A data compensation method, device, electronic device and storage medium in a game

By matching virtual objects in the game and adjusting their attribute values ​​according to the game information, the problem of long adjustment period and poor adaptability of virtual elements attribute values ​​is solved, and faster and more flexible data balance is achieved, improving the game experience.

CN114618157BActive Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210220473.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-03-08
Publication Date
2025-05-27
Estimated Expiration
2042-03-08

AI Technical Summary

Technical Problem

In the prior art, the attribute value adjustment period of virtual elements in the game is long and the adjustment method is poorly adaptable, so it is impossible to effectively balance the combat abilities of different hero characters, especially between different game modes and game ranks.

Method used

In the game preparation stage, the controlled virtual object is matched with other virtual objects participating in the virtual battle, and the attribute compensation value and element attribute value of the candidate virtual element are determined based on the game information, and the controlled virtual object is controlled to enter the game confrontation stage using the target virtual element with the target element attribute value.

Benefits of technology

The data adjustment cycle is shortened, the adaptability of the adjustment method is improved, and the combat performance of virtual elements in different game modes and game ranks is more consistent, solving the problems of long adjustment cycles and poor adaptability in the existing technology.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

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

Technical Field

[0001] This application relates to the field of human-computer interaction technologies, and more particularly, to a method, apparatus, electronic device, and storage medium for data compensation in a game. Background Art

[0002] With the development of computer technologies and the diversification of terminal functions, an increasing number of game types can be played on terminals. For example, multiplayer competitive games, which can be of the MOBA (Multiplayer Online Battle Arena) type or the ARTS (Action Real-Time Strategy) type. In multiplayer competitive games, users interact with other users by controlling hero characters. Different hero characters have different combat attributes, resulting in differences in combat capabilities among different hero characters. After the game is launched and operated, it is necessary to continuously adjust the attribute values of hero characters and virtual items to ensure that the combat capabilities of various hero characters tend to be balanced.

[0003] Currently, adjusting the attribute values of hero characters and virtual items is usually completed by game planners. After analyzing the game data in the current version, game planners determine the combat capabilities of different hero characters and adjust the attribute values of hero characters that are too strong or too weak. Usually, only when the game undergoes a major version update will the attribute values of multiple hero characters and multiple virtual items be balanced, resulting in a long adjustment cycle. At the same time, since different game modes and different game ranks have different requirements for users, applying the adjusted attribute values to all game modes and all game ranks makes the combat performance of the same hero character vary greatly in different game modes or different game ranks. That is, the adjusted values only balance some game modes or some game ranks, resulting in poor adaptability of the adjustment method. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, apparatus, electronic device, and storage medium for data compensation in a game to solve the problems of long adjustment cycles and poor adaptability of the adjustment method when adjusting the attribute values of virtual elements in the game.

[0005] In a first aspect, an embodiment of this application provides a method for data compensation in a game, including:

[0006] In the game preparation stage, match other virtual objects participating in the current virtual battle for the controlled virtual object;

[0007] Obtain the game information of this virtual battle;

[0008] For each candidate virtual element in this virtual battle, based on the obtained game information, determine the attribute compensation value of the candidate virtual element, where the attribute compensation value is used to adjust the basic virtual ability of the candidate virtual element;

[0009] For each candidate virtual element, based on the attribute compensation value of the candidate virtual element, determine the element attribute value of the candidate virtual element, where the element attribute value is used to represent the virtual ability of the candidate virtual element in this virtual battle;

[0010] Control 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, where the target virtual element is the candidate virtual element used by the controlled virtual object when participating in this virtual battle.

[0011] Optionally, determine the element attribute value of each candidate virtual element in the following way: Determine the basic attribute value of the candidate virtual element, where the basic attribute value is used to represent the basic virtual ability of the candidate virtual element in the game; Use the attribute compensation value of the candidate virtual element to adjust the basic attribute value to obtain the element attribute value of the candidate virtual element.

[0012] Optionally, determine the attribute compensation value of each candidate virtual element in the following way: According to the game information, determine the first attribute balance coefficient value for the candidate virtual element; According to the target control method for the controlled virtual object in this virtual battle, determine the second attribute balance coefficient value under the target control method; According to the first attribute balance coefficient value and the second attribute balance coefficient value, determine the attribute compensation value of the candidate virtual element.

[0013] Optionally, determine the attribute compensation value of each candidate virtual element in the following way: Determine the balance adjustment base value; Multiply the first attribute balance coefficient value, the second attribute balance coefficient value, and the balance adjustment base value to determine the attribute compensation value of the candidate virtual element.

[0014] Optionally, the game information includes game characteristic parameters that can affect the combat ability of the virtual object in the current virtual battle. The game characteristic parameters include version information for indicating the target version number of the game, mode information for indicating the target battle mode of the current virtual battle, and rank information for indicating the target game rank of the current virtual battle. Among them, the first attribute balance coefficient value for each candidate virtual element is determined in the following manner: determining a first game score value corresponding to the target battle mode indicated by the mode information and the target game rank indicated by the rank information in the game of the target version number indicated by the version information; determining a second game score value corresponding to the use of this candidate virtual element in the target battle mode and the target game rank in the game of the target version number; obtaining the first attribute balance coefficient value for this candidate virtual element according to the first game score value and the second game score value.

[0015] Optionally, the second attribute balance coefficient value in the target control mode is determined in the following manner: determining a third game score value corresponding to the use of the target control mode in the target battle mode in the game of the target version number; obtaining the second attribute balance coefficient value in the target control mode according to the first game score value and the third game score value.

[0016] Optionally, the first attribute balance coefficient value for each candidate virtual element is determined in the following manner: determining the ratio of the first game score value to the second game score value as the first attribute balance coefficient value for this candidate virtual element; and / or, the step of obtaining the second attribute balance coefficient value in the target control mode according to the first game score value and the third game score value includes: determining the ratio of the first game score value to the third game score value as the second attribute balance coefficient value in the target control mode.

[0017] Optionally, the target control mode includes any one of the following: touch control mode, keyboard and mouse control mode, gamepad control mode.

[0018] Optionally, the candidate virtual element includes at least one of the following: the virtual character used by the virtual object in the current virtual battle; the virtual item used to enhance the combat ability of the virtual character.

[0019] Optionally, the target virtual element used by the controlled virtual object when entering the game confrontation stage includes: the target virtual character used by the controlled virtual object in the current virtual battle. Among them, the target virtual character used by the controlled virtual object in the current virtual battle is determined in the following manner: after successful matching, obtaining the target virtual character randomly assigned by the server for the controlled virtual object; or, the target virtual character determined in response to a selection operation for selecting a virtual character from multiple virtual characters provided by the game.

[0020] Optionally, the virtual item includes at least one of the following: a virtual weapon held by a virtual character, a virtual accessory equipped on the virtual character or attached to the virtual weapon.

[0021] Optionally, the target virtual elements used by the controlled virtual object when entering the game confrontation stage include: the target virtual weapon and / or target virtual accessory held by the controlled virtual object when entering the game confrontation stage of this virtual battle.

[0022] Optionally, it further includes: in the game confrontation stage, in response to an item acquisition instruction, controlling the controlled virtual object to acquire a target virtual item; determining the item attribute value of the target virtual item in this virtual battle; and putting the target virtual item with the item attribute value into the backpack of the controlled virtual object.

[0023] In a second aspect, an embodiment of the present application further provides a data compensation device in a game. The device includes:

[0024] A matching module that, in the game preparation stage, matches other virtual objects participating in this virtual battle for the controlled virtual object;

[0025] An information acquisition module that acquires the game information of this virtual battle;

[0026] A numerical value determination module that, for each candidate virtual element in this virtual battle, based on the acquired game information, determines the attribute compensation value of the candidate virtual element, and the attribute compensation value is used to adjust the basic virtual ability of the candidate virtual element;

[0027] A compensation module that, for each candidate virtual element, based on the attribute compensation value of the candidate virtual element, determines the element attribute value of the candidate virtual element, and the element attribute value is used to represent the virtual ability of the candidate virtual element in this virtual battle;

[0028] A stage control module that controls the controlled virtual object to enter the game confrontation stage of this virtual battle using the target virtual element with the target element attribute value, and the target virtual element is the candidate virtual element used by the controlled virtual object when participating in this virtual battle.

[0029] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are executed by the processor, the steps of the above data compensation method in the game are executed.

[0030] Fourthly, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the data compensation method in the above-mentioned game.

[0031] The embodiments of the present application bring the following beneficial effects:

[0032] A data compensation method, device, electronic device and storage medium in a game provided by an embodiment of the present application can, according to the game information of different virtual battles, obtain the attribute compensation value of each candidate virtual element corresponding to the game information before the start of the game confrontation stage, so as to determine the element attribute value of each candidate virtual element in the virtual battle, and control the controlled virtual object to use the target virtual element with the specifically adjusted element attribute value to fight in the game confrontation stage. Compared with the data compensation method in the prior art, it solves the problems of long adjustment period and poor adaptability of the adjustment method when adjusting the attribute value of virtual elements in the game.

[0033] In order to make the above-mentioned objects, features and advantages of the present application more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0034] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0035] Figure 1 Shows the flowchart of the data compensation method in the game provided by the embodiment of the present application;

[0036] Figure 2 Shows the schematic diagram of the graphical user interface in the game preparation stage provided by the embodiment of the present application;

[0037] Figure 3 Shows the schematic flow diagram of the first attribute balance coefficient value determination method provided by the embodiment of the present application;

[0038] Figure 4 Shows the schematic flow diagram of the second attribute balance coefficient value determination method provided by the embodiment of the present application;

[0039] Figure 5 Shows the structural schematic diagram of the data compensation device in the game provided by the embodiment of the present application;

[0040] Figure 6The structural schematic diagram of the electronic device provided by the embodiments of the present application is shown. Detailed implementation manners

[0041] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in 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. Apparently, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. Usually, the components of the embodiments of the present application described and shown in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application claimed, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present application.

[0042] In this specification, the terms "a", "an", "the", and "said" are used to indicate the existence of one or more elements / components / etc.; the terms "including" and "having" are used to mean an open inclusion, that is, in addition to the listed elements / components / etc., there may also be other elements / components / etc.; the terms "first" and "second", etc. are only used as labels and are not a limitation on the quantity of their objects.

[0043] It should be understood that in the embodiments of the present application, "at least one" means one or more, and "a plurality" means two or more. "And / or" is only a description of the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally means that the associated objects before and after are in an "or" relationship. "Including A, B, and / or C" means including any one or any two or three of A, B, and C.

[0044] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A relatively", "A corresponding to B relatively", or "B corresponding to A relatively" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0045] First, the applicable application scenarios of the present application are introduced. The present application can be applied to game scenarios. The embodiments of the present application do not limit the specific application scenarios. Any solution using the data compensation method, device, electronic device, and storage medium provided by the embodiments of the present application is within the scope of protection of the present application.

[0046] It should be noted that before the present application was proposed, when a major version update of the game was carried out, the attribute values of multiple hero characters and multiple virtual items were usually balanced. The adjustment of the attribute values of hero characters and virtual items was completed by game planners. After analyzing the historical game data in the current version, the game planners determined the combat capabilities of different hero characters based on personal experience, and then adjusted the attribute values of hero characters or virtual items that were too strong or too weak. It can be understood that the accuracy of the conclusions drawn based on personal experience is relatively low. Secondly, the balance adjustment of the attribute values of multiple hero characters and multiple virtual items is only carried out when the game undergoes a major version update, which will cause the problem of a long adjustment cycle. Moreover, since different game modes and different game ranks have different operation requirements for users, applying the adjusted attribute values to all game modes and all game ranks will result in a large difference in the combat performance of the same hero character in different game modes or different game ranks. That is to say, the adjusted values only play a balancing role in some game modes or some game ranks, resulting in the problem of poor adaptability of the adjusted data.

[0047] Based on this, the embodiments of the present application provide a data compensation method in a game to determine the element attribute values of candidate virtual elements corresponding to the game information of the current virtual battle before each virtual battle, shortening the data adjustment cycle and improving the adaptability of the adjustment method.

[0048] To facilitate those skilled in the art to better understand the present application, the following will provide a detailed introduction to a data compensation method, device, electronic device, and storage medium in a game provided by the embodiments of the present application.

[0049] Please refer to Figure 1 , which is a data compensation method in a game provided by the embodiments of the present application. Specifically, the data compensation method in a game provided by the embodiments of the present application includes:

[0050] S101, in the game preparation stage, match other virtual objects participating in the current virtual battle for the controlled virtual object.

[0051] S102, obtain the game information of the current virtual battle.

[0052] S103, for each candidate virtual element in the current virtual battle, determine the attribute compensation value of the candidate virtual element based on the obtained game information.

[0053] S104, for each candidate virtual element, determine the element attribute value of the candidate virtual element based on the attribute compensation value of the candidate virtual element.

[0054] S105. Control the controlled virtual object to enter the game confrontation stage of this virtual battle using the target virtual element with the target element attribute value.

[0055] First, a brief introduction to the names involved in the embodiments of this application will be given below.

[0056] Terminal device:

[0057] The terminal device involved in the embodiments of this application mainly refers to an intelligent device that is used to provide the virtual scene of this virtual battle and can perform control operations on the controlled virtual object. The terminal device may include, but is not limited to, any one of the following devices: smart phone, tablet computer, portable computer, desktop computer, game console, personal digital assistant (PDA), e-book reader, (Moving Picture Experts Group Audio Layer IV) player. An application program that supports the virtual scene of the game is installed and run on this terminal device, such as an application program that supports a three-dimensional game scene. The application program may include, but is not limited to, any one of virtual reality application programs, three-dimensional map programs, military simulation programs, MOBA games, multiplayer shooting survival games, third-person shooting games (TPS).

[0058] Graphical user interface:

[0059] It is an interface display format for human-computer communication that allows users to manipulate icons, identifiers, or menu options on the screen using input devices such as a mouse or keyboard, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc.

[0060] Virtual scene:

[0061] It is a virtual scene displayed (or provided) when an application runs on a terminal device or a server, that is, the scene used during the normal game process. That is to say, the virtual scene refers to the virtual game controls that carry virtual objects during the game process. The virtual objects can perform actions such as moving and skill releasing under the operation instructions issued by the user (i.e., the player) to the terminal device in the virtual scene. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely 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. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the virtual scene is the scene where the user controls the complete game logic of the virtual object. Optionally, the virtual scene can also be used for virtual environment battles between at least two virtual objects, and there are virtual resources available for at least two virtual objects in this virtual scene. Exemplarily, the virtual scene can include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, etc.

[0062] Virtual object:

[0063] It refers to the controlled virtual objects and uncontrolled virtual objects in the virtual environment. The controlled virtual objects can be virtual characters controlled by players, including but not limited to at least one of virtual humans, virtual animals, and anime characters. The uncontrolled virtual objects can be non-player controlled virtual characters (NPCs), or can also be virtual objects, referring to static objects in the virtual scene, such as virtual props, virtual tasks, a location in the virtual environment, terrain, houses, bridges, vegetation, etc. in the virtual scene. Static objects are often not directly controlled by players, but can respond to the interaction behaviors of virtual objects in the virtual scene (such as attacking, demolishing, etc.) and make corresponding performances. For example: virtual objects can demolish, pick up, drag, build, etc. buildings. Optionally, virtual objects can also not respond to the interaction behaviors of virtual objects. For example, virtual objects can also be buildings, doors, windows, plants, etc. in the virtual scene, but virtual objects cannot interact with them. For example, virtual objects cannot damage or demolish windows, etc. Optionally, when the virtual scene is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, and each virtual character has 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 bone technology, and the virtual character realizes different external images by wearing different skins. In some implementation manners, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, and the embodiments of the present application do not limit this.

[0064] In a virtual scenario, there can be multiple controlled virtual objects, which can be virtual characters controlled by players (i.e., characters controlled by players through input devices) or artificial intelligence (AI) set in a virtual environment battle through training. Optionally, the controlled virtual object is a virtual character competing in the virtual scenario. Optionally, the number of controlled virtual objects in the virtual scenario battle is preset or dynamically determined according to the number of terminal devices joining the virtual battle. This application embodiment does not limit this. In a possible implementation, the user can control the controlled virtual object to move in the virtual scenario. For example, control the controlled virtual object to run, jump, crawl, etc., and can also control the controlled virtual object to use skills, virtual props, etc. provided by the application to fight against other controlled virtual objects.

[0065] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present game pictures. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, download and install the game program on an electronic device and run it. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal device, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game scene picture. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0066] Introduce the applicable application scenarios of this application. This application can be applied to the game technology field. In the game, multiple players participating in the game jointly join the same virtual battle.

[0067] Before entering this virtual battle, the player can select different character attributes for the controlled virtual object in this virtual battle. For example, identity attributes. By assigning different character attributes, different camps are determined, so that the player can win the game by performing tasks assigned by the game at different stages of this virtual battle. For example, multiple controlled virtual objects with A character attributes "eliminate" the controlled virtual object with B character attributes during the game stage to win the game. Here, it can also be that when entering this virtual battle, randomly assign character attributes to each controlled virtual object participating in this virtual battle.

[0068] The implementation environment provided by an 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 communicate with the game server respectively to achieve data communication. In this implementation manner, the first terminal device and the second terminal device are respectively installed with application programs for executing the data compensation method in the game provided by the present application, and the game server is the server side for executing the data compensation method in the game provided by the present application. Through the application programs, the first terminal device and the second terminal device can communicate with the game server respectively.

[0069] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the application program. In an optional implementation manner, the game server establishes the current virtual battle according to the game request of the application program. Among them, the parameters of the current virtual battle can be determined according to the parameters in the received game request. For example, the parameters of the current virtual battle may include the number of people participating in the virtual battle, the character levels of the participants in the virtual battle, etc. When the first terminal device receives the response from the game server, the virtual scene corresponding to the current virtual battle is displayed through the graphical user interface of the first terminal device. In an optional implementation manner, the game server determines the current virtual battle for the application program from the multiple established virtual battles according to the game request of the application program. When the first terminal device receives the response from the game server, the virtual scene corresponding to the current virtual battle is displayed through the graphical user interface of the first terminal device. The first terminal device is the device controlled by the first user, and the controlled virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user (i.e., the first controlled virtual object). The first user inputs operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0070] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running an application program. In an optional implementation manner, the game server establishes the current virtual battle according to the game request of the application program. Among them, the parameters of the current virtual battle can be determined according to the parameters in the received game request. For example, the parameters of the current virtual battle may include the number of people participating in the virtual battle, the character levels of the participants in the virtual battle, etc. When the second terminal device receives the response from the game server, it displays the virtual scene corresponding to the current virtual battle through the graphical user interface of the second terminal device. In an optional implementation manner, the game server determines the current virtual battle for the application program from the multiple established virtual battles according to the game request of the application program. When the second terminal device receives the response from the game server, it displays the virtual scene corresponding to the current virtual battle through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user. The controlled virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user (i.e., the second controlled virtual object). The second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0071] The game server performs data calculations based on the game data reported by receiving the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronized data sent by the game server.

[0072] In this implementation manner, 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 battle. Among them, 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 character attributes, or may have different character attributes. 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.

[0073] It should be noted that the controlled virtual objects in the current virtual battle may include two or more virtual objects. Different controlled virtual objects may respectively correspond to different terminal devices. That is to say, in the current virtual battle, there are more than two terminal devices respectively sending and synchronizing game data with the game server.

[0074] A data compensation method in a game provided by an embodiment of the present application, according to the game information of different virtual battles, before the virtual battle starts, by obtaining the attribute compensation value of each candidate virtual element corresponding to the game information, to determine the element attribute value of the candidate virtual element in the virtual battle, and using the determined element attribute value at the start of the virtual battle, to achieve data compensation for the candidate virtual element in the virtual battle, solves the problems of long adjustment period and poor adaptability of the adjusted attribute value when adjusting the attribute value of virtual elements in the game. Compared with the data compensation method in the prior art, it shortens the data adjustment period, improves the adaptability of the adjustment method, and helps to shorten the user test time when the game updated version is tested on the test server.

[0075] Taking the application of the above method to a terminal device as an example, the above exemplary steps provided by the embodiments of the present application will be described separately.

[0076] In step S101, the game preparation stage may refer to the preparation stage before the start of the virtual battle confrontation stage, and the game preparation stage is used to determine the game information of the current virtual battle.

[0077] As an example, the virtual battle preparation stage may be the stage when the controlled virtual object is in the game preparation scene before entering the game confrontation scene.

[0078] The controlled virtual object is the virtual object controlled by the first user using the first terminal device. The controlled virtual object can release virtual skills to fight against other virtual objects of the opposing camp participating in the current virtual battle that are matched. The other virtual objects are the virtual objects controlled by other players in the opposing camp who participate in the current virtual battle together in the current virtual battle. For example, the controlled virtual object belongs to the first camp, and the other virtual objects belong to the second camp that is opposite to the first camp. The embodiments of the present application do not make specific limitations on the type of the target virtual object.

[0079] Next, refer to Figure 2 to introduce the game preparation stage.

[0080] Figure 2 The figure shows a schematic diagram of the graphical user interface of the game preparation stage provided by the embodiments of the present application.

[0081] Such as Figure 2As shown, in the graphical user interface 200, multiple controlled virtual objects participating in this virtual battle are displayed. This virtual battle is in a 5v5 mode, with a total of ten controlled virtual objects, namely controlled virtual object 201, controlled virtual object 202, controlled virtual object 203, controlled virtual object 204, controlled virtual object 205, controlled virtual object 211, controlled virtual object 212, controlled virtual object 213, controlled virtual object 214, and controlled virtual object 215.

[0082] In the graphical user interface 200, the controlled virtual object 201 is the controlled virtual object corresponding to the first user. The controlled virtual objects 202 to 205 are the controlled virtual objects in the same camp as the controlled virtual object corresponding to the first user. The controlled virtual objects 211 to 215 are the controlled virtual objects in the opposing camp to the controlled virtual object 201 corresponding to the first user. The controlled virtual objects 201 and 203 have not determined the virtual role to be selected, while the other controlled virtual objects except the controlled virtual objects 201 and 203 have selected virtual roles. The candidate virtual role 221 is the candidate virtual role currently selected by the controlled virtual object 201, but it has not been determined to use this candidate virtual role 221 as the target virtual role.

[0083] It should be noted that although the target virtual roles corresponding to the above ten controlled virtual objects have not all been determined, according to the version information, mode information of this virtual battle, and the rank of the user account corresponding to the controlled virtual object, the game information of this virtual battle can already be determined.

[0084] In step S102, the game information can refer to the identification information of this virtual battle, and the game information is used to determine the historical battle records corresponding to this virtual battle. The game information includes game feature parameters that can affect the combat ability of virtual objects in this virtual battle.

[0085] The game feature parameters can refer to the feature parameters used to characterize this virtual battle. The game feature parameters include version information used to indicate the target version number of the game, mode information used to indicate the target battle mode of this virtual battle, and rank information used to indicate the target game rank of this virtual battle.

[0086] Here, the version information can be the version number. Exemplarily, the version number is 1.0.0.1.

[0087] The mode information can be the mode identifier or the mode name. Exemplarily, if the mode information is 3, it represents the 3v3 mode; if the mode information is 5, it represents the 5v5 mode.

[0088] The rank information can be a rank identifier or a rank name. Exemplarily, the rank information is Gold.

[0089] It should be noted that the rank information of the target game rank is calculated from the ranks corresponding to each user account participating in this virtual battle.

[0090] As an example, the average rank of the ranks corresponding to each game account participating in this virtual battle can be used as the rank information of the target game rank. Alternatively, the ranks corresponding to each user account participating in this virtual battle can be substituted into a preset calculation formula to calculate the rank information of the target game rank. Those skilled in the art can select the specific determination method of the rank information of the target game rank according to the actual situation, and this application does not make any limitations here.

[0091] In the embodiment of this application, in the game preparation stage of this virtual battle, the version information and mode information corresponding to this virtual battle can be obtained, and the target game rank of this virtual battle can be determined according to the ranks corresponding to the user accounts participating in this virtual battle. Then, the attribute compensation value of each candidate virtual element can be determined according to the obtained information.

[0092] In step S103, the candidate virtual element can refer to a virtual element in this virtual battle that can be compensated for its data, and the candidate virtual element is used to enhance the battle ability of the controlled virtual object.

[0093] As an example, the candidate virtual element can be a controlled virtual object or an uncontrolled virtual object.

[0094] Exemplarily, the candidate virtual element includes at least one of the following items: the virtual character used by the virtual object in this virtual battle; the virtual item used to enhance the combat ability of the virtual character.

[0095] The virtual item can refer to a virtual prop in the game, and the virtual item is a virtual prop used to increase the virtual ability of the virtual character.

[0096] Exemplarily, the virtual item includes at least one of the following items: the virtual weapon held by the virtual character; the virtual accessories equipped on the virtual character or attached to the virtual weapon. Among them, the virtual accessories can refer to accessories such as gems and gun stocks that can be attached to weapons.

[0097] The attribute compensation value can refer to the adjustable value in the element attribute value of the candidate virtual element, and the attribute compensation value is used to adjust the basic virtual ability of the candidate virtual element. For example: if the candidate virtual element is a Dragon-Slaying Saber, and the basic attribute value is 100 for physical attack and the attribute compensation value is 20, it means that the attribute compensation value can increase the physical attack of this Dragon-Slaying Saber by 20 points.

[0098] It should be noted that there are multiple attribute items in the game, such as: health points, physical attack, spell attack, movement speed. When performing data compensation processing, data compensation will not be performed on all attribute items, but only on the target attribute items. Here, it is possible to determine which attribute items are target attribute items through a data table. For example: The attribute item identifiers of the target attribute items can be filled in a data table. As long as the attribute item identifier corresponding to the candidate virtual element matches the attribute item identifier in the data table, the attribute item identifier corresponding to the matching candidate virtual element is used as the target attribute item identifier, and data compensation is performed on the target attribute item corresponding to the target attribute item identifier.

[0099] In an alternative embodiment, the attribute compensation value of each candidate virtual element is determined in the following manner: According to the game information, determine the first attribute balance coefficient value for this candidate virtual element; According to the target control method for the controlled virtual object in this virtual battle, determine the second attribute balance coefficient value under the target control method; According to the first attribute balance coefficient value and the second attribute balance coefficient value, determine the attribute compensation value of this candidate virtual element.

[0100] Here, the first attribute balance coefficient value can refer to the coefficient value for adjusting the game differences between different virtual battles. The game differences refer to the differences in different versions, different modes, and different game ranks between different virtual battles. As an example, the first attribute balance coefficient value can be a value greater than 1, or a value less than or equal to 1.

[0101] The second attribute balance coefficient value can refer to the coefficient value for adjusting the user differences between different users. The user differences refer to the differences in different control methods used by different users. As an example, the second attribute balance coefficient value can be a value greater than 1, or a value less than or equal to 1.

[0102] The target control method can refer to the control method used by the target user when controlling the controlled virtual object. The target control method is used to determine the second attribute balance coefficient value.

[0103] As an example, the target control method can be a touch control method, or a control method using a device.

[0104] Exemplarily, the target control method includes any one of the following items: touch control method, keyboard and mouse control method, gamepad control method.

[0105] In the embodiments of the present application, when obtaining the game information, the control method corresponding to each user participating in this virtual battle is also obtained, and the obtained control method is used as the user characteristic parameter to determine the second attribute balance coefficient value through the target control method of the target user.

[0106] In an alternative embodiment, the attribute compensation value of each candidate virtual element is determined as follows: Determine the balance adjustment base value; Multiply the first attribute balance coefficient value, the second attribute balance coefficient value, and the balance adjustment base value to determine the attribute compensation value of the candidate virtual element.

[0107] Here, the balance adjustment base value may refer to the base value of the attribute compensation value. Based on the balance adjustment base value, the balance adjustment base value is added and calculated through the first attribute balance coefficient value and the second attribute balance coefficient value to determine the attribute compensation value of the candidate virtual element.

[0108] It should be noted that multiple candidate virtual elements are divided into different types. For example, all virtual characters are divided into character types, weapons and armors are divided into equipment types, and gems and soul jades are divided into accessory types. Here, the balance adjustment base values corresponding to different types of candidate virtual elements are different, and the balance adjustment base values corresponding to different target attribute items are also different. The balance adjustment base values corresponding to different types of candidate virtual elements and different target attribute items can be determined through the balance adjustment base value table, and the specific values of the balance adjustment base values corresponding to different types of candidate virtual elements and different target attributes are configured in the balance adjustment base value table.

[0109] The following describes the process of determining the balance adjustment base value with reference to Table 1.

[0110]

[0111] As shown in Table 1, the candidate virtual elements are divided into multiple types, and the 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 serial number 1 and belongs to the hero type. Then, through the balance adjustment base value table, the balance adjustment base values of all target attribute items corresponding to Hero A can be obtained. For example, the balance adjustment base value corresponding to the life attribute item is 100, the balance adjustment base value corresponding to the physical attack attribute item is 10, the balance adjustment base value corresponding to the spell attack attribute item is 15, the balance adjustment base value corresponding to the physical defense attribute item is 20, and the balance adjustment base value corresponding to the spell defense attribute item is 10.

[0112] In the embodiment of the present application, taking the compensation of the life attribute item of Hero A as an example, assume that the first attribute balance coefficient value is 0.2 and the second attribute balance coefficient value is 0.5. Then, 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 multiple users participating in this virtual battle, although the balance adjustment base values corresponding to Hero A in this virtual battle are all 10, the attribute compensation values for different controlled virtual objects may be different, which depends on whether the second attribute balance coefficient values corresponding to different controlled virtual objects are the same.

[0113] It can be seen that for users who use the same virtual character but different control methods, their attribute compensation values are different, which can balance the impact of different control methods on the competitive level. At the same time, the candidate virtual element can also be a virtual item. When the virtual item is relatively strong, its basic attribute value can also be adjusted to balance the virtual ability differences between different virtual items.

[0114] In an optional embodiment, the first attribute balance coefficient value for each candidate virtual element is determined in the following manner: determining a first game score value corresponding to the target battle mode indicated by the mode information and the target game rank indicated by the rank information in the game of the target version number indicated by the version information; determining a second game score value corresponding to using this candidate virtual element in the target battle mode and the target game rank in the game of the target version number; obtaining the first attribute balance coefficient value for this candidate virtual element according to the first game score value and the second game score value.

[0115] Here, the first game score value may refer to the game score value corresponding to the game characteristic parameters of this virtual battle.

[0116] Exemplarily, the first game score value can be 5.

[0117] The second game score value may refer to the game score value corresponding to the game characteristic parameters of this virtual battle and corresponding to each candidate virtual element.

[0118] Exemplarily, the second game score value can be 4.

[0119] In the embodiment of the present application, after each virtual battle ends, the battle record of this virtual battle will be saved to the historical battle record. The battle record of this virtual battle records the start time, end time, server identification where it is located, game characteristic parameters, user accounts participating in this virtual battle, the object identification of the controlled virtual object used by each user account, the target control method corresponding to each controlled virtual object, the game score of this virtual battle, and the target virtual element used by each controlled virtual object at the end of the game. It should be noted that the game score of this virtual battle is calculated according to the user scores of each user participating in this virtual battle. For example: taking the average value of the user scores of all users participating in this virtual battle as the game score of this virtual battle. Those skilled in the art can select the calculation method of the game score according to the actual situation, and the present application does not make a limitation here.

[0120] The following refers to Figure 3 to introduce the determination process of the first attribute balance coefficient value.

[0121] Figure 3 The flowchart of the method for determining the first attribute balance coefficient value provided by the embodiments of the present application is shown. As Figure 3 shown:

[0122] Step S1031, determine the first game score value.

[0123] In this step, in the game preparation stage of the current virtual battle, the version information, mode information, and rank information of the current virtual battle obtained are used as the first screening conditions, and multiple first target historical battle records matching the first screening conditions are selected from the historical battle records. Calculate the average value of all game scores in the first target historical battle records, and use this average value as the first game score value. It should be noted that the first game score value is not limited to the average value of all game scores in the first target historical battle records, and can also be the maximum value, minimum value, or root mean square of all game scores. Those skilled in the art can determine the specific calculation method of the first game score value according to the actual situation, and the present application does not make a limitation here.

[0124] It should be noted that to ensure the accuracy of data compensation, when multiple first target historical battle records are selected from the historical battle records, it will be determined whether the number of records of the first target historical battle records reaches the 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 battle records reaches the first set threshold, the first attribute balance coefficient value or the second attribute balance coefficient is determined based on the first game score value. If it is determined that the number of records of the first target historical battle 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.

[0125] Exemplarily, taking the version information as 1.0.0.1, the mode information as the 5v5 matching mode, and the rank information as gold as an example, the battle records with the version information of 1.0.0.1, the mode information of the 5v5 matching mode, and the rank information of gold are selected from all historical battle records as the first target historical battle records. The first target historical battle records include multiple battle records, and each first target historical battle record corresponds to a virtual battle. Each first target historical battle record records the game score of the current virtual battle. The average value of the game scores in all first target historical battle records is used as the first game score.

[0126] Step S1032, for each candidate virtual element, determine the second game score value corresponding to the candidate virtual element.

[0127] In this step, during the game preparation stage of the current virtual battle, the version information, mode information of the current virtual battle, and the element identifier of each candidate virtual element are used as the second screening condition to select multiple second target historical battle records that match the second screening condition from the historical battle records, calculate the average value of all game ratings in the second target historical battle records, and use this average value as the second game rating value. It should be noted that the second game rating value is not limited to the average value of all game ratings in the second target historical battle records, and can also be the maximum value, minimum value, or root mean square of all game ratings. Those skilled in the art can determine the specific calculation method of the second game rating value according to the actual situation, and this application does not make any limitations here.

[0128] It should be noted that to ensure the accuracy of data compensation, when selecting multiple second target historical battle records from the historical battle records, it will be determined whether the number of records of the second target historical battle records reaches the second set threshold. For example, the second set threshold is 10,000. If it is determined that the number of records of the second target historical battle records reaches the second set threshold, the first attribute balance coefficient value is determined based on the second game rating value. If it is determined that the number of records of the second target historical battle records does not reach the second set threshold, the first attribute balance coefficient value is set to 1.

[0129] Exemplarily, taking the version information as 1.0.0.1, the mode information as the 5v5 matching mode, and the element identifier of the candidate virtual element as the item ID, for example: the Dragon Slaying Saber, and the item ID is 110101. The battle records with version information 1.0.0.1, mode information 5v5 matching mode, and including the item ID 110101 are selected from all historical battle records as the second target historical battle records. The second target historical battle records include multiple battle records, and each second target historical battle record corresponds to a virtual battle. Each second target historical battle record records the game rating of the current virtual battle. The average value of the game ratings in all second target historical battle records is used as the second game rating.

[0130] Step S1033, obtain the first attribute balance coefficient value for the candidate virtual element according to the first game rating value and the second game rating value.

[0131] In this step, the first attribute balance coefficient value for each candidate virtual element can be determined in the following way: the ratio of the first game rating value to the second game rating value is determined as the first attribute balance coefficient value for the candidate virtual element.

[0132] Taking the above example, if the first game rating value is 5 and the second game rating value is 4, then the first attribute balance coefficient value is 5 / 4 = 1.25.

[0133] In an optional embodiment, the second attribute balance coefficient value under the target control mode is determined as follows: determine the third game score value corresponding to using the target control mode in the target battle mode in the game with the target version number; obtain the second attribute balance coefficient value under the target control mode according to the first game score value and the third game score value.

[0134] Here, the third game score value may refer to the average value of the game score of all historical virtual battles corresponding to the game feature parameters of this virtual battle and the target control mode.

[0135] As an example, the third game score value can be an Arabic numeral, for example: 6.

[0136] The following refers to Figure 4 to introduce the determination process of the first attribute balance coefficient value.

[0137] Figure 4 The flowchart of the method for determining the first attribute balance coefficient value provided by the embodiment of the present application is shown. As Figure 4 shown:

[0138] Step S1034, determine the third game score value corresponding to the target control mode.

[0139] In this step, in the embodiment of the present application, in the game preparation stage of this virtual battle, the version information, mode information of this virtual battle, and the target control mode used by the user participating in this virtual battle are used as the third screening conditions, and multiple third target historical battle records matching the third screening conditions are selected from the historical battle records, and the average value of all game scores in the third target historical battle records is calculated, and this average value is used as the third game score value. It should be noted that the third game score value is not limited to the average value of all game scores in the third target historical battle records, and can also be the maximum value, minimum value or root mean square of all game scores. Those skilled in the art can determine the specific calculation method of the third game score value according to the actual situation, and the present application does not limit this here.

[0140] It should be noted that to ensure the accuracy of data compensation, when multiple third target historical battle records are selected from the historical battle records, it will be determined whether the number of records of the third target historical battle records reaches the 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 battle records reaches the third set threshold, the second attribute balance coefficient value is determined based on the third game score value. If it is determined that the number of records of the third target historical battle records does not reach the third set threshold, the second attribute balance coefficient value is set to 1.

[0141] Exemplarily, taking the version information as 1.0.0.1, the mode information as the 5v5 matching mode, and the target control method as the gamepad as an example, select the battle records with the version information of 1.0.0.1, the mode information of the 5v5 matching mode, and the control method of the gamepad from all historical battle records as the third target historical battle records. The third target historical battle records include multiple battle records, and each third target historical battle record corresponds to a virtual battle. Each third target historical battle record records the game score of this virtual battle. Take the average value of the game scores in all third target historical battle records as the third game score.

[0142] Step S1035, obtain the second attribute balance coefficient value under the target control method according to the first game score value and the third game score value.

[0143] In this step, the steps of obtaining the second attribute balance coefficient value under the target control method according to the first game score value and the third game score value include: determining the ratio of the first game score value to the third game score value as the second attribute balance coefficient value under the target control method.

[0144] Here, for each candidate virtual element, determine the ratio of the first game score value to the second game score value as the first attribute balance coefficient value of this candidate virtual element. For each user, determine the ratio of the first game score value to the third game score value as the second attribute balance coefficient value of this user.

[0145] In step S104, the element attribute value may refer to the attribute value of the candidate virtual element after data compensation, and the element attribute value is used to characterize the virtual ability of the candidate virtual element in this virtual battle.

[0146] Here, the element attribute value includes the attribute values corresponding to multiple attribute items, and the attribute compensation value includes multiple compensation values corresponding to the attribute items of the element attribute value.

[0147] In an optional embodiment, determine the element attribute value of each candidate virtual element in the following way: determine the basic attribute value of this candidate virtual element; use the attribute compensation value of this candidate virtual element to adjust the basic attribute value to obtain the element attribute value of this candidate virtual element.

[0148] Here, the basic attribute value may refer to the fixed value in the element attribute value of the candidate virtual element, and the basic attribute value is used to characterize the basic virtual ability of the candidate virtual element in the game. Among them, the attribute value corresponding to the identifier of the candidate virtual element can be obtained from the attribute value table by reading the table, and the obtained attribute value is the basic attribute value.

[0149] In the embodiments of the present 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. Still taking the Dragon Slaying Saber as an example, assume that the basic attributes of the Dragon Slaying Saber are: Physical Attack +20, Health +100, and the attribute compensation is: Physical Attack +4, Health +20. Then, after data compensation, the element attributes of the Dragon Slaying Saber are: Physical Attack +24, Health +120, where the basic attribute value is the value 20 corresponding to the Physical Attack attribute item and the value 100 corresponding to the Health attribute item, and the attribute compensation value is the value 4 corresponding to the Physical Attack attribute item and the value 20 corresponding to the Health attribute item. It should be noted that the difference between the basic attribute value and the attribute compensation value of the candidate virtual element can also be determined as the element attribute value of the candidate virtual element, or the ratio of the basic attribute value to the attribute compensation value of the candidate virtual element can be determined as the element attribute value of the candidate virtual element. Those skilled in the art can select the specific calculation method of the element attribute value according to the actual situation, and the present application does not limit this here.

[0150] In a preferred embodiment, the basic attribute value of the candidate virtual element is greater than the attribute compensation value.

[0151] Here, since the attribute compensation value is used to adjust the basic attribute value, the magnitude of the attribute compensation value directly determines the adjustment range of the basic attribute value. Therefore, the magnitude of the attribute compensation value should not be too large to avoid causing large fluctuations in the balance of the game product that is already in the operation period. Therefore, it is necessary to limit the adjustment range of the attribute compensation value. Specifically, the magnitude of the attribute compensation value can be ensured by limiting the magnitude of the balance adjustment base value. For example, if the magnitude of the balance adjustment base value is within 20% of the basic attribute value, it can be ensured that the attribute compensation value will not be too large and will not cause a great impact on the original numerical system.

[0152] In step S105, the target virtual element is the candidate virtual element used by the controlled virtual object when participating in this virtual battle, and the target virtual element is used to enhance the virtual ability of the controlled virtual object when used by the controlled virtual object.

[0153] The target virtual elements used by the controlled virtual object when entering the game confrontation stage include: the target virtual character used by the controlled virtual object in this virtual battle. The target virtual elements used by the controlled virtual object when entering the game confrontation stage include: the target virtual weapon and / or target virtual accessory held by the controlled virtual object when entering the game confrontation stage of this virtual battle.

[0154] In an embodiment of the present application, taking the target virtual element as a weapon as an example, when the weapon is not used by the controlled virtual object, it belongs to the candidate virtual element, and when the weapon is equipped and used by the controlled virtual object, the weapon is the target virtual element. Here, in the game preparation stage, default virtual items and default virtual accessories can be randomly assigned to the controlled virtual object so that the controlled virtual object can carry out preparation activities in the game preparation stage, and these preparation activities will not affect the behavior and game result in the game confrontation stage. Among them, data compensation processing will not be performed on the default virtual items and default virtual accessories.

[0155] In an alternative embodiment, the target virtual character used by the controlled virtual object in the current virtual battle is determined in the following manner: after successful matching, obtain the target virtual character randomly assigned by the server to the controlled virtual object; or, determine the target virtual character in response to a selection operation for selecting a virtual character from multiple virtual characters provided by the game.

[0156] Here, the target virtual character may refer to the virtual character used by the controlled virtual object. For example, if the controlled virtual object is the hero A equipped with a weapon and virtual accessories, then the hero A is the target virtual character.

[0157] In an embodiment of the present application, the target virtual character can be a virtual character determined according to the user's selection operation, or a virtual character randomly assigned by the server.

[0158] In an alternative embodiment, it further includes: in the game confrontation stage, in response to an item acquisition instruction, control the controlled virtual object to acquire the target virtual item; determine the item attribute value of the target virtual item in the current virtual battle; put the target virtual item with the item attribute value into the backpack of the controlled virtual object.

[0159] Here, the item acquisition instruction may refer to an instruction for acquiring an item, and the item acquisition instruction is used to obtain a virtual item.

[0160] As an example, in terms of the instruction type, the item acquisition instruction can be an operation instruction or a voice instruction. In terms of the acquisition method, the item acquisition instruction can be a purchase instruction or a pickup instruction.

[0161] Exemplarily, the item acquisition instruction includes at least one of the following items: mouse click operation, mouse double-click operation, touch click operation, touch double-click operation, long press operation, voice instruction.

[0162] In an embodiment of the present application, after the controlled virtual object obtains the target virtual item, the basic attribute value corresponding to the basic attribute item of the target virtual item can be obtained from the item table according to the item identifier of the target virtual item. For example, according to the prop ID, then, the basic attribute value of the target virtual item is adjusted by using the determined attribute compensation value corresponding to the target virtual item. For example, the basic attribute value of the target virtual item is added to the attribute compensation value to obtain the item attribute value of the target virtual item, and the item attribute value is the target element attribute value corresponding to the target virtual item. The target virtual item after data compensation is placed in the backpack of the controlled virtual object. When the user views the target virtual item through the graphical user interface, the item attribute value in its item description is the adjusted attribute value. It should be noted that after the target virtual item enters the backpack of the controlled virtual object in the embodiment of the present application, the item attribute value of the target virtual item does not take effect. Only when the target virtual item is equipped on the controlled virtual object or attached to the equipment already worn by the controlled virtual object can it take effect. Here, taking effect means that the controlled virtual object obtains the numerical bonus of the item attribute value of the target virtual item.

[0163] Compared with the data compensation method in the prior art, the present application can, according to the game information of different virtual battles, obtain the attribute compensation value of each candidate virtual element corresponding to the game information before the start of the game confrontation stage, so as to determine the element attribute value of each candidate virtual element in the virtual battle, and control the controlled virtual object to use the target virtual element with the specifically adjusted element attribute value to fight in the game confrontation stage, solving the problems of long adjustment period and poor adaptability of the adjustment method when adjusting the attribute value of virtual elements in the game.

[0164] Based on the same inventive concept, an embodiment of the present application also provides a data compensation device in the game corresponding to the data compensation method in the game. Since the principle of solving problems by the device in the embodiment of the present application is similar to the data compensation method in the game in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0165] Please refer to Figure 5 , Figure 5 which shows a schematic structural diagram of the data compensation device in the game provided by the embodiment of the present application. As Figure 5 shown in, the data compensation device 300 in the game includes:

[0166] A matching module 301, which matches other virtual objects participating in the current virtual battle for the controlled virtual object in the game preparation stage;

[0167] An information acquisition module 302, which acquires the game information of the current virtual battle;

[0168] A numerical value determination module 303 determines, for each candidate virtual element in the current virtual battle, an attribute compensation value based on the obtained game information, where the attribute compensation value is used to adjust the basic virtual ability of the candidate virtual element.

[0169] A compensation module 304 determines, for each candidate virtual element, an element attribute value based on the attribute compensation value of the candidate virtual element, where the element attribute value is used to represent the virtual ability of the candidate virtual element in the current virtual battle.

[0170] A phase control module 305 controls the controlled virtual object to enter the game confrontation phase of the current virtual battle using a target virtual element with a target element attribute value, where the target virtual element is the candidate virtual element used by the controlled virtual object when participating in the current virtual battle.

[0171] Optionally, the compensation module 304 is further configured to: determine the basic attribute value of the candidate virtual element, where the basic attribute value is used to represent the basic virtual ability of the candidate virtual element in the game; and adjust the basic attribute value using the attribute compensation value of the candidate virtual element to obtain the element attribute value of the candidate virtual element.

[0172] Optionally, the numerical value determination 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 the target control mode according to the target control mode of the controlled virtual object in the current virtual battle; and determine the attribute compensation value of the candidate virtual element according to the first attribute balance coefficient value and the second attribute balance coefficient value.

[0173] Optionally, the numerical value determination module 303 is further configured to: determine a balance adjustment base value; and determine 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 of the candidate virtual element.

[0174] Optionally, the game information includes game feature parameters that can affect the combat ability of the virtual object in the current virtual battle. The game feature parameters include version information for indicating the target version number of the game, mode information for indicating the target battle mode of the current virtual battle, and rank information for indicating the target game rank of the current virtual battle. Among them, the value determination module 303 is further configured to: determine a first game score value corresponding to the target battle mode indicated by the mode information and the target game rank indicated by the rank information in the game of the target version number indicated by the version information; determine a second game score value corresponding to using the candidate virtual element in the target battle mode and the target game rank 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 game score value and the second game score value.

[0175] Optionally, the value determination module 303 is further configured to: determine a third game score value corresponding to using the target control method in the target battle mode in the game of the target version number; and obtain a second attribute balance coefficient value in the target control method according to the first game score value and the third game score value.

[0176] Optionally, the value determination module 303 is further configured to: determine the ratio of the first game score value to the second game score value as the first attribute balance coefficient value for the candidate virtual element; and / or, the step of obtaining a second attribute balance coefficient value in the target control method according to the first game score value and the third game score value includes: determining the ratio of the first game score value to the third game score value as the second attribute balance coefficient value in the target control method.

[0177] Optionally, the target control method may include any one of the following: touch control method, keyboard and mouse control method, gamepad control method.

[0178] Optionally, the candidate virtual element may include at least one of the following: the virtual character used by the virtual object in the current virtual battle; the virtual item used to enhance the combat ability of the virtual character.

[0179] Optionally, the target virtual element used by the controlled virtual object when entering the game confrontation stage includes: the target virtual character used by the controlled virtual object in the current virtual battle. Among them, the matching module 301 is further configured to: after successful matching, obtain the target virtual character randomly assigned by the server for the controlled virtual object; or, determine the target virtual character in response to a selection operation for selecting a virtual character from multiple virtual characters provided by the game.

[0180] Optionally, the virtual item may include at least one of the following: the virtual weapon held by the virtual character; the virtual accessory equipped on the virtual character or attached to the virtual weapon.

[0181] Optionally, the target virtual elements used by the controlled virtual object when entering the game confrontation stage may include: the target virtual weapon and / or target virtual accessory held by the controlled virtual object when entering the game confrontation stage of this virtual battle.

[0182] Optionally, the data compensation device 300 further includes an update compensation module (not shown in the figure). The update compensation module is configured to: during the game confrontation stage, in response to an item acquisition instruction, control the controlled virtual object to acquire a target virtual item; determine the item attribute value of the target virtual item in this virtual battle; and put the target virtual item with the item attribute value into the backpack of the controlled virtual object.

[0183] Please refer to Figure 6 , Figure 6 which shows a schematic structural diagram of the electronic device provided by the embodiment of the present application. As Figure 6 shown in, the electronic device 400 includes a processor 410, a memory 420, and a bus 430.

[0184] The memory 420 stores machine-readable instructions executable by the processor 410. When the electronic device 400 runs, the processor 410 communicates with the memory 420 through the bus 430. 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 as described above can be executed. The specific implementation manner can refer to the method embodiment and will not be elaborated here. Figure 1 shown, and the steps of the data compensation method in the game in the method embodiment as described above can be executed. The specific implementation manner can refer to the method embodiment and will not be elaborated here.

[0185] The embodiment of the present application further provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps of the data compensation method in the game in the method embodiment as described above can be executed. The specific implementation manner can refer to the method embodiment and will not be elaborated here. Figure 1 shown, and the steps of the data compensation method in the game in the method embodiment as described above can be executed. The specific implementation manner can refer to the method embodiment and will not be elaborated here.

[0186] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated here.

[0187] In several embodiments provided in the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical functional division. In actual implementation, there may be other division methods. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0188] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0189] In addition, in each embodiment of the present application, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.

[0190] If the functions are implemented in the form of software functional units and sold or used as independent products, they can 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, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0191] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present application can still modify the technical solutions recorded in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A method for data compensation in a game, characterized in that, the method includes: In the game preparation stage, match other virtual objects participating in the current virtual battle for the controlled virtual object; Obtain the game information of the current virtual battle; For each candidate virtual element in the current virtual battle, based on the obtained game information, determine the attribute compensation value of the candidate virtual element, and the attribute compensation value is used to adjust the basic virtual ability of the candidate virtual element; For each candidate virtual element, based on the attribute compensation value of the candidate virtual element, determine the element attribute value of the candidate virtual element, and the element attribute value is used to represent the virtual ability of the candidate virtual element in the current virtual battle; Control the controlled virtual object to enter the game confrontation stage of the current virtual battle using the target virtual element with the target element attribute value, and the target virtual element is the candidate virtual element used by the controlled virtual object when participating in the current virtual battle; Determine the attribute compensation value of each candidate virtual element in the following way: According to the game information, determine the first attribute balance coefficient value for the candidate virtual element; According to the target control method for the controlled virtual object in the current virtual battle, determine the second attribute balance coefficient value under the target control method; Determine the balance adjustment base value; Determine 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 of the candidate virtual element.

2. The method according to claim 1, characterized in that, Determine the element attribute value of each candidate virtual element in the following way: Determine the basic attribute value of the candidate virtual element, and the basic attribute value is used to represent the basic virtual ability of the candidate virtual element in the game; Use the attribute compensation value of the candidate virtual element to adjust the basic attribute value to obtain the element attribute value of the candidate virtual element.

3. The method according to claim 1, characterized in that, The game information includes game characteristic parameters that can affect the combat ability of virtual objects in the current virtual battle, and the game characteristic parameters include version information for indicating the target version number of the game, mode information for indicating the target battle mode of the current virtual battle, and rank information for indicating the target game rank of the current virtual battle, wherein, determine the first attribute balance coefficient value for each candidate virtual element in the following way: Determine the first game score value corresponding to the target battle mode indicated by the mode information and the target game rank indicated by the rank information in the game of the target version number indicated by the version information; Determine the second game score value corresponding to using the candidate virtual element in the target battle mode and the target game rank in the game of the target version number; According to the first game score value and the second game score value, obtain the first attribute balance coefficient value for the candidate virtual element.

4. The method according to claim 3, characterized in that, Determine the second attribute balance coefficient value under the target control method in the following way: Determine the third game round score value corresponding to using the target control method in the target battle mode in the game with the target version number; Obtain the second attribute balance coefficient value in the target control method according to the first game round score value and the third game round score value.

5. The method according to claim 4, characterized in that, determine the first attribute balance coefficient value for each candidate virtual element in the following manner: Determine the ratio of the first game round score value to the second game round score value as the first attribute balance coefficient value for this candidate virtual element; and / or, the step of obtaining the second attribute balance coefficient value in the target control method according to the first game round score value and the third game round score value includes: Determine the ratio of the first game round score value to the third game round score value as the second attribute balance coefficient value in the target control method.

6. The method according to claim 1, characterized in that, the target control method includes any one of the following: touch control method, keyboard and mouse control method, gamepad control method.

7. The method according to claim 1, characterized in that, the candidate virtual element includes at least one of the following: the virtual character used by the virtual object in this virtual battle; the virtual item used to enhance the combat ability of the virtual character.

8. The method according to claim 7, characterized in that, the target virtual element used by the controlled virtual object when entering the game confrontation stage includes: the target virtual character used by the controlled virtual object in this virtual battle, wherein, determine the target virtual character used by the controlled virtual object in this virtual battle in the following manner: After successful matching, obtain the target virtual character randomly assigned by the server for the controlled virtual object; or, the target virtual character determined in response to the selection operation for selecting a virtual character from multiple virtual characters provided by the game.

9. The method according to claim 7, characterized in that, the virtual item includes at least one of the following: the virtual weapon held by the virtual character, the virtual accessory equipped on the virtual character or attached to the virtual weapon.

10. The method according to claim 9, characterized in that, the target virtual element used by the controlled virtual object when entering the game confrontation stage includes: the target virtual weapon and / or target virtual accessory held by the controlled virtual object when entering the game confrontation stage of this virtual battle.

11. The method according to claim 7, characterized in that, further includes: In the game confrontation stage, in response to the item acquisition instruction, control the controlled virtual object to obtain the target virtual item; Determine the item attribute value of the target virtual item in this virtual battle; Put the target virtual item with the item attribute value into the backpack of the controlled virtual object.

12. A data compensation device in a game, characterized in that, the device includes: a matching module, in the game preparation stage, match other virtual objects participating in this virtual battle for the controlled virtual object; an information acquisition module, acquire the game round information of this virtual battle; A numerical value determination module, for each candidate virtual element in the current virtual battle, based on the obtained game information, determines an attribute compensation value for the candidate virtual element, where the attribute compensation value is used to adjust the basic virtual ability of the candidate virtual element; A compensation module, for each candidate virtual element, based on the attribute compensation value of the candidate virtual element, determines an element attribute value for the candidate virtual element, where the element attribute value is used to characterize the virtual ability of the candidate virtual element in the current virtual battle; A phase control module, controls the controlled virtual object to enter the game confrontation phase of the current virtual battle using a target virtual element with a target element attribute value, where the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the current virtual battle; The numerical value determination module is specifically used for: Determine a first attribute balance coefficient value for the candidate virtual element according to the game information; Determine a second attribute balance coefficient value under the target control method according to the target control method for the controlled virtual object in the current virtual battle; Determine a balance adjustment base value; Determine 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.

13. An electronic device, characterized in that, it includes: A processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the data compensation method in the game according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it performs the steps of the data compensation method in the game according to any one of claims 1 to 11.

Citation Information

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