Ecological numerical value and social contact design level construction method for long-line gown
By using the rational Bezier surface mathematical model to calculate the combat power and power values of the player character in the long-term large server ecological game, combining the payment amount, activity level, martial arts training time and online time, the problem of insufficient player experience in the existing technology is solved, and a satisfactory experience of multi-level players is achieved.
Patent Information
- Application Number
- CN202411772608.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-04
- Publication Date
- 2025-03-18
AI Technical Summary
The existing long-term large server ecological games are difficult to give players a more realistic experience based on motivation to pay, which makes players with different needs unable to enjoy it. Some players have a short experience in the game because they cannot meet their sense of needs.
The rational Bezier surface mathematical model is used to calculate the combat power and power values of the player's character. The value is determined by the player's payment amount, activity level, training duration and online duration of combat power, setting the combat power and power control points and weights, and the calculation is performed through the Bezierki function to obtain the value.
On the basis of motivating players to pay, it gives players a more realistic experience, so that users who are not R, small R, medium R and large R enjoy it and meet the player's sense of needs.
Smart Images

Figure CN119633391A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game ecosystem construction, and in particular to a method for constructing a long-term large-scale game ecosystem at the numerical and social design levels. Background Art
[0002] Currently, with the popularity of long-term large-server ecological games, players with different consumption abilities and different needs have participated in them. However, in the current long-term large-server ecological games, it is difficult to give players a more realistic experience on the basis of motivating players to pay, so that non-R, small R, medium R and large R users cannot all enjoy it, resulting in some players starting but not finishing the game because their needs cannot be met.
[0003] In view of this, we propose a method to build a long-term large-service ecosystem at the numerical and social design levels to solve existing problems. Summary of the invention
[0004] The purpose of the present invention is to provide a method for constructing a long-term large-service ecosystem at the numerical and social design levels to solve the problems raised in the above-mentioned background technology.
[0005] To achieve the above-mentioned purpose, the present invention provides the following technical solutions: a method for constructing the numerical and social design levels of a long-term large-server ecosystem, which uses a rational Bezier surface mathematical model to calculate the combat power and influence values of player characters.
[0006] Furthermore, the combat power value of the player character is determined by the amount of payment made by the player in terms of combat power, the player's activity level in combat, the length of time spent practicing martial arts, and the length of time spent online.
[0007] Furthermore, the power value of the player character is determined by the amount of payment made by the player in terms of power, the level of social activity, the length of time spent online, and the length of time spent practicing martial arts.
[0008] Furthermore, in the rational Bezier surface mathematical model, when the player character's combat power value is used as the output value, the training time and the online time are used as input values to be calculated through the Bezier basis function, and then the combat power value is obtained through the combat power control point and the combat power control point weight.
[0009] Furthermore, in the rational Bezier surface mathematical model, when the player character's power value is used as the output value, the online time and the training time are used as input values to be calculated through the Bezier basis function, and then the power value is obtained through the power control point and the power control point weight.
[0010] Furthermore, the combat power control points are determined by the amount of combat power paid by the player, and the combat power control point weight is determined by the level of combat activity of the player character.
[0011] Furthermore, the power control points are determined by the amount of money the player pays for power, and the power control point weight is determined by the level of social activity of the player character.
[0012] Furthermore, within the set time of combat power enhancement, there is a positive correlation between the combat power control points and the amount of payment made by the player in terms of combat power, and there is a positive correlation between the combat power control point weight and the level of activity of the player character in combat.
[0013] Furthermore, within the set time of power enhancement, there is a positive correlation between power control points and the amount of payment made by the player in terms of power, and there is a positive correlation between the power control point weight and the level of social activity of the player character.
[0014] Furthermore, both combat power values and power values are used to construct the numerical design level and the social design level.
[0015] Compared with the prior art, the present invention has the following beneficial effects:
[0016] The present invention adopts a rational Bezier surface mathematical model to calculate the combat power value and influence value of the player character, takes the martial arts training time and online time of the player character as input values for calculation through the Bezier basis function, then calculates the combat power control point according to the payment amount of the player in terms of combat power, calculates the combat power control point weight according to the activity level of the player character in combat, thereby obtaining the combat power value, and calculates the influence control point according to the payment amount of the player in terms of influence, calculates the influence control point weight according to the activity level of the player character in social aspects, thereby obtaining the influence value, and gives the player a more realistic experience on the basis of motivating the player to pay, so that non-R, small R, medium R and large R users all enjoy it, thereby satisfying the player's sense of demand. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 The present invention is a flowchart of a method for constructing a long-term large-service ecosystem at the numerical and social design levels. DETAILED DESCRIPTION
[0018] The technical solution of the present invention is further described below in conjunction with the accompanying drawings and specific embodiments.
[0019] Embodiment 1
[0020] like Figure 1As shown, a method for constructing the numerical and social design levels of a long-term large-server ecosystem, the specific process includes: calculating the combat power control points based on the amount of payment made by the player in terms of combat power, calculating the combat power control point weights based on the activity level of the player character in combat, calculating the power control points based on the amount of payment made by the player in terms of power, calculating the power control point weights based on the activity level of the player character in social aspects, and using the training time and online time as input values for calculation through the Bessel basis function to obtain the output values of the player character's combat power value and power value.
[0021] The working principle of the method for constructing the numerical and social design level of a long-term large service ecosystem based on the first embodiment is:
[0022] The mathematical model expression of N×M rational Bezier surface is as follows:
[0023]
[0024] Where: u and v are the input values of the rational Bezier surface, and are the Bessel basis functions of u and v respectively, p i,j is the (i+1)×(j+1)th control point of the rational Bezier surface, w i,j For p i,j The corresponding control point weight, P(u,v) is the output value corresponding to u and v.
[0025] In long-term large-server ecological games, the combat power value of the player's character is determined by the player's payment amount for combat power, the level of activity in combat, the duration of martial arts training, and the online time. Among them, in order to motivate players to consume, the amount of money paid by the player for combat power is used as one of the determining factors of the player's character's combat power value. The level of activity in combat means the number of actual combats of the player's character. In real life, a person not only needs to practice martial arts to improve his combat ability, but also needs to improve his combat ability through actual combat experience. In addition, environmental factors also have a great impact on combat ability. If you are in the same environment for a long time, you will feel smooth and natural when fighting in this environment. If you are not in this environment for a long time, you will feel uncomfortable when fighting in this environment, and it takes time to adapt to the environment. Therefore, in order to improve the player's real experience and increase the player's activity in combat and motivate players to practice martial arts online frequently, the level of activity in combat, the duration of martial arts training, and the online time are used as the determining factors of the player's character's combat power value.
[0026] In long-term large-server ecological games, the power value of a player character is determined by the amount of money paid by the player in terms of power, the level of social activity, the length of time online, and the length of time practicing martial arts. Among them, in order to motivate players to consume, the amount of money paid by the player in terms of power is used as one of the determining factors of the power value of the player character. The level of social activity means the number of times the player character communicates with non-player characters. In real life, a person's power depends on his connections. If he is good at martial arts, he will be followed, flattered, and supported by others. If he is weak in martial arts, he will be alienated by others. If he is in the same environment for a long time, people in that environment will be familiar with him and become close to him. If he is not in this environment for a long time, people in that environment will be unfamiliar with him and become alienated. If this person communicates with others frequently, others will be familiar with him and become close to him. The closer people are to this person, the stronger his network of contacts will be, and the stronger his power will be. Therefore, in order to improve the player's real experience, increase the player's social activity level, and encourage the player to practice martial arts online frequently, the social activity level, martial arts practice time, and online time will be used as the determining factors of the player's character power value.
[0027] Suppose the training time of a player character is T M , online time is T L , the combat power value is N F , the power value is N P ,but Among them, B(T M ) and B(T L ) are T M With T L The Bessel basis function set, P F With P P They are respectively the combat power control point set and the power control point set, W F With W P They are respectively the combat power control point weight set and the power control point weight set.
[0028] If the player character has not paid for combat power and power, the player character's current combat power value N FC =T MTC ·V FRO , the player character's current power value N PC =T LTC ·V PRO , where T MTC is the total training time of the player character, T LTC is the total online time of the player character, V FRO For normal combat speed, V PRO Generally increases the speed of the force.
[0029] The set time for combat power enhancement is TFR , the setting time for power enhancement is T PR , if the player pays for combat power, then Among them, T MA The length of time players spend training after paying for combat power. MA ≤T FR , T LA The online time after players pay, T LA ≤T PR , N FA T MA With T LA The corresponding combat power value; if the player pays for power, then Among them, N PA T MA With T LA After the player pays for the combat power, the corresponding player character will be FR Within, the speed of combat power improvement will be significantly improved. Once the time after the player pays for combat power exceeds T FR , the combat power increase speed returns to V FRO Similarly, after players pay for power, the corresponding player characters will be PR Within, the speed of power increase will also be significantly improved. Once the time after the player pays for power exceeds T PR , the power increase speed returns to V PRO .
[0030] If the amount of money the player pays for combat power is M F , in T FR A certain combat power control point p F , p F The corresponding training time after the player pays for combat power is t F ,but Among them, C F is the set combat power amount coefficient, C FF is the set combat power growth constant, so it can be obtained that at T FR Inside, p F With M F There is a positive correlation, and as t F Increase, p F The slower the improvement, the more players will pay for combat power. F The corresponding combat power control point weight is w F , Among them, F F is the total number of actual combats, C FW is the set actual combat coefficient, so it can be obtained that at T FR Within, w F With F FThere is a positive correlation, and as t F Increase, w F The slower the improvement, the more motivated the players are to fight in actual combat. If the amount of money paid by the player in terms of power is M P , in T PR A certain force controls the point p P , p P The online time of the corresponding player after paying for power is t P ,but Among them, C P is the power amount coefficient, C PP is the set force growth constant, thus, at T PR Inside, p P With M P There is a positive correlation, and as t P Increase, p P The slower the improvement, the more players will pay for power again. P The corresponding power control point weight is w P , Among them, F P is the total number of interactions with non-player characters, C PW is the set AC coefficient, so it can be obtained that at T PR Within, w P With F P There is a positive correlation, and as t P Increase, w P Improvements are slower, thus incentivizing players to interact with NPCs.
[0031] The social situation between player characters is determined by the players themselves. Players decide whether to have positive or negative social interactions with other player characters based on their own wishes. In the battle of player characters, the chance of winning is determined by the player character's own combat power value and the player's actual combat operation. If the player character's combat power value is high, the chance of winning the battle is greater. At the same time, other player characters will also move closer to the player character in order to seek support. Therefore, the combat power value acts on the construction of the numerical design level and the construction of the social design level. If the player character's power value is high, the player character is supported by many non-player characters and has a greater chance of winning in group combat. At the same time, other player characters will also move closer to the player character in order to seek support. Therefore, the power value also acts on the construction of the numerical design level and the construction of the social design level.
[0032] The above-mentioned specific embodiments are only several preferred embodiments of the present invention. Based on the technical solutions of the present invention and the relevant inspirations of the above-mentioned embodiments, those skilled in the art can make various alternative improvements and combinations to the above-mentioned specific embodiments.
Claims
1. A method for constructing the numerical and social design level of a long-term large-service ecosystem, characterized in that: The rational Bezier surface mathematical model is used to calculate the player character's combat power and influence values.
2. According to claim 1, a method for constructing the numerical and social design aspects of a long-term large-service ecosystem is characterized in that: The combat power value of the player character is determined by the amount of payment made by the player in terms of combat power, the player's activity in combat, the length of time spent practicing martial arts, and the length of time spent online.
3. According to claim 1, a method for constructing the numerical and social design aspects of a long-term large-service ecosystem is characterized in that: The power value of a player character is determined by the amount of money the player has paid for power, his or her social activity, online time, and martial arts training time.
4. A method for constructing the numerical and social design level of a long-term large service ecosystem according to claim 2, characterized in that: In the rational Bezier surface mathematical model, when the player character's combat power value is used as the output value, the training time and the online time are used as input values to be calculated through the Bezier basis function, and then the combat power value is obtained through the combat power control point and the combat power control point weight.
5. According to claim 3, a method for constructing the numerical and social design level of a long-term large service ecosystem is characterized in that: In the rational Bezier surface mathematical model, when the player character's power value is used as the output value, the online time and the training time are used as input values to be calculated through the Bezier basis function, and then the power value is obtained through the power control point and the power control point weight.
6. A method for constructing the numerical and social design level of a long-term large service ecosystem according to claim 4, characterized in that: The combat power control points are determined by the amount of combat power paid by the player, and the combat power control point weight is determined by the level of combat activity of the player character.
7. According to claim 5, a method for constructing the numerical and social design level of a long-term large service ecosystem is characterized in that: The power control points are determined by the amount of money the player pays for power, and the power control point weight is determined by the level of social activity of the player character.
8. A method for constructing the numerical and social design level of a long-term large service ecosystem according to claim 6, characterized in that: During the set time of combat power improvement, there is a positive correlation between combat power control points and the amount of payment made by the player in terms of combat power, and there is a positive correlation between the combat power control point weight and the level of combat activity of the player character.
9. According to claim 7, a method for constructing the numerical and social design aspects of a long-term large service ecosystem is characterized in that: During the set time of power enhancement, there is a positive correlation between power control points and the amount of payment made by players in terms of power, and there is a positive correlation between the power control point weight and the level of social activity of the player character.
10. According to claim 1, a method for constructing the numerical and social design level of a long-term large service ecosystem is characterized by: Both combat power values and influence values are used in the construction of numerical design and social design.