corresponding to the virtual match through a graphical user interface of the first terminal device. The first terminal equipment is equipment controlled by a first user, the controlled virtual object displayed in the graphical user interface of the first terminal equipment is a player character controlled by the first user (namely, the first controlled virtual object), and the first user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
Taking a second terminal device as an example, the second terminal device establishes communication with the game server by running an application. In an alternative embodiment, the game server establishes the virtual match according to the game request of the application program. The parameters of the virtual fight may be determined according to the parameters in the received game request, for example, the parameters of the virtual fight may include the number of people participating in the virtual fight, the role level participating in the virtual fight, and so on. And when the second terminal equipment receives the response of the game server, displaying a virtual scene corresponding to the virtual fight through a graphical user interface of the second terminal equipment. In an alternative embodiment, the game server determines, according to the game request of the application program, the virtual match for the application program from the plurality of virtual matches that have been established, and when the second terminal device receives the response of the game server, the virtual scene corresponding to the virtual match is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user, the controlled virtual object displayed in the graphical user interface of the second terminal device is a player character controlled by the second user (namely, a second controlled virtual object), and the second user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
The game server calculates data according to game data reported by the first terminal equipment and the second terminal equipment, and synchronizes the calculated game data to the first terminal equipment and the second terminal equipment, so that the first terminal equipment and the second terminal equipment control the graphic user interface to render corresponding virtual scenes and/or virtual objects according to the synchronous data issued by the game server.
In this embodiment, the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device are virtual objects in the same virtual combat. The first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device may have the same role attribute, or may have different role attributes, where the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device belong to different camps.
It should be noted that, the controlled virtual object in the present virtual match may include two or more virtual objects, and different controlled virtual objects may correspond to different terminal devices respectively, that is, in the present virtual match, there are two or more terminal devices that respectively perform sending and synchronization of game data with the game server.
According to the data compensation method in the game, according to the game information of different virtual fights, the attribute compensation value of each candidate virtual element corresponding to the game information is obtained before the virtual fight starts to determine the element attribute value of the candidate virtual element in the virtual fight, and the determined element attribute value is used when the virtual fight starts to realize the data compensation of the candidate virtual element in the virtual fight, so that the problems of long adjustment period and poor adaptability of the adjusted attribute value when the attribute value of the virtual element in the game is adjusted are solved.
The steps of the foregoing examples provided in the embodiments of the present application will be described below by taking an example in which the foregoing method is applied to a terminal device.
In step S101, the game preparation step may refer to a preparation step before the start of the virtual combat phase, and the game preparation step is used to determine the combat information of the present virtual combat.
As an example, the virtual combat readiness phase may be a phase in which the controlled virtual object is in the game readiness scene before entering the game combat scene.
The controlled virtual object is a virtual object controlled by a first user using the first terminal device, the controlled virtual object can be used for competing with other matched virtual objects participating in the hostile of the virtual fight by releasing virtual skills, the other virtual objects are virtual objects controlled by other players in the hostile of the virtual fight together in the virtual fight, for example, the controlled virtual object belongs to a first camp, and the other virtual objects belong to a second camp opposite to the first camp. The embodiment of the application does not limit the type of the target virtual object in detail.
The game preparation phase is described below with reference to fig. 2.
FIG. 2 illustrates a schematic diagram of a game preparation stage graphical user interface provided by an embodiment of the present application.
As shown in fig. 2, a plurality of controlled virtual objects participating in the virtual match at this time, which is in a 5-to-5 mode, are displayed in the graphical user interface 200, and ten controlled virtual objects are in total, namely, a controlled virtual object 201, a controlled virtual object 202, a controlled virtual object 203, a controlled virtual object 204, a controlled virtual object 205, a controlled virtual object 211, a controlled virtual object 212, a controlled virtual object 213, a controlled virtual object 214, and a controlled virtual object 215.
In the graphical user interface 200, the controlled virtual object 201 is a controlled virtual object corresponding to the first user, the controlled virtual objects 202 to 205 are controlled virtual objects in the same campaigns as the controlled virtual object corresponding to the first user, and the controlled virtual objects 211 to 215 are controlled virtual objects in hostile campaigns as the controlled virtual object 201 corresponding to the first user. The controlled virtual object 201 and the controlled virtual object 203 do not determine the virtual character to be selected, and the other controlled virtual objects except the controlled virtual object 201 and the controlled virtual object 203 have selected the virtual character, and the candidate virtual character 221 is the candidate virtual character currently selected by the controlled virtual object 201, but it does not determine the candidate virtual character 221 as the target virtual character.
Although the target virtual roles corresponding to the ten controlled virtual objects are not all determined, the match information of the virtual match can be determined according to the version information, the mode information and the segment of the user account corresponding to the controlled virtual object.
In step S102, the match information may refer to identification information of the virtual match, where the match information is used to determine a history match record corresponding to the virtual match. The game information includes game feature parameters that can affect the combat ability of the virtual object in the present virtual combat.
The game feature parameter may refer to a feature parameter for characterizing the virtual game of this time, where the game feature parameter includes version information for indicating a target version number of the game, mode information for indicating a target game mode of the virtual game of this time, and segment information for indicating a target game segment of the virtual game of this time.
Here, the version information may be a version number, which is 1.0.0.1, by way of example.
The pattern information may be a pattern identification or a pattern name, and is exemplified by 3-to-3 pattern if the pattern information is 3, and 5-to-5 pattern if the pattern information is 5.
The segment information may be a segment identifier or a segment name, and is illustratively gold.
It should be noted that, the segment information of the target match segment is calculated by the segment corresponding to each of all the user accounts participating in the virtual match.
As an example, the average segment of the segments corresponding to all the game accounts participating in the virtual match may be used as the segment information of the target match segment, and the segment information of the target match segment may be calculated by substituting the segment corresponding to all the user accounts participating in the virtual match into a preset calculation formula. The specific determination mode of the segment bit information of the target-to-segment bit can be selected by those skilled in the art according to practical situations, and the application is not limited herein.
In the embodiment of the application, in the game preparation stage of the virtual fight, version information and mode information corresponding to the virtual fight can be acquired, a target fight segment of the virtual fight can be determined according to the segment corresponding to the user account number participating in the virtual fight, and then the attribute compensation value of each candidate virtual element can be determined according to the acquired information.
In step S103, the candidate virtual element may refer to a virtual element capable of performing data compensation in the present virtual fight, where the candidate virtual element is used to enhance the fight capability of the controlled virtual object.
As an example, the candidate virtual element may be a controlled virtual object or an uncontrolled virtual object.
The candidate virtual element includes at least one of a virtual character used by the virtual object in the virtual fight, and a virtual article for improving the fight ability of the virtual character.
The virtual item may refer to a virtual prop in a game, the virtual item being a virtual prop for increasing virtual capabilities of a virtual character.
The virtual article illustratively includes at least one of a virtual weapon held by the virtual character, a virtual accessory that is provided on or attached to the virtual character. Wherein virtual accessories may refer to accessories such as precious stones, stock, etc. that may be attached to the weapon.
The attribute compensation value may refer to an adjustable value in the element attribute value of the candidate virtual element, the attribute compensation value being used to adjust the underlying virtual capability of the candidate virtual element. For example, if the candidate virtual element is a pair of carcasses Long Dao and the basic attribute value is physical attack 100 and the attribute compensation value is 20, it means that 20 points of physical attack can be added to the pair of carcasses through the attribute compensation value.
In the game, there are a plurality of attribute items such as a life value, a physical attack, a legal attack, and a moving speed. When the data compensation processing is performed, data compensation is not performed on all attribute items, and only data compensation is performed on target attribute items. Here, which attribute items are target attribute items may be determined by the data table. For example, the attribute item identifiers of the target attribute items can be filled in a data table, and as long as the attribute item identifiers corresponding to the candidate virtual elements are matched with the attribute item identifiers in the data table, the attribute item identifiers corresponding to the matched candidate virtual elements are used as the target attribute item identifiers, and data compensation is performed on the target attribute items corresponding to the target attribute item identifiers.
In an alternative embodiment, the attribute compensation value for each candidate virtual element is determined by determining a first attribute balance coefficient value for the candidate virtual element based on the game information, determining a second attribute balance coefficient value in a target manipulation manner based on the target manipulation manner for the controlled virtual object in the present virtual game, and determining the attribute compensation value for the candidate virtual element based on the first attribute balance coefficient value and the second attribute balance coefficient value.
Here, the first attribute balance coefficient value may refer to a coefficient value adjusted for a difference in contrast between different virtual combat, which refers to a difference in version, pattern, and segment bits between different virtual combat. As an example, the first attribute balance coefficient value may be a value greater than 1 or a value less than or equal to 1.
The second attribute balance coefficient value may refer to a coefficient value adjusted for user differences between different users, the user differences referring to differences in different manipulation manners used between users. As an example, the second attribute balance coefficient value may be a value greater than 1 or a value equal to or less than 1.
The target manipulation manner may refer to a control manner used when the target user controls the controlled virtual object, and the target manipulation manner is used to determine the second attribute balance coefficient value.
As an example, the target manipulation manner may be a touch manipulation manner, or may be a manipulation manner of manipulating by a device.
The target control mode comprises any one of a touch control mode, a key mouse control mode and a handle control mode.
In the embodiment of the application, when the game information is acquired, the corresponding control mode of each user participating in the virtual game is also acquired, and the acquired control mode is used as the user characteristic parameter, so that the second attribute balance coefficient value is determined through the target control mode of the target user.
In an alternative embodiment, the attribute compensation value for each candidate virtual element is determined by determining a balance adjustment base value, and determining the product of the first attribute balance coefficient value, the second attribute balance coefficient value, and the balance adjustment base value as the attribute compensation value for the candidate virtual element.
Here, the balance adjustment base value may refer to a base value of the attribute compensation value, and the attribute compensation value of the candidate virtual element is determined by performing addition calculation on the balance adjustment base value through the first attribute balance coefficient value and the second attribute balance coefficient value on the basis of the balance adjustment base value.
The plurality of candidate virtual elements are classified into different types, for example, all virtual characters are classified into character types, weapons and armour are classified into equipment types, and precious stones and soul jade are classified into accessory types. Here, the balance adjustment base values corresponding to the candidate virtual elements of different types are different, and the balance adjustment base values corresponding to the different target attribute items are also different. And determining the balance adjustment base values corresponding to the different types of candidate virtual elements and the different target attribute items through a balance adjustment base value table, and configuring specific values of the balance adjustment base values corresponding to the different types of candidate virtual elements and the different target attribute items in the balance adjustment base value table.
The process of determining the balance adjustment base value is described below with reference to table 1.
As shown in table 1, the candidate virtual elements are divided into a plurality of types, and corresponding balance adjustment base values are configured for different target attribute items under the same type. Taking hero a as an example, hero a corresponds to type number 1 and belongs to hero type, the balance adjustment base values of all target attribute items corresponding to hero a can be obtained through a balance adjustment base value table, for example, the balance adjustment base value corresponding to life attribute item is 100, the balance adjustment base value corresponding to physical attack attribute item is 10, the balance adjustment base value corresponding to forensic attack attribute item is 15, the balance adjustment base value corresponding to physical defense attribute item is 20, and the balance adjustment base value corresponding to forensic defense attribute item is 10.
In the embodiment of the present application, taking the life attribute item of compensating hero a as an example, assuming that the first attribute balance coefficient value is 0.2 and the second attribute balance coefficient value is 0.5, the attribute compensation value corresponding to the life attribute item of hero a is 100×0.2×0.5=10. Here, since hero a may be used by a plurality of users participating in the present virtual match, although the balance adjustment base values corresponding to hero a in the present virtual match are all 10, the attribute compensation values for different controlled virtual objects may be different depending on whether the second attribute balance coefficient values corresponding to different controlled virtual objects are the same.
It can be seen that for users using the same virtual character, but using different manipulation modes, their attribute compensation values are different, which can balance the impact of different manipulation modes on the level of competition. Meanwhile, the candidate virtual elements can also be virtual articles, and when the virtual articles are strong, the basic attribute values of the candidate virtual elements can be adjusted to balance the difference of virtual capacities among different virtual articles.
In an alternative embodiment, the first attribute balance coefficient value for each candidate virtual element is determined by determining a first game score value corresponding to a target combat pattern indicated by pattern information and a target combat segment indicated by segment information in a game of a target version number indicated by version information, determining a second game score value corresponding to when the candidate virtual element is used in the target combat pattern and the target combat segment in the game of the target version number, and obtaining the first attribute balance coefficient value for the candidate virtual element based on the first game score value and the second game score value.
Here, the first game score value may refer to a game score value corresponding to a game feature parameter of the present virtual game.
Illustratively, the first pair of office scores may be 5.
The second score value may refer to a score value corresponding to the game feature parameter of the present virtual game and corresponding to each candidate virtual element.
Illustratively, the second pair of office credit values may be 4.
In the embodiment of the application, after each virtual fight is finished, a fight record of the virtual fight is stored in a history fight record, and the start time, the end time, the server identification, the fight characteristic parameter, the user account number participating in the virtual fight, the object identification of the controlled virtual object used by each user account number, the target control mode corresponding to each controlled virtual object, the fight score of the virtual fight and the target virtual element used by each controlled virtual object when the fight is finished are recorded in the fight record of the virtual fight. It should be noted that, the match score of the virtual match is calculated according to the user score of each user participating in the virtual match, for example, the average value of the user scores of all the users participating in the virtual match is used as the match score of the virtual match, and those skilled in the art can select the calculation method of the match score according to the actual situation.
The determination of the first attribute balance coefficient value is described below with reference to fig. 3.
Fig. 3 is a flowchart illustrating a first attribute balance coefficient value determining method according to an embodiment of the present application. As shown in fig. 3:
Step S1031, a first pair of office credit values is determined.
In the step, in the game preparation stage of the virtual combat, the acquired version information, mode information and segment information of the virtual combat are used as first screening conditions, a plurality of first target historical combat records matched with the first screening conditions are selected from the historical combat records, the average value of all combat scores in the first target historical combat records is calculated, and the average value is used as a first combat score value. It should be noted that, the first score value is not limited to the average value of all scores in the first target historical combat record, but may be the maximum value, the minimum value or the root mean square of all scores, and a specific calculation method of the first score value can be determined by a person skilled in the art according to the actual situation, which is not limited herein.
It should be noted that, to ensure accuracy of data compensation, when a plurality of first target historical fight records are selected from the historical fight records, it is determined whether the number of records of the first target historical fight records reaches a first set threshold, for example, the first set threshold is 10000, if it is determined that the number of records of the first target historical fight records reaches the first set threshold, the first attribute balance coefficient value or the second attribute balance coefficient is determined based on the first match score value, and if it is determined that the number of records of the first target historical fight records does not reach the first set threshold, the first attribute balance coefficient value and the second attribute balance coefficient value are set to 1.
For example, taking the version information of 1.0.0.1, the mode information of 5-to-5 matching mode and the segment information of gold as examples, selecting the fight record with the version information of 1.0.0.1 and the mode information of 5-to-5 matching mode and the segment information of gold from all the history fight records as a first target history fight record, wherein the first target history fight record comprises a plurality of fight records, each first target history fight record corresponds to a field of virtual fight, the fight score of the current virtual fight is recorded in each first target history fight record, and the average of the fight scores in all the first target history fight records is used as a first fight score.
Step S1032, for each candidate virtual element, determines a second pair of office credit values corresponding to the candidate virtual element.
In the step, in the game preparation stage of the virtual combat, the acquired version information, mode information and element identification of each candidate virtual element of the virtual combat are used as second screening conditions, a plurality of second target historical combat records matched with the second screening conditions are selected from the historical combat records, the average value of all combat scores in the second target historical combat records is calculated, and the average value is used as a second combat score value. It should be noted that, the second score value is not limited to the average value of all scores in the second target historical combat record, but may be the maximum value, the minimum value or the root mean square of all scores, and a specific calculation method of the second score value can be determined by a person skilled in the art according to the actual situation, which is not limited herein.
It should be noted that, to ensure accuracy of data compensation, when a plurality of second target historical fight records are selected from the historical fight records, it is determined whether the number of records of the second target historical fight records reaches a second set threshold, for example, the second set threshold is 10000, if it is determined that the number of records of the second target historical fight records reaches the second set threshold, the first attribute balance coefficient value is determined based on the second match score value, and if it is determined that the number of records of the second target historical fight records does not reach the second set threshold, the first attribute balance coefficient value is set to 1.
For example, taking version information of 1.0.0.1, mode information of 5 pairs of 5 matching modes and element identification of candidate virtual elements as prop IDs, for example, a butcher's knife and prop IDs of 110101 as examples, selecting a fight record with version information of 1.0.0.1 and mode information of 5 pairs of 5 matching modes and prop IDs of 110101 from all the history fight records as a second target history fight record, wherein the second target history fight record comprises a plurality of fight records, each second target history fight record corresponds to a field of virtual fight, each second target history fight record records the fight score of the virtual fight, and the average value of the fight scores in all the second target history fight records is used as the second fight score.
Step S1033, obtaining a first attribute balance coefficient value for the candidate virtual element according to the first pair of office grading values and the second pair of office grading values.
In this step, the first attribute balance coefficient value for each candidate virtual element may be determined by determining a ratio of the first pair of office credit values to the second pair of office credit values as the first attribute balance coefficient value for the candidate virtual element.
Taking the above example as an example, the first score value is 5, the second score value is 4, and the first attribute balance coefficient value is 5/4=1.25.
In an alternative embodiment, the second attribute balance coefficient value in the target manipulation manner is determined by determining a third game score value corresponding to the use of the target manipulation manner in the target combat mode in the game of the target version number, and obtaining the second attribute balance coefficient value in the target manipulation manner according to the first game score value and the third game score value.
Here, the third match score value may refer to an average value of match scores of all the historical virtual matches corresponding to the match feature parameters of the virtual match and the target manipulation mode.
As an example, the third pair of office scoring values may be arabic numerals, such as 6.
The first attribute balance coefficient value determination process is described below with reference to fig. 4.
Fig. 4 is a flowchart illustrating a first attribute balance coefficient value determining method according to an embodiment of the present application. As shown in fig. 4:
In step S1034, a third pair of office credit values corresponding to the target manipulation manner is determined.
In this step, in the embodiment of the present application, in the game preparation stage of the present virtual match, the version information, the mode information and the target manipulation manner used by the user participating in the present virtual match are used as the third screening condition, a plurality of third target historical match records matching the third screening condition are selected from the historical match records, and the average value of all match scores in the third target historical match records is calculated and is used as the third match score. It should be noted that, the third scoring value is not limited to the average value of all the scoring values in the third target historical combat record, but may be the maximum value, the minimum value or the root mean square of all the scoring values, and those skilled in the art may determine a specific calculating method of the third scoring value according to the actual situation, which is not limited herein.
It should be noted that, to ensure accuracy of data compensation, when a plurality of third target historical fight records are selected from the historical fight records, it is determined whether the number of records of the third target historical fight records reaches a third set threshold, for example, the third set threshold is 10000, if it is determined that the number of records of the third target historical fight records reaches the third set threshold, the second attribute balance coefficient value is determined based on the third match score value, and if it is determined that the number of records of the third target historical fight records does not reach the third set threshold, the second attribute balance coefficient value is set to 1.
For example, taking a version information of 1.0.0.1, a mode information of 5-to-5 matching mode and a target control mode of a handle as examples, selecting a fight record with the version information of 1.0.0.1, the mode information of 5-to-5 matching mode and the control mode of the handle from all the history fight records as a third target history fight record, wherein the third target history fight record comprises a plurality of fight records, each third target history fight record corresponds to a field of virtual fight, the fight score of the virtual fight is recorded in each third target history fight record, and the average of the fight scores in all the third target history fight records is used as a third fight score.
Step S1035, obtaining a second attribute balance coefficient value under the target control mode according to the first game score value and the third game score value.
In the step, the step of obtaining the second attribute balance coefficient value under the target control mode according to the first and third game score values comprises the step of determining the ratio of the first and third game score values as the second attribute balance coefficient value under the target control mode.
Here, for each candidate virtual element, a first pair score value and a second pair score value ratio is determined as a first attribute balance coefficient value for the candidate virtual element. For each user, a first pair of scoring values and a third pair of scoring values are determined as second attribute balance coefficient values for that user.
In step S104, the element attribute value may be an attribute value of the candidate virtual element after the data compensation, where the element attribute value is used to characterize the virtual capability of the candidate virtual element in the present virtual fight.
Here, the element attribute value includes attribute values corresponding to a plurality of attribute items, and the attribute compensation value includes a plurality of compensation values corresponding to the attribute items of the element attribute value.
In an alternative embodiment, the element attribute value for each candidate virtual element is determined by determining a base attribute value for the candidate virtual element and adjusting the base attribute value with the attribute compensation value for the candidate virtual element to obtain the element attribute value for the candidate virtual element.
Here, the base attribute value may refer to a fixed value in element attribute values of the candidate virtual element, the base attribute value being used to characterize the base virtual capability of the candidate virtual element in the game. The attribute value corresponding to the identification of the candidate virtual element can be obtained from the attribute value table in a table reading mode, and the obtained attribute value is the basic attribute value.
In the embodiment of the application, for each candidate virtual element, the sum of the basic attribute value and the attribute compensation value of the candidate virtual element is determined as the element attribute value of the candidate virtual element. Taking a Tulongsword as an example, assuming that basic attributes of the Tulongsword are physical attack +20 and life +100, and attribute compensation is physical attack +4 and life +20, element attributes of the Tulongsword after data compensation are physical attack +24 and life +120, wherein basic attribute values are a numerical value 20 corresponding to a physical attack attribute item and a numerical value 100 corresponding to a life attribute item, and attribute compensation values are a numerical value 4 corresponding to a physical attack attribute item and a numerical value 20 corresponding to a life attribute item. It should be noted that, the difference between the basic attribute value and the attribute compensation value of the candidate virtual element may be determined as the element attribute value of the candidate virtual element, or the ratio of the basic attribute value and the attribute compensation value of the candidate virtual element may be determined as the element attribute value of the candidate virtual element, and those skilled in the art may select a specific calculation method of the element attribute value according to the actual situation.
In a preferred embodiment, the base attribute value of the candidate virtual element is greater than the attribute compensation value.
Here, since the attribute compensation value is to adjust the basic attribute value, the magnitude of the attribute compensation value directly determines the adjustment range of the basic attribute value, so the magnitude of the attribute compensation value should not be too large to avoid great fluctuation of the balance of the game product already in the operation period, and therefore, the adjustment range of the attribute compensation value needs to be limited. Specifically, the size of the attribute compensation value can be ensured by limiting the size of the balance adjustment base value, for example, if the size of the balance adjustment base value is within 20% of the basic attribute value, the attribute compensation value can be ensured not to be too large, and the original numerical system is greatly influenced.
In step S105, the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the present virtual pairing, and is used to promote the virtual capability for the controlled virtual object when being used by the controlled virtual object.
The target virtual element used by the controlled virtual object in entering the game countermeasure stage comprises a target virtual role used by the controlled virtual object in the virtual countermeasure. The target virtual elements used by the controlled virtual object in entering the game countermeasure phase include target virtual weapons and/or target virtual accessories held by the controlled virtual object in entering the game countermeasure phase of the present virtual combat.
In the embodiment of the present application, taking a target virtual element as an example, a weapon belongs to a candidate virtual element when the weapon is not used by a controlled virtual object, and the weapon is the target virtual element when the weapon is equipped and used by the controlled virtual object. Here, in the game preparation stage, the controlled virtual object may be randomly assigned with default virtual props and default virtual accessories so that the controlled virtual object performs preparation activities in the game preparation stage, which do not affect the behavior of the game in the countermeasure stage and the game outcome. And the data compensation processing is not carried out on the default virtual prop and the default virtual accessory.
In an alternative embodiment, the target virtual character used by the controlled virtual object in the present virtual match is determined by acquiring the target virtual character randomly assigned by the server to the controlled virtual object after the match is successful, or by determining the target virtual character in response to a selection operation for selecting the virtual character from a plurality of virtual characters provided by the game.
Here, the target virtual character may refer to a virtual character used by the controlled virtual object, for example, the controlled virtual object is hero a equipped with a weapon and virtual accessories, and the hero a is the target virtual character.
In the embodiment of the application, the target virtual role can be a virtual role determined according to the selection operation of the user or can be a virtual role randomly allocated to the server.
In an alternative embodiment, the method further comprises the steps of responding to the object obtaining instruction in the game countermeasure stage, controlling the controlled virtual object to obtain the target virtual object, determining the object attribute value of the target virtual object in the virtual combat, and placing the target virtual object with the object attribute value into a knapsack of the controlled virtual object.
Here, the item acquisition instruction may refer to an instruction to acquire an item, the item acquisition instruction being for acquiring a virtual item.
As an example, the item acquisition instruction may be an operation instruction or a voice instruction, which is classified by the instruction type. The acquisition mode may be classified into a purchase instruction and a pickup instruction.
Exemplary article acquisition instructions include, but are not limited to, at least one of a mouse click operation, a mouse double click operation, a touch double click operation, a long press operation, a voice instruction.
In the embodiment of the application, after a controlled virtual object obtains a target virtual object, for example, a basic attribute value corresponding to a basic attribute item of the target virtual object is obtained from a prop table according to a prop ID, then the basic attribute value of the target virtual object is adjusted by using the determined attribute compensation value corresponding to the target virtual object, for example, the basic attribute value of the target virtual object is added with the attribute compensation value to obtain an object attribute value of the target virtual object, namely, the object attribute value is a target element attribute value corresponding to the target virtual object, the target virtual object after data compensation is placed in a knapsack of the controlled virtual object, and when a user views the target virtual object through a graphical user interface, the object attribute value in an object description is the adjusted attribute value. It should be noted that, in the embodiment of the present application, after the target virtual object enters the knapsack of the controlled virtual object, the object attribute value of the target virtual object is not validated, and only the target virtual object is equipped on the controlled virtual object, or the target virtual object is attached to the equipment worn by the controlled virtual object, where validation means that the controlled virtual object obtains the numerical addition of the object attribute value of the target virtual object.
Compared with the data compensation method in the prior art, the method can determine the element attribute value of each candidate virtual element in the virtual fight by acquiring the attribute compensation value of each candidate virtual element corresponding to the fight information before the game fight phase starts according to the fight information of different virtual fights, and control the controlled virtual object to fight by using the target virtual element with the specifically adjusted element attribute value in the game fight phase, thereby solving the problems of long adjustment period and poor adaptability of the adjustment mode when the attribute value of the virtual element in the game is adjusted.
Based on the same inventive concept, the embodiment of the application also provides a data compensation device in the game corresponding to the data compensation method in the game, and since the principle of solving the problem by the device in the embodiment of the application is similar to that of the data compensation method in the game in the embodiment of the application, the implementation of the device can refer to the implementation of the method, and the repetition is omitted.
Referring to fig. 5, fig. 5 is a schematic structural diagram of a data compensation device in a game according to an embodiment of the application. As shown in fig. 5, the in-game data compensation device 300 includes:
the matching module 301 matches other virtual objects participating in the virtual combat for the controlled virtual object in the game preparation stage;
The information acquisition module 302 acquires the game information of the virtual game;
The numerical value determining module 303 determines, for each candidate virtual element in the virtual combat, an attribute compensation value of the candidate virtual element based on the obtained combat information, where the attribute compensation value is used to adjust a basic virtual capability of the candidate virtual element;
The compensation module 304 determines, for each candidate virtual element, an element attribute value of the candidate virtual element based on an attribute compensation value of the candidate virtual element, where the element attribute value is used to characterize a virtual capability of the candidate virtual element in the present virtual fight;
the stage control module 305 controls the controlled virtual object to enter a game countermeasure stage of the present virtual combat using a target virtual element having a target element attribute value, the target virtual element being a candidate virtual element used by the controlled virtual object when participating in the present virtual combat.
Optionally, the compensation module 304 is further configured to determine a base attribute value of the candidate virtual element, where the base attribute value is used to characterize a base virtual capability of the candidate virtual element in the game, and adjust the base attribute value with the attribute compensation value of the candidate virtual element to obtain an element attribute value of the candidate virtual element.
Optionally, the numerical value determining module 303 is further configured to determine a first attribute balance coefficient value for the candidate virtual element according to the game information, determine a second attribute balance coefficient value in a target manipulation manner according to the target manipulation manner for the controlled virtual object in the virtual game, and determine an attribute compensation value for the candidate virtual element according to the first attribute balance coefficient value and the second attribute balance coefficient value.
Optionally, the value determining module 303 is further configured to determine a balance adjustment base value, and determine a product of the first attribute balance coefficient value, the second attribute balance coefficient value, and the balance adjustment base value as the attribute compensation value of the candidate virtual element.
Optionally, the match information comprises match feature parameters capable of affecting the combat capability of the virtual object in the virtual match, the match feature parameters comprise version information for indicating a target version number of the game, mode information for indicating a target combat mode of the virtual match, and segment information for indicating a target segment of the virtual match, wherein the value determining module 303 is further configured to determine a first match score value corresponding to the target combat mode indicated by the mode information and the target segment indicated by the segment information in the game of the version number, determine a second match score value corresponding to the target combat mode and the target segment indicated by the segment information in the game of the target version number, and obtain a first attribute balance coefficient value for the candidate virtual element according to the first match score value and the second match score value.
Optionally, the numerical value determining module 303 is further configured to determine a third game score value corresponding to the target manipulation mode when the target manipulation mode is used in the target play mode in the game of the target version number, and obtain a second attribute balance coefficient value in the target manipulation mode according to the first game score value and the third game score value.
Optionally, the numerical determination module 303 is further configured to determine a ratio of the first pair of office score values to the second pair of office score values as a first attribute balance coefficient value for the candidate virtual element, and/or the step of obtaining the second attribute balance coefficient value in the target manipulation manner according to the first pair of office score values and the third pair of office score values includes determining a ratio of the first pair of office score values to the third pair of office score values as the second attribute balance coefficient value in the target manipulation manner.
Optionally, the target control mode can comprise any one of a touch control mode, a mouse control mode and a handle control mode.
Alternatively, the candidate virtual element may include at least one of a virtual character used by the virtual object in the present virtual match, and a virtual article for enhancing the combat capability of the virtual character.
Optionally, the target virtual elements used by the controlled virtual object in entering the game countermeasure stage include target virtual roles used by the controlled virtual object in the virtual countermeasure, wherein the matching module 301 is further configured to acquire, after the matching is successful, target virtual roles randomly allocated by the server to the controlled virtual object, or target virtual roles determined in response to a selection operation for selecting a virtual role from a plurality of virtual roles provided by the game.
Alternatively, the virtual article may include at least one of a virtual weapon held by the virtual character, a virtual accessory that is provided on or attached to the virtual character.
Optionally, the target virtual elements used by the controlled virtual object in entering the game play challenge phase may include target virtual weapons and/or target virtual accessories held by the controlled virtual object in entering the game play challenge phase of the present virtual combat.
Optionally, the data compensation device 300 further comprises an update compensation module (not shown in the figure), wherein the update compensation module is used for responding to the object acquisition instruction in the game countermeasure stage to control the controlled virtual object to acquire the target virtual object, determining the object attribute value of the target virtual object in the virtual combat, and placing the target virtual object with the object attribute value into a knapsack of the controlled virtual object.
Referring to fig. 6, fig. 6 shows a schematic structural diagram of an electronic device according to an embodiment of the application. As shown in fig. 6, the electronic device 400 includes a processor 410, a memory 420, and a bus 430.
The memory 420 stores machine-readable instructions executable by the processor 410, and when the electronic device 400 is running, the processor 410 communicates with the memory 420 through the bus 430, and when the machine-readable instructions are executed by the processor 410, the steps of the data compensation method in the game in the method embodiment shown in fig. 1 can be executed, and the specific implementation is referred to the method embodiment and will not be repeated herein.
The embodiment of the present application further provides a computer readable storage medium, where a computer program is stored, and when the computer program is executed by a processor, the steps of the data compensation method in the game in the method embodiment shown in fig. 1 can be executed, and the specific implementation manner can refer to the method embodiment and will not be described herein.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described systems, apparatuses and units may refer to corresponding procedures in the foregoing method embodiments, and are not repeated herein.
In the several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. The storage medium includes a U disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, an optical disk, or other various media capable of storing program codes.
It should be noted that the foregoing embodiments are merely illustrative embodiments of the present application, and not restrictive, and the scope of the application is not limited to the embodiments, and although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those skilled in the art that any modification, variation or substitution of some of the technical features of the embodiments described in the foregoing embodiments may be easily contemplated within the scope of the present application, and the spirit and scope of the technical solutions of the embodiments do not depart from the spirit and scope of the embodiments of the present application. Therefore, the protection scope of the application is subject to the protection scope of the claims.

Claims (14)

CN202210220473.7A2022-03-082022-03-08 A data compensation method, device, electronic device and storage medium in a gameActiveCN114618157B (en)

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