A game information processing method and related apparatus
By establishing a set of correspondences between stages and standard levels in online games, the leveling speed of new players in new servers can be adjusted, solving the problem of new players lagging behind in levels, reducing configuration complexity, and improving the game experience and player retention rate.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-02-24
- Publication Date
- 2026-05-19
AI Technical Summary
In online games, players in new servers lag behind players in older servers in terms of level, resulting in a poor gaming experience. Furthermore, as the number of new servers increases, game developers need to maintain more tables that correspond to the number of days a server has been open and the standard level, increasing configuration complexity and making it easier for configuration errors to occur, which can affect player retention rates.
By decoupling the number of days since server launch from the standard level, a set of correspondences between stages and standard levels is established. Larger stages are set for servers that launched later, and the same set of correspondences between stages and standard levels is used to adjust the leveling speed of players.
Without affecting the experience of players in older servers, the system allows new players to catch up to older players in levels more quickly, reduces configuration complexity, and improves player retention.
Smart Images

Figure CN116688487B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of data processing technology, and in particular to a method and related apparatus for processing game information. Background Technology
[0002] To accommodate more players, many online games require developers to continuously open new servers, such as opening a second, third, and so on after the first server is opened. Because these new servers open relatively late, players in them are generally far behind those in older servers. In cross-server gameplay (where players from both new and older servers play together), this significant level difference leads to a poor gaming experience, potentially causing new players to quit. This poses a significant challenge to player retention rates.
[0003] There is generally a positive correlation between the number of days since the game launched (i.e., how many days have passed since the game's launch) and the player's standard level (i.e., the theoretical level a player has reached, calculated in advance by the game developer based on gameplay experience). That is, as the number of days since the game launched increases, the player's standard level gradually increases. A table showing the relationship between the number of days since the game launched and the standard level can be obtained. In related technologies, game developers typically configure different tables for new and old servers to allow new players to catch up to older players more quickly without affecting the experience of players in older servers.
[0004] However, as the number of new servers increases, game developers need to maintain and configure more and more tables relating the number of days a server has been open to the standard level, and the complexity of configuration gradually increases. Summary of the Invention
[0005] To address the aforementioned technical problems, this application provides a game information processing method and related apparatus to reduce configuration complexity.
[0006] The embodiments of this application disclose the following technical solutions:
[0007] On one hand, this application provides a game information processing method, wherein the game is deployed on multiple servers, the multiple servers include at least two server opening times, the server opening time is the time when a player enters the game through the server, the target server is one of the multiple servers, and the server opening time of the target server is the target server opening time, the method includes:
[0008] The target stage corresponding to the target server is obtained based on the target server opening time, and the target stage is larger as the target server opening time is later.
[0009] Based on the set of correspondences between stages and standard levels, the target standard level corresponding to the target stage is determined, and the standard level in the set of correspondences between stages and standard levels increases as the stage increases;
[0010] Adjust the leveling speed of players in the target region server according to the target standard level.
[0011] On the other hand, this application provides a game information processing device, in which the game is deployed on multiple servers, the multiple servers include at least two server opening times, the server opening time is the time when a player enters the game through the server, the target server is one of the multiple servers, and the server opening time of the target server is the target server opening time, the device includes: an acquisition unit, a determination unit and an adjustment unit;
[0012] The acquisition unit is used to acquire the target stage corresponding to the target server based on the target server opening time, wherein the target stage is larger as the target server opening time is later.
[0013] The determining unit is used to determine the target standard level corresponding to the target stage based on the set of correspondences between stages and standard levels, wherein the standard level in the set of correspondences between stages and standard levels increases with the increase of stages;
[0014] The adjustment unit is used to adjust the leveling speed of players in the target area server according to the target standard level.
[0015] On the other hand, embodiments of this application provide a computer device, the device including a processor and a memory:
[0016] The memory is used to store program code and transmit the program code to the processor;
[0017] The processor is configured to execute the methods described above according to instructions in the program code.
[0018] On the other hand, embodiments of this application provide a computer-readable storage medium for storing a computer program for performing the methods described above.
[0019] On the other hand, embodiments of this application provide a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods described above.
[0020] As can be seen from the above technical solution, the game is deployed on multiple servers with at least two launch times. Taking the target server as an example, the launch time of the target server is the target launch time. The target stage corresponding to the target server is obtained based on the target launch time. The target standard level corresponding to the target stage is determined based on the set of correspondences between stages and standard levels. Then, the leveling speed of players on the target server is adjusted according to the target standard level. Specifically, the later the target launch time, the larger the target stage. Furthermore, in the set of correspondences between stages and standard levels, the standard level increases with the increase of stages. Therefore, even if multiple servers with different launch times use the same set of correspondences between stages and standard levels, servers with later launch times have larger stages, resulting in higher standard levels and greater leveling potential for players. This allows new players to catch up with older players more quickly without affecting the experience of players in older servers, while eliminating the need for multiple tables of correspondences between launch days and standard levels, thus reducing configuration complexity. Attached Figure Description
[0021] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 A diagram illustrating the relationship between the number of days since server launch and the standard level for different server configurations in a new server and an old server.
[0023] Figure 2 This is a schematic diagram illustrating an application scenario of a game information processing method provided in an embodiment of this application.
[0024] Figure 3 A flowchart illustrating a game information processing method provided in this application embodiment;
[0025] Figure 4 A deployment architecture diagram of a game information processing method provided in this application embodiment;
[0026] Figure 5 A schematic diagram illustrating the correspondence between stages and standard levels provided in this application embodiment;
[0027] Figure 6 A schematic diagram of a game information processing device provided in an embodiment of this application;
[0028] Figure 7 This is a schematic diagram of the server structure provided in an embodiment of this application;
[0029] Figure 8 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application. Detailed Implementation
[0030] The embodiments of this application will now be described with reference to the accompanying drawings.
[0031] The level system within online games is crucial. Level is an important indicator of a player's investment of time, money, and other resources. It's a key factor for game developers to control gameplay content and the pace of gameplay release. A robust and controllable level system ensures the healthy development of the game ecosystem. Take massively multiplayer online role-playing games (MMORPGs) as an example. In MMORPGs, players can assume one or more virtual characters and control their characters' activities and behaviors in the game's virtual world. Numerous gameplay systems collectively support the playability and completeness of this virtual world, and the availability of these systems is controlled by the level system.
[0032] As the number of days since the server opened increases, the standard level of players gradually rises. Therefore, a table showing the correspondence between the number of days since the server opened and the standard level can be created, as shown in Table 1. This table indicates that theoretically, players should reach a certain level on a given day; otherwise, they are considered to be lagging behind in level. For example, if player A's level is not 25 on the third day after the server opens, player A is considered to be lagging behind and their leveling speed needs to be increased.
[0033] Table 1
[0034] Number of days since server launch Standard level 1 10 2 20 3 25 4 28 ······ ······
[0035] See Figure 1 The diagram illustrates the relationship between the number of days since server launch and the standard level in different configurations for new and old servers. Servers 1, 2, and 3 are old servers that launched simultaneously, while server 4 is a new server. It can be seen that the relationship between the number of days since server launch and the standard level differs between the old and new servers. Players in the new server have a higher standard level on day i than players in the old server on day i, giving new players more room to level up. This allows new players to catch up to old players more quickly without negatively impacting their experience.
[0036] However, as the number of new servers increases, game developers need to maintain and configure more and more tables relating the number of days a server has been open to the standard level. The complexity of the configuration also gradually increases, and it is easy for game developers to make configuration errors due to negligence, which will affect the speed at which players level up and reduce player retention.
[0037] Based on this, this application provides a game information processing method. By decoupling the number of days the server has been open from the standard level, a set of correspondences between stages and standard levels is established. Servers with later opening times are assigned larger stages. Even if the same set of correspondences between stages and standard levels is used, since the standard level in the set of correspondences between stages and standard levels increases with the increase of stages, servers with later opening times obtain larger standard levels. As a result, players have more room to level up. Thus, without affecting the experience of players in older servers, new players can catch up with the levels of players in older servers more quickly, while reducing configuration complexity.
[0038] The game information processing method provided in this application can be applied to game information processing devices with data processing capabilities, such as terminal devices and servers. The terminal device can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, in-vehicle terminal, smart TV, etc., but is not limited to these. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms. The terminal and server can be directly or indirectly connected via wired or wireless communication, and this application does not impose any restrictions on this. The number of servers and terminal devices is also not limited.
[0039] The games involved in this application can be deployed on terminal devices in the form of game clients. These clients can run on terminal devices via browsers or as standalone applications (APPs), etc. The specific presentation format of the client is not limited here. The games involved in this application can also be deployed on cloud servers via cloud gaming. Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics processing and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game does not reside on the player's terminal but runs on a cloud server. The cloud server renders the game scene as a video and audio stream, which is then transmitted to the player's terminal via the network. The player's terminal does not need powerful graphics processing and data processing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud server.
[0040] To facilitate understanding of the technical solution of this application, the game information processing method provided in the embodiments of this application will be described below using a game information processing device as a server, combined with a practical application scenario. For example, see... Figure 2 The figure is a schematic diagram of an application scenario of a game information processing method provided in an embodiment of this application.
[0041] Game A is deployed on server 100 in the first region and server 200 in the second region. Server 100 in the first region opened on May 1, 2020, and server 200 in the second region opened on January 1, 2020. Therefore, after the server in the first region opened, the level of players in the first region was generally much lower than that of players in the second region.
[0042] On January 1, 2020, server 200 in the second region had been open for 1 day and its target stage was 1. Based on the correspondence between stages and standard levels, it can be determined that the target standard level for server 200 in the second region in stage 2 is 10.
[0043] On May 1, 2020, server 100 in the first zone had been open for 1 day. Since server 100 opened later than server 200 in the second zone, the target stage corresponding to server 100 in the first zone is 3. Based on the correspondence between stages and standard levels, it can be determined that the target standard level corresponding to stage 3 for server 100 in the first zone is 25.
[0044] Both servers have been open for one day, but the target standard level for server 100 in the first region is higher than that for server 200 in the second region. Players in server 100 have more room to level up and can catch up with the level of players in server 200 in the second region at a faster leveling speed.
[0045] Therefore, the later the target server opens, the larger the target stage becomes. Moreover, in the set of correspondences between stages and standard levels, the standard level increases with the increase of stages. Thus, even if multiple servers with different opening times use the same set of correspondences between stages and standard levels, the servers with later opening times will have larger stages, resulting in higher standard levels and greater upgrade potential for players. This allows new players to catch up with older players more quickly without affecting the experience of older players, while eliminating the need for multiple tables of correspondences between server opening days and standard levels, thus reducing configuration complexity.
[0046] For ease of description, in the following embodiments, a server will be primarily used as the aforementioned game information processing device, combined with... Figure 3 The technical solution of this application is illustrated by example.
[0047] See Figure 3 This figure is a flowchart of a game information processing method provided in an embodiment of this application. Figure 3 As shown, the game information processing method includes the following steps:
[0048] S301: Obtain the target stage corresponding to the target server based on the target server opening time.
[0049] As the server's duration increases, player levels rise. Understandably, player level changes are relatively small over a period. Therefore, a mapping table between server launch days and standard levels was configured. However, since different servers may launch at different times, if all servers use a single mapping table, the launch days cannot be changed. New players in new servers will level up in the same way as players in older servers, making it difficult for them to catch up. In cross-server gameplay, the level gap between new and older players will be significant, negatively impacting user retention. Therefore, related technologies configure different mapping tables for servers with different launch times. While this increases the leveling speed for new players, it also increases the number of mapping tables that game developers need to maintain and configure, gradually increasing the complexity of the configuration.
[0050] Based on this, this application decouples the number of days since server launch and the standard level. That is, instead of establishing a correspondence table between the number of days since server launch and the standard level, it takes the interval of a player's level change with a small value as a stage and establishes a set of correspondences between stages and standard levels. The standard level in the set of correspondences between stages and standard levels increases with the increase of stages. By setting larger stages for servers that have been launched later, the higher the standard level obtained, the greater the player's leveling space and the faster the leveling speed.
[0051] In this application, the game is deployed on multiple servers, including at least two server launch times. Here, "server launch" refers to each online game developer or operating platform opening a specific game server, allowing players to access the game through that server. "Server launch time" refers to the time corresponding to when the server is launched.
[0052] The following explanation uses one of the multiple servers (the target server) as an example. The opening time of the target server is the target opening time.
[0053] The target server launch time is related to the target stage; the later the target server launch time, the larger the corresponding target stage. For example... Figure 2 As shown, the target opening time of the first server (May 1, 2020) is later than the target opening time of the second server (January 1, 2020). Therefore, the target stage (3) corresponding to the first server is greater than the target stage (1) corresponding to the second server.
[0054] S302: Determine the target standard level corresponding to the target stage based on the set of correspondences between stages and standard levels.
[0055] The set of correspondences between stages and standard levels represents the mapping relationship between stages and standard levels, and the standard level increases with the number of stages. Therefore, by setting different stages for servers with different launch times, different standard levels are obtained. This allows multiple servers with at least two launch times to use the same set of correspondences between stages and standard levels, eliminating the need to set different mappings between different launch times and standard levels (such as a table showing the correspondence between the number of days the server has been open and the standard level), thus reducing configuration complexity.
[0056] It should be noted that if the difference in opening time between two servers is less than a preset threshold, since player level changes are relatively small over a period of time, the two servers can be set to the same stage. Those skilled in the art can set the preset threshold according to actual needs, and this application does not impose specific limitations on this. For example, the preset threshold can be set based on the experience points required for each player to level up.
[0057] S303: Adjust the leveling speed of players in the target region server based on the target standard level.
[0058] As mentioned above, servers that open later have larger target stages, resulting in a higher target standard level based on the correlation between stages and standard levels. In other words, the level cap for players on these servers is higher, leading to faster leveling speeds. For example, if server 1 opens later than server 2, on the third day after opening, the target standard level for players on server 1 is 35, while for server 2 it's 25. Therefore, on the third day after opening, players on server 1 have a higher level cap and can level up faster. Furthermore, due to the difference in opening times, server 1 might be on its third day while server 2 is on its 300th day, without affecting players on server 2.
[0059] As one possible approach, if a player is behind in level, the leveling speed can be determined by the set of correspondences between the level behind and the experience acceleration multiplier. For specific adjustment methods, please refer to S3031-S3033.
[0060] S3031: Obtain the actual level of the target player in the target stage on the target server.
[0061] The target players are those who enter the game through the target server.
[0062] S3032: If the actual level is lower than the target standard level, determine the target experience acceleration multiplier for the target player from the set of correspondences between the lagging level and the experience acceleration multiplier, based on the difference between the actual level and the target standard level.
[0063] Wherein, the lagging level = standard level - player level. The set of correspondences between lagging level and experience acceleration multiplier is used to represent the mapping relationship between lagging level and experience acceleration multiplier. Moreover, in the set of correspondences between lagging level and experience acceleration multiplier, the experience acceleration multiplier increases with the increase of lagging level, or in other words, players with lagging levels will receive a bonus to the experience gained. The greater the lagging level, the greater the experience acceleration multiplier, as shown in Table 2.
[0064] Table 2
[0065] Lagging behind Experience Acceleration Multiplier 1 1.1 2 1.2 3 1.3 4 1.4 ······ ······
[0066] Based on the difference between the actual level and the target standard level, it can be determined whether the target player's level is lagging behind, and by how much. If the target player's level is lagging, the corresponding experience acceleration multiplier is determined from the set of correspondences between the lagging level and the experience acceleration multiplier; this is the target experience acceleration multiplier for the target player. It should be noted that if the target player's level is not lagging behind, the experience acceleration multiplier is 1. Here, experience refers to the calculation method for leveling up a character by accumulating a certain amount of experience.
[0067] S3033: Adjusts the target player's leveling speed based on the target experience acceleration multiplier.
[0068] For example, three days after the server opens, player A is level 23. Table 1 shows that player A is 2 levels behind. Table 2 shows that player A's experience boost rate is 1.2. If player A would normally gain 1000 experience points, the boost will increase it to 1200. Players level 25 and above, not lagging behind, will still gain 1000 experience points, thus accelerating the leveling speed of lagging players.
[0069] As can be seen from the above technical solution, the game is deployed on multiple servers with at least two launch times. Taking the target server as an example, the launch time of the target server is the target launch time. The target stage corresponding to the target server is obtained based on the target launch time. The target standard level corresponding to the target stage is determined based on the set of correspondences between stages and standard levels. Then, the leveling speed of players on the target server is adjusted according to the target standard level. Specifically, the later the target launch time, the larger the target stage. Furthermore, in the set of correspondences between stages and standard levels, the standard level increases with the increase of stages. Therefore, even if multiple servers with different launch times use the same set of correspondences between stages and standard levels, servers with later launch times have larger stages, resulting in higher standard levels and greater leveling potential for players. This allows new players to catch up with older players more quickly without affecting the experience of players in older servers, while eliminating the need for multiple tables of correspondences between launch days and standard levels, thus reducing configuration complexity.
[0070] As one possible implementation, in the set of correspondences between stages and standard levels, a stage can include multiple sub-stages. For example, the i-th stage includes three sub-stages. Different sub-stages correspond to different standard levels, and the standard level within the same stage increases with the number of sub-stages. Furthermore, the division of multiple sub-stages is time-related. Therefore, upon entering the i-th stage, the target sub-stage of the target server can be determined based on the time, thus separating multiple stages, or decoupling the number of days the server has been open from the standard level, completely resolving the binding relationship between the two. By subdividing the sub-stages into multiple sub-stages, the player's leveling speed can be adjusted more precisely.
[0071] It should be noted that in the set of correspondences between stages and standard levels, the required stage can be subdivided into multiple sub-stages, or each stage can be subdivided into multiple sub-stages, as shown in Table 3.
[0072] Table 3
[0073] stage sub-stage Standard level 1 1 10 2 20 3 30 2 1 40 2 50 3 60 4 70 3 1 80 2 90 3 100 4 110 ······ ······ ······
[0074] In Table 3, Phase 1 includes 3 sub-phases, Phase 2 includes 4 sub-phases, and Phase 3 includes 4 sub-phases. The standard levels corresponding to different sub-phases are different, and in each phase, the sub-phase is positively correlated with the standard level.
[0075] This application does not specifically limit the relationship between sub-stages and time. For example, the time difference between any two adjacent sub-stages may be the same. For instance, in Table 3, if each sub-stage corresponds to one day, the target server can start from the first day of server launch, initially entering the configuration of stage = 1 and sub-stage = 1, and then entering the next configuration (stage = 1 and sub-stage = 2) every day, and so on, until entering the configuration of stage = 2 and sub-stage = 1 on the 4th day. It is understood that each sub-stage can also correspond to 6 hours, etc., and those skilled in the art can set it according to actual needs.
[0076] In a set of correspondences between stages and standard levels, if stage i includes multiple sub-stages, and the target server enters stage i, the target entry time of the target server into stage i can be saved. Therefore, subsequently, based on the target entry time into stage i and the relationship between the multiple sub-stages and time within stage i, the sub-stage within stage i that the target server is in can be determined.
[0077] The following describes one embodiment of S302 using S3021-S3023 as examples.
[0078] S3021: Get the current time and the target entry time.
[0079] As one possible implementation, the target server's entry time into the i-th stage can be stored in a database. After the target server enters the i-th stage (the new stage), the entry time into the new stage can be stored along with the stage itself.
[0080] Therefore, the target server can obtain the target entry time for stage i, such as by reading the target entry time from the database. The current time can be obtained through the server's clock.
[0081] S3022: Based on the current time and the target entry time, determine the target sub-stage in the i-th stage where the target area server is at the current time.
[0082] By using the difference between the current time and the target entry time, and the relationship between the sub-stage and time, we can determine how many sub-stages the target server has gone through, and then determine the target sub-stage in the i-th stage at the current time.
[0083] S3023: Based on the i-th stage and the target sub-stage, determine the target standard level corresponding to the target sub-stage in the i-th stage from the set of correspondences between stages and standard levels.
[0084] If the target server is in the second sub-stage (target sub-stage) of stage 3 (stage i), as shown in Table 3, the determined target standard level is level 90.
[0085] Therefore, each time a new stage (ServerStage) is entered, the timestamp (enterTime) of entering that stage is recorded and used as the entry time for that stage. The entry time for stage i is the target entry time. ServerStage and enterTime are stored in a database. After each server maintenance (such as adding a new server), the corresponding ServerStage and enterTime can be retrieved from the database. The difference between the current time and enterTime can be calculated to determine which sub-stage (ServerStageDay) the target server is in at the current time—that is, the target sub-stage within stage i. Furthermore, when subsequently modifying the mapping between stages and standard levels, such as adding a sub-stage in a stage other than stage i, the use of stage i will not be affected because the target entry time of stage i is recorded.
[0086] In related technologies, the target server comprises multiple processes. A process is a single running activity of a program with a certain independent function on a specific data set. It is the basic unit of dynamic execution in an operating system. In traditional operating systems, a process is both the basic unit of allocation and the basic unit of execution. Different processes are used to implement different game functions, such as scene processes, world processes, guild processes, and trading processes. Each process needs to load a table mapping the number of days the server has been open to the standard level, determine the target standard level, etc., placing a significant burden on the target server.
[0087] Based on this, this embodiment of the application adds a new process, which loads a set of correspondences between the loading stage and the standard level. After determining the target standard level, the target standard level is synchronized with other processes. For ease of explanation, the first process and the second process are used as examples below. The first process and the second process are responsible for different functions of the game, such as the first process being the level process and the second process being the guild process.
[0088] The first process obtains the network address of the second process. If the first process detects a change in the target standard level corresponding to the target server, such as determining the change in the target standard level according to the aforementioned S301-S302, the first process sends the changed target standard level to the second process according to the network address of the second process.
[0089] This application does not specifically limit the method of obtaining the network address of the second process. For example, the second process includes a level subscription module for communicating with the first process. If the second process starts, the registration and subscription module within the second process actively reports the network address of the second process to the first process.
[0090] As one possible implementation, the first process stores the network addresses of other processes, such as the second process, in memory. Thus, only one process (the first process) interacts with the database on the target server (e.g., retrieving the mapping set between stages and standard levels, current time, and target entry time), reducing network load. Furthermore, since the first process is the sole host of the mapping set between stages and standard levels, other processes on the target server do not need to load the mapping set; instead, they directly obtain the target standard level through communication, reducing memory and CPU usage.
[0091] It should be noted that the second process can write the registration and subscription module during initialization to register the module, which facilitates obtaining the target standard level within the process, thereby calculating data such as the player's leveling rate.
[0092] See Figure 4This figure is a deployment architecture diagram of a game information processing method provided in an embodiment of this application. Figure 4 This includes the LevelServer process (as mentioned in the first process), the World process, Scene process, Transaction process, and Guild process (as mentioned in the second process).
[0093] 1. LevelServer reads the database.
[0094] The database includes ServerStage (stage) and enterTime (timestamp for entering the stage) so that LevelServer can obtain the target entry time for stage i.
[0095] 2. Load the LevelServer configuration.
[0096] Game developers can use the planning control interface provided by LevelServer to configure the set of correspondences between stages and standard levels, as shown in Table 3.
[0097] For example, if LevelServer provides two planning control interfaces, namely the first interface and the second interface.
[0098] The first interface is used to set the target stage (ServerStage) and even the sub-stage (ServerStageDay) based on the target server launch time. The second interface is used to obtain the ServerStage and ServerStageDay of the target server, so that the game designers can decide whether to adjust the ServerStage.
[0099] Therefore, each time a game developer opens a new game region, or deploys the game on a new server, such as... Figure 5 As shown, since the new server opens later, the game designers can set the corresponding stage for the server through the first interface. For example, on the first day of the new server's opening, the target stage can be set to 2 and the sub-stage to 1. Therefore, when the new server starts, it automatically skips the first three configurations and selects the first remaining item, ServerStage, as its own ServerStage. The StandardLevel of this ServerStage is greater than the ServerStage configured in the first entry (e.g., ...). Figure 6 In the server, ServerStage=2 is higher than ServerStage=1 (StandardLevel is higher), which means that the initial standard level in the new server is higher, and players have more room to level up and can quickly catch up with the level of players in the old server.
[0100] 3. LevelServer synchronizes the target standard level (StandardLevel).
[0101] If LevelServer detects a change in the target standard level corresponding to the target server, it synchronizes the changed target standard level to each process based on the network address reported by the LevelModule in each process.
[0102] In addition to the game information processing method provided in the above embodiments, this application also provides a game information processing device.
[0103] See Figure 6 This figure is a schematic diagram of a game information processing device provided in an embodiment of this application. The game is deployed on multiple servers, and the multiple servers include at least two server opening times. The server opening time is the time when a player enters the game through the server. The target server is one of the multiple servers, and the server opening time of the target server is the target server opening time. The game information processing device 600 includes an acquisition unit 601, a determination unit 602, and an adjustment unit 603.
[0104] The acquisition unit 601 is used to acquire the target stage corresponding to the target server according to the target server opening time, and the target stage is larger as the target server opening time is later.
[0105] The determining unit 602 is used to determine the target standard level corresponding to the target stage based on the set of correspondences between stages and standard levels, wherein the standard level in the set of correspondences between stages and standard levels increases with the increase of stages;
[0106] The adjustment unit 603 is used to adjust the leveling speed of players in the target area server according to the target standard level.
[0107] As one possible implementation, the i-th stage in the set of correspondences between stages and standard levels includes multiple sub-stages, which are time-related. In the i-th stage, the standard level increases with the increase of the sub-stages. The game information processing device 600 also includes a storage unit for:
[0108] If the target server enters the i-th stage, save the target entry time of the target server entering the i-th stage.
[0109] As one possible implementation, if the target stage is the i-th stage, the determining unit 602 is configured to:
[0110] Obtain the current time and the target's entry time;
[0111] Based on the current time and the target entry time, determine the target sub-stage in the i-th stage where the target area server is at the current time;
[0112] Based on the i-th stage and the target sub-stage, determine the target standard level corresponding to the target sub-stage in the i-th stage from the set of correspondences between stages and standard levels.
[0113] As one possible implementation, the target server includes a first process and a second process, the first process and the second process respectively corresponding to different functions of the game, and the game information processing device 600 further includes a network address acquisition unit and a synchronization unit;
[0114] The network address acquisition unit is used for the first process to acquire the network address of the second process;
[0115] The synchronization unit is used to send the changed target standard level to the second process according to the network address of the second process if the first process detects a change in the target standard level.
[0116] As one possible implementation, the second process includes a level subscription module for communicating with the first process, and the acquisition unit 601 is used for:
[0117] If the second process starts, obtain the network address of the second process reported by the registration and subscription module within the second process.
[0118] As one possible implementation, the acquisition unit 601 is used to acquire the actual level of the target player in the target stage on the target server, wherein the target player is a player who enters the game through the target server;
[0119] The adjustment unit 603 is used for:
[0120] If the actual level is lower than the target standard level, the target experience acceleration multiplier for the target player is determined from the set of correspondences between the lagging level and the experience acceleration multiplier based on the difference between the actual level and the target standard level. In the set of correspondences between the lagging level and the experience acceleration multiplier, the experience acceleration multiplier increases as the lagging level increases.
[0121] Adjust the target player's leveling speed based on the target experience acceleration multiplier.
[0122] As can be seen from the above technical solution, the game is deployed on multiple servers with at least two launch times. Taking the target server as an example, the launch time of the target server is the target launch time. The target stage corresponding to the target server is obtained based on the target launch time. The target standard level corresponding to the target stage is determined based on the set of correspondences between stages and standard levels. Then, the leveling speed of players on the target server is adjusted according to the target standard level. Specifically, the later the target launch time, the larger the target stage. Furthermore, in the set of correspondences between stages and standard levels, the standard level increases with the increase of stages. Therefore, even if multiple servers with different launch times use the same set of correspondences between stages and standard levels, servers with later launch times have larger stages, resulting in higher standard levels and greater leveling potential for players. This allows new players to catch up with older players more quickly without affecting the experience of players in older servers, while eliminating the need for multiple tables of correspondences between launch days and standard levels, thus reducing configuration complexity.
[0123] This application also provides a computer device, which is the aforementioned computer device. This computer device can be a server or a terminal device, and the aforementioned game information processing device can be built into the server or terminal device. The computer device provided in this application will be described below from a hardware implementation perspective. Figure 7 The diagram shown is a schematic of the server's structure. Figure 8 The diagram shown is a structural schematic of the terminal device.
[0124] See Figure 7 , Figure 8 This is a schematic diagram of a server structure provided in an embodiment of this application. The server 1400 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1422 and memory 1432, and one or more application programs 1442 or data storage media 1430 (e.g., one or more mass storage devices). The memory 1432 and storage media 1430 can be temporary or persistent storage. The program stored in the storage media 1430 may include one or more modules (not shown in the diagram), each module may include a series of instruction operations on the server. Furthermore, the CPU 1422 may be configured to communicate with the storage media 1430 and execute the series of instruction operations in the storage media 1430 on the server 1400.
[0125] Server 1400 may also include one or more power supplies 1426, one or more wired or wireless network interfaces 1450, one or more input / output interfaces 1458, and / or one or more operating systems 1441, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.
[0126] The steps performed by the server in the above embodiments can be based on this Figure 7 The server structure shown.
[0127] CPU 1422 is used to perform the following steps:
[0128] The target stage corresponding to the target server is obtained based on the target server opening time, and the target stage is larger as the target server opening time is later.
[0129] Based on the set of correspondences between stages and standard levels, the target standard level corresponding to the target stage is determined, and the standard level in the set of correspondences between stages and standard levels increases as the stage increases;
[0130] Adjust the leveling speed of players in the target region server according to the target standard level.
[0131] Optionally, the CPU 1422 may also execute method steps of any specific implementation of the game information processing method in the embodiments of this application.
[0132] See Figure 8 , Figure 8 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. Figure 8 This diagram illustrates a partial structure of a smartphone related to the terminal device provided in this embodiment. The smartphone includes components such as a radio frequency (RF) circuit 1510, a memory 1520, an input unit 1530, a display unit 1540, a sensor 1550, an audio circuit 1560, a Wi-Fi module 1570, a processor 1580, and a power supply 1590. Those skilled in the art will understand that... Figure 8 The smartphone structure shown does not constitute a limitation on smartphones and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0133] The following is combined Figure 8 A detailed introduction to the various components of a smartphone:
[0134] The RF circuit 1510 can be used to receive and transmit signals during information transmission or calls. In particular, it receives downlink information from the base station and processes it with the processor 1580; in addition, it transmits uplink data to the base station.
[0135] The memory 1520 can be used to store software programs and modules, and the processor 1580 runs the software programs and modules stored in the memory 1520 to realize various functions and data processing of the smartphone.
[0136] Input unit 1530 can be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the smartphone. Specifically, input unit 1530 may include touch panel 1531 and other input devices 1532. Touch panel 1531, also known as a touch screen, can collect touch operations from the user on or near it and drive corresponding connected devices according to a pre-set program. In addition to touch panel 1531, input unit 1530 may also include other input devices 1532. Specifically, other input devices 1532 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.
[0137] The display unit 1540 can be used to display information input by the user or information provided to the user, as well as various menus of the smartphone. The display unit 1540 may include a display panel 1541, which may optionally be configured as a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0138] Smartphones may also include at least one sensor 1550, such as a light sensor, a motion sensor, and other sensors. Other sensors that smartphones may also be equipped with, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be detailed here.
[0139] Audio circuit 1560, speaker 1561, and microphone 1562 provide an audio interface between the user and the smartphone. Audio circuit 1560 converts received audio data into electrical signals and transmits them to speaker 1561, where speaker 1561 converts them into sound signals for output. On the other hand, microphone 1562 converts collected sound signals into electrical signals, which are received by audio circuit 1560, converted into audio data, and then processed by processor 1580 before being transmitted via RF circuit 1510 to, for example, another smartphone, or the audio data can be output to memory 1520 for further processing.
[0140] The processor 1580 is the control center of the smartphone, connecting various parts of the smartphone through various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 1520, and by calling data stored in the memory 1520. Optionally, the processor 1580 may include one or more processing units.
[0141] The smartphone also includes a power supply 1590 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 1580 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0142] Although not shown, smartphones may also include a camera, Bluetooth module, etc., which will not be described in detail here.
[0143] In this embodiment of the application, the memory 1520 included in the smartphone can store program code and transmit the program code to the processor.
[0144] The processor 1580 included in the smartphone can execute the game information processing method provided in the above embodiments according to the instructions in the program code.
[0145] This application also provides a computer-readable storage medium for storing a computer program that executes the game information processing method provided in the above embodiments.
[0146] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the game information processing method provided in the various optional implementations of the above aspects.
[0147] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk, or optical disk, etc., and other media capable of storing program code.
[0148] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.
[0149] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Based on the implementation methods provided in the above aspects, this application can also be further combined to provide more implementation methods. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A game information processing method, characterized in that, The game is deployed on multiple servers, including at least two servers with different opening times. The opening time is the time when a player enters the game through a server. The target server is one of the multiple servers, and the opening time of the target server is the target opening time. The method includes: The target phase corresponding to the target server is obtained based on the target server opening time. The target server opening time and the target phase are related. The later the target server opening time, the larger the corresponding target phase. Based on the set of correspondences between stages and standard levels, the target standard level corresponding to the target stage is determined. In the set of correspondences between stages and standard levels, the standard level increases with the increase of stages. By setting a larger stage for servers with later opening times, the standard level obtained is larger. The number of days since server opening and the standard level are decoupled. The set of correspondences represents the target level that players should theoretically reach in the target number of days. Adjust the leveling speed of players on the target server according to the target standard level.
2. The method according to claim 1, characterized in that, The set of correspondences between stages and standard levels includes multiple sub-stages in stage i, which are time-related. In stage i, the standard level increases with the increase of the sub-stages. The method further includes: If the target server enters the i-th stage, save the target entry time of the target server entering the i-th stage.
3. The method according to claim 2, characterized in that, If the target stage is the i-th stage, determining the target standard level corresponding to the target stage based on the set of correspondences between stages and standard levels includes: Obtain the current time and the target's entry time; Based on the current time and the target entry time, determine the target sub-stage in the i-th stage where the target server is at the current time; Based on the i-th stage and the target sub-stage, determine the target standard level corresponding to the target sub-stage in the i-th stage from the set of correspondences between stages and standard levels.
4. The method according to claim 1, characterized in that, The target server includes a first process and a second process, the first process and the second process respectively corresponding to different functions of the game, and the method further includes: The first process obtains the network address of the second process; If the first process detects a change in the target standard level, it sends the changed target standard level to the second process based on the network address of the second process.
5. The method according to claim 4, characterized in that, The second process includes a level subscription module for communicating with the first process. The first process obtains the network address of the second process, including: If the second process starts, obtain the network address of the second process reported by the registration and subscription module within the second process.
6. The method according to any one of claims 1-5, characterized in that, The method further includes: Obtain the actual level of the target player in the target stage on the target server, where the target player is a player who enters the game through the target server; The step of adjusting the leveling speed of players on the target server according to the target standard level includes: If the actual level is lower than the target standard level, the target experience acceleration multiplier for the target player is determined from the set of correspondences between the lagging level and the experience acceleration multiplier based on the difference between the actual level and the target standard level. In the set of correspondences between the lagging level and the experience acceleration multiplier, the experience acceleration multiplier increases as the lagging level increases. Adjust the target player's leveling speed based on the target experience acceleration multiplier.
7. A game information processing device, characterized in that, The game is deployed on multiple servers, which include at least two server opening times. The server opening time is the time when a player enters the game through the server. The target server is one of the multiple servers, and the server opening time of the target server is the target server opening time. The device includes: an acquisition unit, a determination unit, and an adjustment unit. The acquisition unit is used to acquire the target stage corresponding to the target server based on the target server opening time. The target server opening time and the target stage are related. The later the target server opening time, the larger the corresponding target stage. The determining unit is used to determine the target standard level corresponding to the target stage based on the set of correspondences between stages and standard levels. The standard level in the set of correspondences between stages and standard levels increases with the increase of stages. By setting a larger stage for servers with later opening times, the standard level obtained is larger. The number of days since the server opened and the standard level are decoupled. The set of correspondences represents the target level that players should theoretically reach in the target number of days. The adjustment unit is used to adjust the leveling speed of players in the target server according to the target standard level.
8. The apparatus according to claim 7, characterized in that, The set of correspondences between stages and standard levels includes multiple sub-stages in stage i, which are time-related. In stage i, the standard level increases with the increase of the sub-stages. The device further includes: A storage unit is used to save the target entry time of the target server entering the i-th stage if the target server enters the i-th stage.
9. The apparatus according to claim 8, characterized in that, If the target stage is the i-th stage, the determining unit is configured to: Obtain the current time and the target's entry time; Based on the current time and the target entry time, determine the target sub-stage in the i-th stage where the target server is at the current time; Based on the i-th stage and the target sub-stage, determine the target standard level corresponding to the target sub-stage in the i-th stage from the set of correspondences between stages and standard levels.
10. A computer device, characterized in that, The device includes a processor and a memory: The memory is used to store program code and transmit the program code to the processor; The processor is configured to execute the method according to any one of claims 1-6 according to the instructions in the program code.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program for performing the method according to any one of claims 1-6.
12. A computer program product comprising instructions that, when run on a computer, cause the computer to perform the method of any one of claims 1-6.