Game Program
The system addresses the lack of strategy in cooperative gameplay by adjusting target defense values based on player interactions, enhancing gameplay interest and balance through strategic target selection.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- DMM HOLDINGS LLC
- Filing Date
- 2022-05-20
- Publication Date
- 2026-06-26
AI Technical Summary
Existing cooperative gameplay modes lack strategic elements in selecting which enemy to attack, often resulting in mechanical and uninteresting gameplay.
A system that stores durability and defense values for multiple targets, adjusts defense values based on player group interactions, and modifies defense values of other targets to create strategic advantages for the attacking player group.
Enhances gameplay interest by making target selection more strategic and dynamic, providing advantages to player groups that change the state of targets, thereby increasing engagement and balance.
Smart Images

Figure 0007880740000001 
Figure 0007880740000002 
Figure 0007880740000003
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of computer games in which multiple players fight against an attack target.
Background Art
[0002] Conventionally, in online games, there is known a game mode in which a group of multiple players cooperate to fight against an enemy controlled by a program. This game mode is called Cooperative PvE (Player Versus Environment), for example. In games such as role-playing games, a so-called raid battle is known (for example, Patent Document 1). In a raid battle, it is common for an enemy called a raid boss, which has a very high hit point, to appear. Therefore, it has become difficult for a single player to defeat the enemy. Thus, multiple players cooperate to attack a common enemy. When the battle ends, each player may be able to receive a reward according to the result of the group in which the player was or the result of the player himself / herself.
[0003] Also known is a raid battle in which a group of players fights against multiple enemies at once. In this case, in many cases, it is only possible to attack some of the enemies in a single attack. Therefore, which enemy to attack depends on the choice of each user.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, even when fighting multiple enemies, the selection of which enemy to attack tends to lack a strategic element. As a result, players often end up mechanically selecting and attacking enemies, which can frequently feel like a chore.
[0006] The present invention has been made in view of the above points, and one example of the problem it addresses is a game program that makes it possible to add interest to a game in which each player in a group selects a target to attack from among multiple targets against that group. Mu The objective is to provide. [Means for solving the problem]
[0007] To solve the above problems, the invention described in claim 1 causes a computer to store in a storage means a durability value indicating the total amount of damage that the target can withstand and a defense value indicating the defensive power of the target, for each of a plurality of selectable attack targets in a predetermined game; an attack target information acquisition means that acquires attack target information indicating an attack target selected by any attack player belonging to any of the attack player groups among a plurality of player groups each containing a plurality of players; a determination means that determines the amount of damage based on the defense value of the attack target indicated by the acquired attack target information; and according to the determined amount of damage, The determination means functions as a reduction means that reduces the durability value of the target indicated by the acquired target information, and, if the durability value has been reduced by the reduction means and a predetermined change has occurred in the state of the target indicated by the acquired target information, it modifies the defense value of at least one of the multiple targets that is different from the target indicated by the acquired target information to be advantageous to the attacking player group, and the determination means determines the amount of damage based on the modified defense value if the target indicated by the acquired target information is the target whose defense value has been modified by the defense value modification means Each of the multiple targets is a group of multiple targets, each containing two or more targets, and is included in one of the multiple target groups corresponding to each of the multiple player groups; the attacking player can select a target from among the two or more targets included in the target group corresponding to the attacking player group; the defense value changing means reduces the defense value of at least one target that is different from the target indicated by the acquired target information, among the targets included in the target group corresponding to the attacking player group; each of the two or more targets has one of a predetermined set of different attributes related to combat, and for each of the multiple attributes, there is a predetermined other attribute that is disadvantageous in combat to that attribute; the defense value changing means reduces the defense value of a target that has the other attribute that is disadvantageous in combat to the attribute possessed by the target indicated by the acquired target information.It is characterized by the following:
[0008] According to this invention, a player selects one of several targets to attack, and the selected target is attacked. When the attack reduces the target's durability and causes a predetermined change in its state, the defense value of at least one of the multiple targets, different from the attacked target, is changed. The defense value affects the amount of damage the target receives when it is attacked. The change in the defense value is a change that is advantageous to the player group to which the player who selected the target to be attacked belongs. Therefore, if a player group attacks any of the targets until a predetermined change in their state occurs, the defense value of another target will be changed, which is advantageous to the player group. Thus, the game can be made more interesting as each player in the player group selects a target to attack from among several targets against that group. Furthermore, according to this invention, when a predetermined change occurs in the state of an attack target included in a group of attack targets corresponding to a player group, the defense value of another attack target included in that group decreases. Therefore, the group can then inflict more damage on the attack target whose defense value has decreased. This gives an advantage to the player group that caused the predetermined change in the state of the attack target. Furthermore, according to this invention, each target of attack possesses one of several attributes related to combat. Each attribute has other attributes that are disadvantageous to it. When a predetermined change occurs in the state of an attacked target, the defense value of the attack target possessing other attributes that are disadvantageous in combat against the attack target's attribute decreases. Therefore, the player's choice of target to attack can change depending on which attribute's defense value to reduce. This makes the selection of attack targets more interesting.
[0009] The invention described in claim 2 is, A computer is controlled by a storage means to store in a storage means a durability value indicating the total amount of damage that the target can withstand and a defense value indicating the defensive power of the target, for each of a plurality of selectable attack targets in a predetermined game; an attack target information acquisition means that acquires attack target information indicating one of the plurality of attack targets, which is an attack target selected by an attack player belonging to any of the attack player groups, each of a plurality of player groups, each containing a plurality of players; a determination means that determines the amount of damage based on the defense value of the attack target indicated by the acquired attack target information; and a determination means that, according to the determined amount of damage, the acquired attack target information The determination means functions as a reduction means for reducing the durability value of the target of attack indicated by the acquisition target information, and, if the durability value has been reduced by the reduction means and a predetermined change has occurred in the state of the target of attack indicated by the acquisition target information, it modifies the defense value of at least one of the multiple targets of attack that is different from the target of attack indicated by the acquisition target information to be advantageous to the attacking player group, and the determination means determines the amount of damage based on the modified defense value if the target of attack indicated by the acquisition target information is the target of attack whose defense value has been modified by the defense value modification means. Each of the aforementioned multiple targets is a group of multiple targets, each containing two or more targets, and is included in one of the multiple target groups corresponding to each of the multiple player groups, and the attacking player can select a target from among the two or more targets included in the target group corresponding to the attacking player group, and the defense value changing means reduces the defense value of at least one target among the multiple target groups that is different from the target indicated by the acquired target information, which is included in the target group corresponding to the attacking player group. Furthermore, in the predetermined game, if the durability value of the target indicated by the acquired target information is reduced to zero or less by the reduction means, and a predetermined time has elapsed since the durability value became zero or less, a new target appears in the target group among the multiple target groups that included the target whose durability value became zero or less, and if there is a predetermined change in the state of the target indicated by the acquired target information, the system further comprises a time modification means that shortens the time from when the durability value of any target included in the target group corresponding to the attack player group becomes zero or less until a new target appears to the predetermined time. It is characterized by the following.
[0010] According to this invention, a player selects one of several targets to attack, and the selected target is attacked. When the attack reduces the target's durability and causes a predetermined change in its state, the defense value of at least one of the multiple targets, different from the attacked target, is changed. The defense value affects the amount of damage the target receives when it is attacked. The change in the defense value is a change that is advantageous to the player group to which the player who selected the target to be attacked belongs. Therefore, if a player group attacks any of the targets until a predetermined change in their state occurs, the defense value of another target will be changed, which is advantageous to the player group. Thus, the game can be made more interesting as each player in the player group selects a target to attack from among several targets against that group. Furthermore, according to this invention, when a predetermined change occurs in the state of an attack target included in a group of attack targets corresponding to a player group, the defense value of another attack target included in that group decreases. Therefore, the group can then inflict more damage on the attack target whose defense value has decreased. This gives an advantage to the player group that caused the predetermined change in the state of the attack target. Furthermore, according to this invention, when an attack target is removed from an attack target group due to its durability value falling to zero or less, a new attack target is set to appear in that attack target group at predetermined time intervals. Until a new attack target appears, the player group corresponding to that attack target group cannot attack that target. However, if a predetermined change occurs in the state of the attacked target, the time until a new attack target appears is shortened. Therefore, the player group can attack that target earlier. Consequently, attacking any target before a predetermined change in its state occurs is advantageous to the attacking player group. This makes the selection of attack targets more interesting. The invention described in claim 3 includes a storage control means that causes a computer to store in a storage means a durability value indicating the total amount of damage that the attack target can withstand and a defense value indicating the defense power of the attack target for each of a plurality of selectable attack targets in a predetermined game; an attack target information acquisition means that acquires attack target information indicating one of the plurality of attack targets, which is an attack target selected by an attack player belonging to any of the attack player groups among a plurality of player groups, each including a plurality of players; a determination means that determines the amount of damage based on the defense value of the attack target indicated by the acquired attack target information; a reduction means that reduces the durability value of the attack target indicated by the acquired attack target information according to the determined amount of damage; and when a predetermined change occurs in the state of the attack target indicated by the acquired attack target information due to the reduction of the durability value by the reduction means, at least one attack among the plurality of attack targets that is different from the attack target indicated by the acquired attack target information. The defense value of an attack target is modified to be advantageous to the attacking player group, and the determination means, if the attack target indicated by the acquired attack target information is an attack target whose defense value has been modified by the defense value modification means, determines the amount of damage based on the modified defense value, each of the plurality of attack targets is part of a plurality of attack target groups, each containing two or more attack targets, and is included in one of the plurality of attack target groups corresponding to each of the plurality of player groups, and the attacking player can select an attack target from among the two or more attack targets included in the attack target group corresponding to the attacking player group, and the defense value modification means increases the defense value of at least one attack target among the attack targets included in at least one attack target group that is different from the attack target group corresponding to the attacking player group. According to this invention, a player selects one of several targets to attack, and the selected target is attacked. When the attack reduces the target's durability and causes a predetermined change in its state, the defense value of at least one of the multiple targets, different from the attacked target, is changed. The defense value affects the amount of damage the target receives when it is attacked. The change in the defense value is a change that is advantageous to the player group to which the player who selected the target to be attacked belongs. Therefore, if a player group attacks any of the targets until a predetermined change in their state occurs, the defense value of another target will be changed, which is advantageous to the player group. Thus, the game can be made more interesting as each player in the player group selects a target to attack from among several targets against that group. Furthermore, according to this invention, when an attack on any target included in the target group corresponding to a group of players causes a predetermined change in the state of that target, the defense value of at least one target included in the target group corresponding to at least one other player group increases. Consequently, when attacking a target whose defense value has increased, only less damage can be inflicted. This gives an advantage to the player group that caused the predetermined change in the state of the target. The invention described in claim 4 includes a storage control means that causes a computer to store in a storage means a durability value indicating the total amount of damage that the attack target can withstand and a defense value indicating the defense power of the attack target for each of a plurality of selectable attack targets in a predetermined game; an attack target information acquisition means that acquires attack target information indicating one of the plurality of attack targets, which is an attack target selected by an attack player included in any of the attack player groups, among a plurality of player groups each including a plurality of players; a determination means that determines the amount of damage based on the defense value of the attack target indicated by the acquired attack target information; a reduction means that reduces the durability value of the attack target indicated by the acquired attack target information according to the determined amount of damage; and if a predetermined change occurs in the state of the attack target indicated by the acquired attack target information due to the reduction of the durability value by the reduction means, the defense value of at least one attack target among the plurality of attack targets that is different from the attack target indicated by the acquired attack target information is determined by the attack player The defense value modification means functions to modify the defense value to be advantageous to the player group, and the determination means determines the amount of damage based on the modified defense value if the target indicated by the acquired target information is a target whose defense value has been modified by the defense value modification means, and the multiple targets are targets common to the multiple player groups, and the memory control means stores the defense value in the memory means for each of the multiple targets in association with the player group, and the determination means determines the amount of damage based on the defense value associated with the attacking player group for the target indicated by the acquired target information, and the defense value modification means reduces the defense value associated with the attacking player group among the multiple player groups for at least one of the multiple targets that is different from the target indicated by the acquired target information, and for at least one of the multiple targets,This is characterized by increasing the defense value associated with at least one player group different from the attacking player group, and performing at least one of the following: According to this invention, a player selects one of several targets to attack, and the selected target is attacked. When the attack reduces the target's durability and causes a predetermined change in its state, the defense value of at least one of the multiple targets, different from the attacked target, is changed. The defense value affects the amount of damage the target receives when it is attacked. The change in the defense value is a change that is advantageous to the player group to which the player who selected the target to be attacked belongs. Therefore, if a player group attacks any of the targets until a predetermined change in their state occurs, the defense value of another target will be changed, which is advantageous to the player group. Thus, the game can be made more interesting as each player in the player group selects a target to attack from among several targets against that group. Furthermore, according to this invention, multiple player groups can attack multiple targets common to those player groups. Here, the defense value of each target is stored for each player group. If a predetermined change occurs in the state of an attacked target, the defense value associated with the player group that attacked that target decreases for other targets. Alternatively, the defense value associated with at least one player group other than the player group that attacked that target increases for any target. Therefore, attacking any target until a predetermined change occurs in its state is advantageous to the attacking player group. Thus, the selection of targets to attack can be made more interesting. The invention described in claim 5 includes a storage control means that causes a computer to store in a storage means a durability value indicating the total amount of damage that the attack target can withstand and a defense value indicating the defense power of the attack target for each of a plurality of selectable attack targets in a predetermined game; an attack target information acquisition means that acquires attack target information indicating one of the plurality of attack targets, which is an attack target selected by an attack player belonging to any of the attack player groups among a plurality of player groups each containing a plurality of players; a determination means that determines the amount of damage based on the defense value of the attack target indicated by the acquired attack target information; a reduction means that reduces the durability value of the attack target indicated by the acquired attack target information according to the determined amount of damage; and the state of the attack target indicated by the acquired attack target information as a result of the durability value being reduced by the reduction means. When a predetermined change occurs, the system functions as a defense value changing means that changes the defense value of at least one of the multiple attack targets, which is different from the attack target indicated by the acquired attack target information, to a degree that is advantageous to the attacking player group. The determination means further includes a change amount determination means that, if the attack target indicated by the acquired attack target information is an attack target whose defense value has been changed by the defense value changing means, determines the amount of damage based on the changed defense value, and determines the amount of change to the defense value based on the number of players among the multiple players included in the attacking player group who were playing the predetermined game within a predetermined time period retrospectively from the time when a predetermined change occurred in the state of the attack target indicated by the acquired attack target information. The defense value changing means changes the defense value according to the determined change amount. According to this invention, a player selects one of several targets to attack, and the selected target is attacked. When the attack reduces the target's durability and causes a predetermined change in its state, the defense value of at least one of the multiple targets, different from the attacked target, is changed. The defense value affects the amount of damage the target receives when it is attacked. The change in the defense value is a change that is advantageous to the player group to which the player who selected the target to be attacked belongs. Therefore, if a player group attacks any of the targets until a predetermined change in their state occurs, the defense value of another target will be changed, which is advantageous to the player group. Thus, the game can be made more interesting as each player in the player group selects a target to attack from among several targets against that group. Furthermore, according to this invention, the amount of change in the defense value of other targets is determined based on the number of players in the player group that attacked the target who were playing a predetermined game within a predetermined time period counting back from the time a predetermined change occurred in the state of the target. Depending on the amount of change in the defense value, the degree to which it becomes advantageous for that player group changes. Therefore, the game balance can be adjusted based on the number of people who were playing the predetermined game.
[0011] Claim 6 The invention described herein is characterized in that, depending on the target being attacked, at least one of the targets from which the defense value decreases is different, and for each of the two or more targets, other targets from which the defense value decreases when there is a predetermined change in the state of the target are predetermined to be set in advance, and the defense value changing means decreases the defense value of the other predetermined targets for the target indicated by the acquired target information.
[0012] According to this invention, depending on which of the targets included in the target group is attacked, at least one of the targets whose defense value is reduced will be different. Therefore, the selection of which target to attack can change depending on which target's defense value is reduced. This makes the selection of targets to attack more interesting.
[0013] Claim 7In the invention described in , the defense value changing means is characterized by reducing the defense value of the attack target with the maximum durability value.
[0014] According to this invention, when a predetermined change occurs in the state of the attacked attack target, the defense value of the attack target with the maximum durability value decreases. Therefore, afterwards, the damage received by the attack target with the maximum durability value increases, and the degree of decrease in the number of attacks until the durability value becomes zero is greater than that for other attack targets. Therefore, it becomes more advantageous for the player group that caused the predetermined change in the state of the attack target.
[0021] In the invention described in claim 8, the defense value changing means increases the defense value of the attack target with the maximum durability value among the two or more attack targets included in each of at least any one attack target group different from the attack target group corresponding to the attacking player group.
[0022] According to this invention, when a predetermined change occurs in the state of the attacked attack target, among the attack targets included in the attack target group corresponding to at least any one player group other than the player group that attacked the attack target, the defense value of the attack target with the maximum durability value decreases. Therefore, afterwards, the damage received by the attack target with the maximum durability value decreases, and the degree of increase in the number of attacks until the durability value becomes zero is greater than that for other attack targets. Therefore, it becomes more advantageous for the player group that caused the predetermined change in the state of the attack target.
[0023] The invention described in claim 9 is further characterized in that, in the predetermined game, if the durability value of the target indicated by the acquired target information is reduced to zero or less by the reduction means, a predetermined time has elapsed since the durability value became zero or less, and a new target appears in the target group among the plurality of target groups that included the target whose durability value became zero or less, and if there has been a predetermined change in the state of the target indicated by the acquired target information, the time from when the durability value of any target in any of the plurality of target groups that is different from the target group corresponding to the attack player group becomes zero or less until a new target appears is longer than the predetermined time.
[0024] According to this invention, when an attack target is removed from an attack target group due to its durability value falling to zero or below, a new attack target is set to appear in that attack target group at predetermined time intervals. Until a new attack target appears, the player group corresponding to that attack target group cannot attack that target. Here, if a predetermined change occurs in the state of an attacked target, the time from when the durability value of any attack target in the attack target group corresponding to at least one player group other than the player group that attacked that target falls to zero or below, until a new attack target appears, becomes longer. Therefore, the player group corresponding to that attack target group can only attack that target from a later time. Consequently, attacking any attack target until a predetermined change in state occurs is advantageous to the attacking player group. Therefore, the selection of attack targets can be made more interesting. [Effects of the Invention]
[0030] According to the present invention, a game in which each player in a group selects a target to attack from among multiple targets against that group is made more engaging. [Brief explanation of the drawing]
[0031] [Figure 1] This figure shows an example of the general configuration of a communication system S according to one embodiment. [Figure 2] This figure shows an example of a game screen during a raid battle. [Figure 3] This block diagram shows an example of the schematic configuration of a server device 1 according to one embodiment. [Figure 4] This figure shows an example of the contents of Team DB141. [Figure 5] This figure shows an example of a functional block of the system control unit 11 in a server device 1 according to one embodiment. [Figure 6] Here is an example of the parameters that are remembered for a single boss. [Figure 7] (a) through (e) are diagrams showing examples of which boss to weaken. [Figure 8] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Figure 9] This diagram shows examples of which bosses should be weakened. [Figure 10] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Figure 11] Examples of attributes are shown. [Figure 12] Here is an example of the parameters that are remembered for a single boss. [Figure 13] (a) through (e) are diagrams showing examples of which boss to weaken. [Figure 14] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Figure 15] This figure shows an example of a functional block of the system control unit 11 in a server device 1 according to one embodiment. [Figure 16] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Figure 17] This flowchart shows an example of the appearance process performed by the system control unit 11 of the server device 1 according to one embodiment. [Figure 18] Here is an example of the parameters that are remembered for a single boss. [Figure 19] This diagram shows an example of which boss to strengthen. [Figure 20] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Figure 21] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Figure 22] Here is an example of the parameters that are remembered for a single boss. [Figure 23] (a) and (b) are diagrams illustrating examples of boss enhancements. [Figure 24] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Figure 25] This figure shows an example of the contents of attack history DB142. [Figure 26] This flowchart shows an example of attack processing by the system control unit 11 of the server device 1 according to one embodiment. [Modes for carrying out the invention]
[0032] [1. Communication System Configuration] [1-1. Communication System Configuration] Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings. First, the configuration and functional overview of the communication system S according to this embodiment will be described using Figure 1. Figure 1 is a diagram showing an example of the overview configuration of the communication system S according to this embodiment.
[0033] As shown in Figure 1, the communication system S comprises a server device 1 and a plurality of player terminals 2. The server device 1 and each player terminal 2 are connected to a network NW. The network NW is constructed using, for example, the internet, a dedicated communication line (for example, a CATV (Community Antenna Television) line), a mobile communication network (including base stations, etc.), and a gateway.
[0034] Server device 1 manages and controls a predetermined online game played by multiple players. For example, server device 1 may send information for displaying the game screen to player terminal 2, causing player terminal 2 to display the game screen. The information for displaying the game screen may include at least one of the following: an HTML (HyperText Markup Language) document, a still image or video, a program such as a script, and other information. Server device 1 may also execute game-related processing in response to player operations on the game screen and send the processing results to player terminal 2.
[0035] Each player terminal 2 is a terminal device used by a player (user) capable of playing the online game described above. Examples of player terminals 2 include smartphones, tablet computers and other personal information terminals, mobile phones, PDAs (Personal Digital Assistants), personal computers, set-top boxes, etc. A web browser may be installed on each player terminal 2. Each player may be able to play the online game using the web browser. In addition, certain types of player terminals 2 may be capable of having a dedicated application for playing the online game installed.
[0036] [1-2. Overview of Raid Battles] Next, one of the game modes in this embodiment will be explained using Figure 2. The online game in this embodiment may be, for example, a role-playing game or a strategy game. In this game, each player may own one or more characters that they control. The characters owned by a player are called player characters. Player characters may grow through battling others. This growth may be, for example, through leveling up.
[0037] This online game may have multiple game modes. One of the game modes is a raid battle. Raid battles may be held regularly or irregularly. In this embodiment, a raid battle may involve multiple players cooperating to fight multiple targets. A target is something that a player or player character can select as a target to attack. This target may be any character. Examples of such characters include monsters, ghosts, animals, humans, robots, and other creatures. Such characters are generally recognized as being able to attack and defend according to their own will or commands. However, in a raid battle, even such characters do not have to attack the player character. In a raid battle, each target is called a raid boss or simply a boss. At least one of the multiple targets may be a simple object that has no will of its own and does not follow commands. Examples of such objects include crystals and orbs.
[0038] Each boss may have parameters such as level, durability, and defense. Level is a value that indicates the strength of the boss. The higher the level, the stronger the boss. For example, as the level increases, at least one of the durability and defense values may also increase. Durability indicates the total amount of damage that the boss can withstand. When durability falls below zero, the boss is defeated. Examples of durability include HP (hit points), life, and stamina. In the following explanation, HP will be used. Defense indicates the boss's defensive strength. The higher the defense value, the less damage the boss receives. When any boss's HP falls below zero, that boss is removed from the raid battle permanently or temporarily. Specifically, when HP falls below zero, the boss may, for example, fall, be defeated, destroyed, neutralized, disappear, die, or escape. In this embodiment, a boss whose HP falls below zero is considered defeated. When any boss is defeated, a new boss appears. A new boss may appear immediately after a boss is defeated. The appearing boss may be a different boss from the one that was defeated, or it may be the same boss. The level of the newly appearing boss will be higher than the level of the defeated boss.
[0039] Players participating in a raid battle will belong to a group. In this embodiment, this group is called a team. A team may be a group of players who will cooperate with each other in battle. The maximum number of players that make up each team may be predetermined. For example, possible maximum numbers include 5, 10, 20, or 30 players. In order to participate in a raid battle, each player may be required to apply to participate in advance. Server device 1 may automatically divide players who have applied to participate into teams. In this case, the teams may be divided so that the number of players in each team is equal to the aforementioned maximum number. Furthermore, it may be possible to establish guilds in this online game. A guild may be a group of players that players have formed voluntarily. A guild may be able to participate in raid battles as a team.
[0040] In a raid battle, each team will fight against at least two of several bosses. In this embodiment, each team will fight against a boss group consisting of two or more bosses corresponding to their team. Each member of the team may pre-form a party by selecting one or more player characters to participate in the raid battle.
[0041] A single raid battle may last for a predetermined amount of time (e.g., 6 hours, 12 hours, 1 day, 3 days, etc.). Alternatively, a raid battle may end once a certain number of bosses have been defeated by a team.
[0042] Each player has a set number of attacks they can perform. The number of attacks indicates how many times a player can attack the boss. The number of attacks increases over time. For example, the number of attacks may increase by one per hour, one per three hours, one per six hours, etc. Players may also be able to increase their number of attacks by spending in-game currency, etc. An upper limit on the number of attacks may also be predetermined.
[0043] When a raid battle begins, two or more bosses belonging to the boss group appear simultaneously on the game screen. In this embodiment, five bosses appear. However, three or fewer bosses, or six or more bosses, may appear. Each member of the team can freely select and attack any of the bosses on the game screen at any time, as long as they have at least one attack available. Players who are members of the team but cannot play the game during the actual raid battle may be able to set up auto-attack. Auto-attack is the automatic attack performed when the number of available attacks increases after the maximum number of attacks has already been reached. In this case, the center server 1 automatically determines the boss to be attacked according to predetermined conditions. As mentioned above, when any boss is defeated and removed from the raid battle, a new boss appears. Therefore, basically, multiple bosses are always displayed on the game screen.
[0044] A raid battle ends after a predetermined amount of time has elapsed since its start. Alternatively, a raid battle may end earlier than the scheduled end time, for example, if any team defeats a predetermined number of bosses, or if any team defeats a boss of a predetermined level. Once the raid battle ends, each team can earn a score based on the total damage dealt to all bosses to date. Each team may also earn bonus points each time a boss is defeated. Teams may be ranked based on their final scores. Each team member may also earn points based on their contribution to the team. Each team member may also receive rewards based on their rank or score.
[0045] Figure 2 shows an example of a game screen in a raid battle. As shown in Figure 2, the game screen includes boss information 200a, 200b, 200c, 200d, and 200e, etc. Each boss information displays information about the boss corresponding to that information. Each boss information is located at one of the vertices of a pentagon that is not displayed on the game screen. Each boss information may include, for example, an image 210, a level 220, an HP bar 230, and weakening rate information 240. Image 210 is an image of the boss. Level 220 indicates the level of the boss. The HP bar 230 is a bar graph showing the ratio of the current remaining HP to the maximum HP. Weakening rate information 240 indicates the weakening rate of the boss. The weakening rate indicates how much the boss has been weakened. The weakening rate may take any value between, for example, 0% and 100%. The higher the weakening rate, the weaker the boss's defense becomes compared to its original defense. In this embodiment, when a player attacks a boss, one of the bosses belonging to the boss group for the player's team, other than the attacked boss, is weakened. This can make raid battles more interesting. Furthermore, as will be described later, it may be possible to add a strategic element to the selection of the boss to attack. The weakened state may continue until the weakened boss is defeated. Alternatively, the weakened state may be removed after a predetermined time has elapsed since the weakening began (for example, 10 minutes, 30 minutes, 1 hour, etc.).
[0046] The player may select the boss to attack by selecting one of the boss information items 200a, 200b, 200c, 200d, and 200e. The bosses corresponding to boss information items 200a, 200b, 200c, 200d, and 200e are designated as bosses A, B, C, D, and E, respectively.
[0047] [1-3. Server Device Configuration] Next, the configuration of the server device 1 will be described using Figures 3 and 4. Figure 3 is a block diagram showing an example of the schematic configuration of the server device 1 according to this embodiment. As shown in Figure 3, the server device 1 includes a system control unit 11, a system bus 12, an input / output interface 13, a storage unit 14, and a communication unit 15. The system control unit 11 and the input / output interface 13 are connected via the system bus 12.
[0048] The system control unit 11 is composed of a CPU (Central Processing Unit) 11a, a ROM (Read Only Memory) 11b, a RAM (Random Access Memory) 11c, and the like.
[0049] The input / output interface 13 performs interface processing between the storage unit 14 and the communication unit 15 and the system control unit 11.
[0050] The storage unit 14 is composed of, for example, a hard disk drive. A database such as Team DB 141 may be stored in this storage unit 14. "DB" is an abbreviation for database.
[0051] Figure 4 shows an example of the contents of Team DB141. Team DB141 stores team information for each team participating in a raid battle. For example, Team DB141 may store team information such as a team ID and a member list, linked together. The team ID is identification information that identifies a team. The member list is a list of the members of that team. For example, the member list may include the player ID of each member. The player ID is identification information that identifies a player in an online game.
[0052] The memory unit 14 further stores various programs, including an operating system, a DBMS (Database Management System), and a server program. The server program is a program that causes the system control unit 11 to execute processing related to online games. The server program may be obtained from other devices via the Internet network, or it may be recorded on a recording medium such as magnetic tape, optical disc, or memory card and read via a drive device.
[0053] The communication unit 15 is composed of, for example, a network interface card. The communication unit 15 connects to the player terminal 2 via the network NW and controls the communication status with the connected device.
[0054] [1-4. Overview of System Control Unit Functions] Next, the functional overview of the system control unit 11 in the server device 1 will be explained using Figures 5 to 7. Figure 5 is a diagram showing an example of the functional blocks of the system control unit 11 in the server device 1 according to this embodiment. The system control unit 11 functions as a parameter storage control unit 111, an attack target information acquisition unit 112, a damage amount determination unit 113, an HP reduction unit 114, a defense value modification unit 115, etc., as shown in Figure 5, by the CPU 11a reading and executing various program codes included in the server program.
[0055] The parameter storage control unit 111 stores parameters, including remaining HP and current defense value, for each of the multiple bosses that can be selected as attack targets in a raid battle in the RAM 11c. In this embodiment, each team has a corresponding boss group. Therefore, the parameter storage control unit 111 stores a number of parameters calculated by multiplying the number of teams by the number of bosses per boss group. The parameter storage control unit 111 may also store the parameters in the storage unit 14.
[0056] Figure 6 shows an example of parameters stored for a single boss. As shown in Figure 6, the parameters for each boss may include team ID, location information, level, maximum HP, remaining HP, original defense value, and weakening rate. The team ID indicates the team that can attack that boss. Location information indicates where the boss information for that boss is displayed on the game screen. In the game screen shown in Figure 2, each boss information is located at one of the vertices of a hidden pentagon. In this case, the location information may indicate which vertex the boss information is located at. The level of each boss at the start of a raid battle may be 1. The level of a new boss that appears after any boss is defeated may be 1 higher than the level of the defeated boss. Maximum HP is the maximum value of the boss's HP, as well as its initial HP value. Remaining HP indicates the boss's current HP. The initial value of remaining HP is the same as the maximum HP. Original defense value is the boss's defense value when the boss is not weakened.
[0057] The initial value of the weakening rate is 0%. In this embodiment, the boss's current defense value is indicated by a combination of its original defense value and the weakening rate. For example, the current defense value may be calculated by multiplying the original defense value by (1 - weakening rate). However, the boss's parameters may also include the current defense value itself when the boss is weakened. Furthermore, there may be more than one defense value; the parameters may include multiple defense values corresponding to the types of attacks the player can select or the types of attacks the player character possesses. For example, there may be a defense value against weapon attacks, a defense value against magic, a defense value against special abilities, and so on.
[0058] The parameter memory control unit 111 may, for example, generate and store the parameters of all bosses at the start of a raid battle. Furthermore, if a new boss appears after any of the bosses are defeated, the parameter memory control unit 111 may erase the parameters of the defeated boss and store the parameters of the new boss.
[0059] The attack target information acquisition unit 112 acquires attack target information indicating a boss selected as an attack target by any player belonging to any of the teams participating in the raid battle. For example, when a player selects boss information for any of the bosses on the game screen, the player terminal 2 may send an attack request to the server device 1. This attack request may include, for example, the player's player ID and location information indicating the location of the boss information selected by that player. The attack target information acquisition unit 112 may acquire the team ID stored in the team DB 141 in association with the player ID included in the attack request sent from the player terminal 2. The attack target information acquisition unit 112 may identify the combination of the acquired team ID and the location information included in the attack request as attack target information. Also, for example, for a player who has previously selected auto-attack, the attack target information acquisition unit 112 may automatically determine the boss that is considered to have been selected by that player. For example, the attack target information acquisition unit 112 may determine the boss with the lowest level or the boss with the lowest remaining HP among the bosses included in the boss group for that team. The attack target information acquisition unit 112 may then acquire the location information of the determined boss and the team ID of the team to which the player belongs as attack target information. Here, the player who selected the attack target is called the attacking player. The boss selected by the attacking player is called the target boss. The team to which the attacking player belongs is called the attacking team.
[0060] The damage amount determination unit 113 determines the amount of damage based on the defense value of the target boss indicated by the target information acquired by the target information acquisition unit 112. For example, the damage amount determination unit 113 may acquire parameters from the parameters stored by the parameter storage control unit 111, including the team ID and location information included in the target information. The damage amount determination unit 113 may calculate the current defense value by multiplying the original defense value in the acquired parameters by (1 - weakening rate). The damage amount determination unit 113 may then determine the amount of damage the boss receives based on the attack power of the player character or party owned by the attacking player and the boss's current defense value. Attack power is a numerical value that indicates, for example, how much damage can be dealt to the target. For example, the damage amount determination unit 113 may calculate the base damage amount according to the attack power. The damage amount determination unit 113 may increase the base damage amount as the attack power increases. The damage amount determination unit 113 may calculate the amount of damage the boss actually receives by reducing the damage amount according to the current defense value. The damage amount determination unit 113 may reduce the amount of damage the boss actually receives as the defense value increases. For example, the damage amount determination unit 113 may calculate the amount of damage the boss actually receives by subtracting the current defense value from the base damage amount. If the defense value represents a percentage of damage reduction, the damage amount determination unit 113 may calculate the damage reduction by multiplying the base damage amount by the defense value. Then, the damage amount determination unit 113 may calculate the amount of damage the boss actually receives by calculating the reduction from the base damage amount. The damage amount determination unit 113 may determine the attack power of the party by summing the attack power of all player characters included in the party. Alternatively, the damage amount determination unit 113 may use the attack power of each player character included in the party to calculate the amount of damage dealt by that player character to the boss. Then, the damage amount determination unit 113 may calculate the total damage for all player characters.
[0061] The HP reduction unit 114 reduces the remaining HP of the target boss, as indicated by the target information acquired by the target information acquisition unit 112, according to the amount of damage determined by the damage amount determination unit 113. For example, the HP reduction unit 114 may update the boss's remaining HP by subtracting the determined amount of damage from its remaining HP.
[0062] If the HP reduction unit 114 reduces the remaining HP of the boss being attacked, and a predetermined change occurs in the state of the boss being attacked, as indicated by the target information acquired by the target information acquisition unit 112, the defense value modification unit 115 modifies the current defense value of at least one boss other than the target boss among multiple bosses to be advantageous to the team to which the player who selected that boss belongs.
[0063] A predetermined change may be a change that occurs when the boss being attacked takes damage or when the boss's HP decreases. Examples of predetermined changes include an increase in the total amount of damage the boss has received by a predetermined amount, an increase in the total amount of damage the boss has received by a predetermined percentage relative to its maximum HP, or the boss's HP falling below zero. For example, under the condition that the defense value is changed every time the remaining HP decreases by 10,000 points, if the boss's maximum HP is 100,000 points, the defense value may be changed when the remaining HP falls below 90,000 points, when it falls below 80,000 points, when it falls below 70,000 points, etc. Also, for example, under the condition that the defense value is changed every time the remaining HP decreases by 20%, if the boss's maximum HP is 200,000 points, the defense value may be changed when the remaining HP falls below 160,000 points, when it falls below 120,000 points, when it falls below 80,000 points, etc. The defense value changing unit 115 may gradually change the defense value of a single boss in this manner. Alternatively, the defense value modification unit 115 may change the defense value of one boss only once. When a boss's HP drops to zero or below, as mentioned above, the boss's state changes (for example, it is defeated). In this situation, the defense values of other bosses may be changed. The defense value modification unit 115 may change the defense value, for example, when the total amount of damage received by the target boss exceeds a predetermined amount or a predetermined percentage, and when the target boss is defeated. Here, the defense value modification unit 115 may change the defense value more when the target boss is defeated than when the total amount of damage received by the target boss exceeds a predetermined amount or a predetermined percentage. The predetermined change may also be when the target boss is attacked or takes damage. In this case, the defense values of other bosses may change each time the target boss is attacked or takes damage.
[0064] The defense value modification unit 115 may reduce the defense value of at least one boss that is different from the target boss indicated by the attack target information, among the multiple boss groups corresponding to each of the multiple teams, and which is included in the boss group corresponding to the attacking player. In other words, changing the defense value weakens the boss. The lower the defense value, the more damage the team can inflict on the boss. Therefore, that team has an advantage. In this embodiment, the defense value modification unit 115 substantially reduces the defense value by increasing the weakening rate.
[0065] The boss whose defense value is changed may be any boss other than the target boss. The number of bosses whose defense value is changed may be one or two or more. The defense value changing unit 115 may randomly determine the boss whose defense value is changed and the number of such bosses. Alternatively, the defense value changing unit 115 may determine the boss whose defense value is changed according to predetermined conditions. For example, the position of the boss whose defense value is changed, or the position of the boss information of the boss whose defense value is changed, may be predetermined according to the position of the target boss or the position of the target boss's boss information on the game screen.
[0066] Furthermore, the defense value modification unit 115 may have predetermined other bosses whose defense values are reduced when a predetermined change occurs in the state of the boss being attacked, such that at least one of the bosses whose defense value is reduced differs depending on the boss being attacked. In this case, at least some of the bosses that are weakened will differ depending on the boss being attacked. Therefore, the boss that the player attacks may change depending on which boss is weakened. This can make the selection of an attack target more strategic.
[0067] In this embodiment, as described above, each boss's information is located at one of the vertices of a pentagon. Each vertex is connected to the other two vertices by the diagonal of the pentagon. Therefore, the defense value modification unit 115 may reduce the defense value of the boss whose information is located at the end of the diagonal from the position of the boss's information of the boss selected as the target of attack. Figure 7 shows an example of determining which boss to weaken. As shown in Figure 7(a), suppose boss A is attacked. In this case, bosses C and D are weakened. As shown in Figure 7(b), suppose boss B is attacked. In this case, bosses D and E are weakened. As shown in Figure 7(c), suppose boss C is attacked. In this case, bosses E and A are weakened. As shown in Figure 7(d), suppose boss D is attacked. In this case, bosses A and B are weakened. As shown in Figure 7(e), suppose boss E is attacked. In this case, bosses B and C are weakened. For example, if you want to weaken boss E, the team should concentrate their attacks on bosses B and C.
[0068] If the boss indicated by the target information acquired by the target information acquisition unit 112 is a boss whose current defense value has been changed by the defense value modification unit 115, the damage amount determination unit 113 determines the amount of damage the boss indicated by the target information will receive based on the modified defense value. As mentioned above, the damage amount determination unit 113 may also calculate the current defense value by multiplying the original defense value of the selected boss by (1 - weakening rate).
[0069] [1-5. Operation of the communication system] Next, the operation of the communication system S will be explained using Figure 8. Figure 8 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. For example, after the start of a raid battle, the attack target information acquisition unit 112 acquires attack target information in response to the player selecting a boss to attack on the game screen, or in response to the timing of an auto-attack. At this time, the system control unit 11 may execute attack processing. The system control unit 11 executes attack processing according to various program codes included in the server program stored in the storage unit 14.
[0070] As shown in Figure 8, the defense value modification unit 115 identifies the parameters of the target boss from among the parameters stored in RAM 11c for each of the multiple bosses. For example, the defense value modification unit 115 may obtain the team ID of the attacking team associated with the player ID included in the target information from the team DB 141. The defense value modification unit 115 may also identify parameters that include a combination of this team ID and the position information included in the target information. Then, the defense value modification unit 115 calculates the current defense value based on the original defense value and weakening rate included in the identified parameters (step S101). At this time, the defense value modification unit 115 lowers the current defense value the higher the weakening rate. Next, the damage amount determination unit 113 calculates the amount of damage that the boss selected as the target will receive based on the current defense value (step S102). For example, the damage amount determination unit 113 may obtain the attack power of the party formed by the attacking player based on the party information that is set in advance in association with the player ID of the attacking player. The damage amount determination unit 113 increases the amount of damage the higher the attack power, while decreasing the amount of damage the higher the current defense value.
[0071] Next, the HP reduction unit 114 changes the remaining HP of the boss being attacked by subtracting the amount of damage taken from the boss's remaining HP (step S103). After changing the remaining HP, the HP reduction unit 114 may send the location information of the boss being attacked, the amount of damage taken, and the remaining HP to the player terminal 2 of the member of the attacking team who is displaying the raid battle game screen. As a result, the HP reduction unit 114 may cause those player terminals 2 to display the amount of damage taken by the boss being attacked and update the display of the boss's HP bar 230.
[0072] Next, the defense value modification unit 115 determines whether the total amount of damage received by the target boss has increased by a predetermined amount or more (step S104). If the total amount of damage has not increased by a predetermined amount or more (step S104: NO), the attack process ends.
[0073] On the other hand, if the total amount of damage increases by a predetermined amount or more (Step S104: YES), the defense value modification unit 115 increases the weakening rate of the two bosses located at the end of the diagonal lines connected to the vertex of the boss being attacked (Step S105). For example, the defense value modification unit 115 may identify the position information of the bosses located at the end of the diagonal lines connected to the boss being attacked, based on the position information included in the target information. Alternatively, the defense value modification unit 115 may identify a parameter among the multiple boss parameters stored in RAM 11c that includes the team ID of the attacking team and the position information of the bosses located at the end of the diagonal lines. The defense value modification unit 115 may then increase the weakening rate by adding a predetermined value to the weakening rate included in the identified parameter.
[0074] Next, the defense value modification unit 115 updates the display of the boss's weakening rate information 240 on the game screen (step S106). For example, the defense value modification unit 115 may send the weakened boss's location information and weakening rate to the player terminal 2 of the attack team members who are displaying the raid battle game screen. This causes the defense value modification unit 115 to update the display of the weakened boss's weakening rate information 240 on those player terminals 2.
[0075] Next, the parameter memory control unit 111 determines whether the remaining HP of the boss being attacked has become zero or less (step S107). If the remaining HP is not zero or less (step S107: NO), the attack process ends. On the other hand, if the remaining HP has become zero or less (step S107: YES), the parameter memory control unit 111 changes the display of the boss information of the boss being attacked on the game screen (step S108). For example, the parameter memory control unit 111 may send the location information of the boss being attacked, and image data or video data showing the defeat of the boss being attacked, to the player terminal 2 of the member of the attack team who is displaying the raid battle game screen. In this way, the parameter memory control unit 111 may display the defeat of the boss being attacked on those player terminals 2. At this time, steps similar to steps S105 and S106 may be further executed to weaken other bosses. Next, the parameter memory control unit 111 stores the parameters of the new boss (step S109). For example, the parameter memory control unit 111 may erase the parameters of the target boss from RAM 11c. Alternatively, the parameter memory control unit 111 may store the parameters of the new boss in RAM 11c. Here, the parameter memory control unit 111 may determine the new boss's position information to be the same as the target boss's position information. Alternatively, the parameter memory control unit 111 may determine the new boss's level by adding 1 to the target boss's level. Alternatively, the parameter memory control unit 111 may determine the new boss's maximum HP and original defense value corresponding to the new boss's level, or obtain this information from the memory unit 14. Alternatively, the parameter memory control unit 111 may make the new boss's remaining HP match its maximum HP. Alternatively, the parameter memory control unit 111 may set the new boss's weakening rate to 0%. Next, the parameter memory control unit 111 makes the new boss appear on the game screen (step S110). For example, the parameter memory control unit 111 may transmit the location information, level, remaining HP, weakening rate, and image data of the new boss to the player terminal 2 of the member of the attack team who is displaying the raid battle game screen.As a result, the parameter memory control unit 111 may cause the player terminals 2 to display information about the new boss. When step S110 is finished, the attack process ends.
[0076] As described above, according to this embodiment, the server device 1 stores the HP and defense values of each of the multiple bosses selectable in a raid battle in the RAM 11c. The server device 1 also acquires target information indicating the boss to be attacked, selected by an attacking player in one of the attacking teams among multiple teams, each containing multiple players. The server device 1 also determines the amount of damage based on the defense value of the target boss. The server device 1 also uses a reduction means to reduce the HP of the target boss according to the determined amount of damage, and if the reduction in HP by the reduction means causes a predetermined change in the state of the target boss, it changes the defense value of at least one of the multiple bosses, different from the target boss, to be advantageous to the attacking team. Furthermore, if the target boss is a boss whose defense value has been changed before, the server device 1 determines the amount of damage based on the changed defense value. In this case, when a player selects one of the multiple bosses, the selected boss is attacked. When an attack reduces a boss's HP, and a predetermined change occurs in that boss's state, the defense value of at least one other boss among several bosses, different from the attacked boss, is changed. The defense value affects the amount of damage a boss receives when attacked. The change in defense value is advantageous to the team to which the player who selected the boss to attack belongs. Therefore, if a team attacks any boss until a predetermined change occurs in its state, the defense value of another boss will be changed, which is advantageous to that team. Thus, the game can be made more interesting as each player in a team chooses which target to attack from among several targets for their group.
[0077] Here, server device 1 may lower the defense value of at least one boss among multiple boss groups that is different from the boss being attacked, within the boss group corresponding to the attacking team. In this case, if a predetermined change occurs in the state of any of the bosses in the boss group corresponding to the team by attacking that boss, the defense value of another boss in that boss group will decrease. Therefore, the team can then inflict more damage on the boss whose defense value has decreased by attacking that boss. Thus, it is advantageous to the team that caused the predetermined change in the state of the boss.
[0078] Here, depending on the boss being attacked, at least one of the bosses whose defense value is reduced will differ. For each boss in the boss group, other bosses whose defense value is reduced when a predetermined change occurs in the state of that boss may be predetermined. Alternatively, server device 1 may reduce the defense value of other predetermined bosses for the boss being attacked. In this case, depending on which boss in the boss group is attacked, at least one of the bosses whose defense value is reduced will differ. Therefore, the selection of which boss to attack may change depending on which boss's defense value is reduced. This makes the selection of which boss to attack more interesting.
[0079] [2. Second Embodiment] Next, a second embodiment will be described using Figures 9 and 10. Except for the points described below, the second embodiment may be the same as the first embodiment. In this embodiment, the defense value modification unit 115 reduces the defense value of the boss with the highest remaining HP among the bosses included in the boss group corresponding to the attacking team. The higher the remaining HP of a boss, the more attacks are required to defeat that boss. Weakening the boss with the highest remaining HP reduces the number of attacks required to defeat the boss more than weakening other bosses. In this way, the team gains an advantage. The defense value modification unit 115 may also reduce the defense value of each of several bosses with relatively high remaining HP among the bosses included in the boss group. For example, the defense value modification unit 115 may select a predetermined number of bosses to reduce the defense value of in order of decreasing remaining HP.
[0080] Figure 9 shows an example of determining which bosses to weaken. As shown in Figure 9, let's assume that boss A has been attacked. Here, we will weaken two bosses. The remaining HP of bosses B, C, D, and E are 120,000 points, 10,000 points, 100,000 points, and 50,000 points, respectively. Therefore, the defense value modification unit 115 weakens bosses B and D.
[0081] Figure 10 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. In Figure 10, the same reference numerals are used for the same steps as in Figure 8. As shown in Figure 10, first, steps S101 to S104 are executed, as in the first embodiment. If the total amount of damage has not increased by a predetermined amount or more (step S104: NO), the attack processing is terminated.
[0082] On the other hand, if the total amount of damage increases by a predetermined amount or more (step S104: YES), the defense value modification unit 115 increases the weakening rate of the two bosses with relatively high remaining HP (step S201). For example, the defense value modification unit 115 may identify the boss parameters, including the team ID of the attacking team, from the RAM 11c. The defense value modification unit 115 may obtain the remaining HP from the parameters of each boss other than the boss being attacked, among the identified parameters. The defense value modification unit 115 may identify the boss with the largest remaining HP and the boss with the second largest remaining HP. The defense value modification unit 115 may increase the weakening rate by adding a predetermined value to the weakening rate of each identified boss. After that, the steps from step S106 onwards are executed, as in the first embodiment.
[0083] As explained above, according to this embodiment, when a predetermined change occurs in the state of an attacked boss, the defense value of the boss with the highest HP decreases. As a result, the damage received by the boss with the highest HP increases, and the rate at which the number of attacks required to reduce its HP to zero decreases is greater than the rate at which other bosses decrease. Therefore, the team that caused the predetermined change in the boss's state gains a greater advantage.
[0084] [3. Third Embodiment] Next, a third embodiment will be described with reference to Figures 11 to 14. Except for the points described below, the third embodiment may be identical to the first embodiment. In this embodiment, each boss has one of several predetermined and distinct attributes related to combat. This attribute may be, for example, a defensive attribute or an offensive attribute. The number of attributes is not particularly limited as long as it is two or more. The number of attributes and the number of bosses included in the boss group may or may not be the same.
[0085] For each of these attributes, one or more other attributes that are disadvantageous in combat against that attribute are predetermined. Let an attribute be called the first attribute, and the other attributes that are disadvantageous in combat against the first attribute be called the second attribute. A disadvantageous second attribute in combat may be an attribute in which, when someone with that second attribute is attacked by someone with the first attribute, the amount of damage is greater than when attacked by someone with an attribute other than the first attribute. Alternatively, a disadvantageous second attribute in combat may be an attribute in which, when someone with that second attribute attacks someone with the first attribute, the amount of damage is less than when attacking someone with an attribute other than the first attribute. Furthermore, advantages and disadvantages between attributes may be determined such that each attribute has one or more other attributes that are advantageous in combat against it. Furthermore, advantages and disadvantages between attributes may be determined such that, depending on the attribute, at least one of the attributes that are disadvantageous in combat against that attribute is different.
[0086] Figure 11 shows examples of attributes. As shown in Figure 11, let's assume that the attributes are Fire, Wind, Earth, Lightning, and Water. Fire is advantageous against Wind and disadvantageous against Water. Wind is advantageous against Earth and disadvantageous against Fire. Earth is advantageous against Lightning and disadvantageous against Wind. Lightning is advantageous against Water and disadvantageous against Earth. Water is advantageous against Fire and disadvantageous against Lightning.
[0087] Another example of a genus is the species of a boss when the boss is a humanoid creature. For example, suppose the species are humans, beastmen, demons, and machines. Humans may have an advantage over beastmen and a disadvantage over machines. Beastmen may have an advantage over demons and a disadvantage over humans. Demons may have an advantage over machines and a disadvantage over beastmen. Machines may have an advantage over humans and a disadvantage over demons.
[0088] Figure 12 shows an example of parameters stored for a single boss. As shown in Figure 12, the parameters for each boss may include team ID, location information, level, attribute, maximum HP, remaining HP, original defense value, weakening rate, etc. The difference between Figure 12 and Figure 6 is that attribute is added in Figure 12.
[0089] In the game screen for raid battles, each boss's information may include information indicating the attribute of the boss corresponding to that boss. The boss's attribute may or may not be predetermined depending on the position of the boss's information on the game screen. Furthermore, multiple bosses with the same attribute may exist simultaneously on the game screen. Also, the attribute of a boss that is defeated when its remaining HP drops to zero or below may or may not match the attribute of a newly appearing boss. In addition, the attribute of each boss may or may not be predetermined.
[0090] In this embodiment, the defense value modification unit 115 may reduce the defense value of a boss that has attributes that are disadvantageous in combat against the attributes of the boss indicated by the attack target information acquired by the attack target information acquisition unit 112. As a result, the attributes of the boss that the player targets may change depending on which boss's attributes are weakened. This can make the selection of attack targets more strategic.
[0091] Figure 13 shows an example of how to determine which boss to weaken. For example, suppose bosses A, B, C, D, and E have earth, fire, lightning, water, and wind attributes, respectively. As shown in Figure 13(a), suppose boss A is attacked. In this case, boss C is weakened. As shown in Figure 13(b), suppose boss B is attacked. In this case, boss E is weakened. As shown in Figure 13(c), suppose boss C is attacked. In this case, boss D is weakened. As shown in Figure 13(d), suppose boss D is attacked. In this case, boss B is weakened. As shown in Figure 13(e), suppose boss E is attacked. In this case, boss A is weakened.
[0092] In this embodiment, each player character owned by the player may also possess the aforementioned attributes. When a player character attacks a boss with an attribute that is disadvantageous to the player character's own attribute, the amount of damage dealt may be greater than when attacking a boss with other attributes. Conversely, when a player character attacks a boss with an attribute that is advantageous to the player character's own attribute, the amount of damage dealt may be less than when attacking a boss with other attributes. Depending on the attributes of the player characters that the player has participate in the raid battle, the choice of which boss to attack or which boss to weaken may change among multiple bosses.
[0093] Figure 14 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. In Figure 14, the same reference numerals are used for steps that are the same as in Figure 8. As shown in Figure 14, first steps S101 to S104 are executed, as in the first embodiment. If the total amount of damage has not increased by a predetermined amount or more (step S104: NO), the attack processing is terminated.
[0094] On the other hand, if the total amount of damage increases by a predetermined amount or more (Step S104: YES), the defense value modification unit 115 identifies an attribute that is disadvantageous to the attribute of the boss being attacked (Step S301). For example, the defense value modification unit 115 may obtain the attribute of the boss being attacked from the boss's parameters. The defense value modification unit 115 may also identify an attribute that has been predetermined as an attribute that is disadvantageous to the obtained attribute. Next, the defense value modification unit 115 increases the weakening rate of the boss that has the identified attribute (Step S302). For example, the defense value modification unit 115 may obtain the parameters of each boss, including the team ID of the attacking team, from the RAM 11c. The defense value modification unit 115 may obtain an attribute from the parameters of each boss other than the boss being attacked among the identified parameters. The defense value modification unit 115 may increase the weakening rate by adding a predetermined value to the weakening rate of each boss that has the same attribute as the identified attribute. Subsequently, the steps from step S106 onward are executed, as in the case of the first embodiment.
[0095] As explained above, according to this embodiment, when a predetermined change occurs in the state of an attacked boss, the defense value of other bosses with attributes that are disadvantageous in combat against the attribute possessed by the attacked boss decreases. Therefore, the player can change their choice of boss to attack depending on which boss's defense value they want to decrease. This makes the selection of bosses to attack more interesting.
[0096] [4. Fourth Embodiment] Next, the fourth embodiment will be described using Figures 15 to 17. Except for the points described below, the fourth embodiment may be the same as any of the first to third embodiments. In the first to third embodiments, when the target boss was defeated by its remaining HP dropping to zero or less, a new boss appeared immediately afterward for the boss group that included the defeated boss. In contrast, in this embodiment, when the target boss is defeated, a new boss appears after a certain period of time (for example, 10 minutes, 30 minutes, 1 hour, etc.) has elapsed since the boss was defeated. The period between the defeat of one boss and the appearance of a new boss is called the cooldown time. During the cooldown time, the team cannot attack the new boss.
[0097] Figure 15 shows an example of the functional blocks of the system control unit 11 in the server device 1 according to this embodiment. In Figure 15, the same elements as in Figure 5 are denoted by the same reference numerals. As shown in Figure 15, the system control unit 11 functions as a parameter storage control unit 111, an attack target information acquisition unit 112, a damage amount determination unit 113, an HP reduction unit 114, a defense value modification unit 115, and a cooldown modification unit 116, etc. The difference between Figure 15 and Figure 5 is that a cooldown modification unit 116 is added in Figure 15.
[0098] The cooldown modification unit 116 shortens the length of the cooldown period from when the remaining HP of any boss in the boss group corresponding to the attack team falls below zero until a new boss appears, if there is a predetermined change in the state of the target boss indicated by the target information acquired by the target information acquisition unit 112, to a predetermined initial value of the cooldown period. The shorter the cooldown period, the earlier the attack team can attack the new boss. Therefore, a shorter cooldown period is advantageous to the attack team.
[0099] The cooldown modification unit 116 may shorten the length of the cooldown period from the defeat of a weakened boss until a new boss appears, depending on the weakening rate of the weakened boss. For example, the cooldown modification unit 116 may shorten the cooldown period the higher the weakening rate. Alternatively, the cooldown modification unit 116 may shorten the cooldown period until a new boss appears, regardless of whether the defeated boss was weakened or not. In this case, the cooldown modification unit 116 may shorten the cooldown period depending on, for example, the sum or average of the weakening rates of all bosses.
[0100] Figure 16 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. In Figure 16, the same reference numerals are used for steps that are the same as in Figure 8. As shown in Figure 16, first steps S101 to S106 are executed, as in the first embodiment. The defense value modification unit 115 may determine which boss to weaken based on remaining HP, or it may determine which boss to weaken based on the attributes of the boss being attacked. Next, depending on the determination in step S107, the attack processing ends, or steps S108 and S109 are executed. After step S109, the cooldown modification unit 116 shortens the length of the cooldown to the initial value according to the weakening rate of the boss being attacked (step S401). For example, the cooldown modification unit 116 may calculate the current cooldown by multiplying the initial value of the cooldown by (1 - weakening rate). Next, the cooldown change unit 116 sets the time after the cooldown has elapsed from the current time as the new boss's appearance time (step S402). For example, the cooldown change unit 116 may add the new boss's location information, team ID, and appearance time to the list of boss appearance times stored in RAM 11c. After step S402 is completed, the attack process ends.
[0101] Figure 17 is a flowchart showing an example of the appearance process performed by the system control unit 11 of the server device 1 according to this embodiment. For example, the system control unit 11 may perform the appearance process at the start of a raid battle. As shown in Figure 17, the cooldown change unit 116 refers to the appearance time included in the list of appearance times and determines whether the appearance time for any boss has arrived (step S501). If the appearance time has arrived (step S501: YES), the parameter storage control unit 111 makes the new boss appear on the game screen (step S502). For example, the parameter storage control unit 111 may obtain the location information and team ID of the boss whose appearance time has arrived from the list of appearance times. The parameter storage control unit 111 may identify the boss parameters, including the location information and team ID, from the boss parameters stored in RAM 11c. The parameter storage control unit 111 may obtain the location information, level, remaining HP, and weakening rate of the new boss from the identified parameters. The parameter memory control unit 111 may send location information, level, remaining HP, weakening rate, and image data to the player terminal 2 of the member of the team indicated by the acquired team ID who is displaying the raid battle game screen. This allows the parameter memory control unit 111 to display the boss information of the new boss on those player terminals 2. After step S502, or if the appearance time of any boss has not yet arrived (step S501: NO), the cooldown change unit 116 determines whether the raid battle will end or not (step S503). If the raid battle will not end (step S503: NO), the process proceeds to step S501. If the raid battle will end (step S503: YES), the appearance process ends.
[0102] As explained above, according to this embodiment, if a predetermined change occurs in the state of an attacked boss, the cooldown time until a new boss appears is shortened. Therefore, teams can attack that boss earlier. Consequently, attacking any boss until a predetermined change in its state occurs gives the attacking team an advantage. Therefore, the selection of which boss to attack can be made more interesting.
[0103] [5. Fifth Embodiment] Next, the fifth embodiment will be described with reference to Figures 18 to 20. Except for the points described below, the fifth embodiment may be identical to any of the first to fourth embodiments. In the first to fourth embodiments, one of the bosses in the boss group corresponding to the attacking team was weakened. In contrast, in this embodiment, one of the bosses in the boss group corresponding to a team other than the attacking team is strengthened. Strengthening means an increase in defense value. Along with strengthening the boss in the boss group corresponding to a team other than the attacking team, the boss in the boss group corresponding to the attacking team may also be weakened, as in the first to fourth embodiments. The strengthened state may continue until the strengthened boss is defeated. Alternatively, the strengthened state may be canceled after a predetermined time has elapsed since the strengthening began.
[0104] Figure 18 shows an example of parameters stored for a single boss. As shown in Figure 18, the parameters for each boss may include team ID, location information, level, maximum HP, remaining HP, original defense value, and enhancement rate. The difference between Figure 18 and Figure 6 is that in Figure 18, the enhancement rate is included as a parameter instead of the weakening rate. The enhancement rate indicates how much the boss has been strengthened. The enhancement rate may take any value between 0% and 100%. The initial value of the enhancement rate is 0%. On the game screen, the enhancement rate may be displayed instead of the weakening rate information 240. In raid battles, if both weakening and strengthening of a boss are possible, the parameters for each boss may include both the weakening rate and the enhancement rate. If the weakening rate is higher than the enhancement rate, the difference between the weakening rate and the enhancement rate may be displayed on the game screen as the effective weakening rate. If the enhancement rate is higher than the weakening rate, the difference between the enhancement rate and the weakening rate may be displayed on the game screen as the effective enhancement rate.
[0105] The Defense Value Modification Unit 115, when the remaining HP has been reduced by the HP Reduction Unit 114 and a predetermined change has occurred in the state of the target boss indicated by the target information acquired by the Target Information Acquisition Unit 112, increases the defense value of at least one boss in at least one boss group that is different from the boss group corresponding to the attacking team, out of the multiple boss groups corresponding to each of the multiple teams. In other words, the Defense Value Modification Unit 115 strengthens the boss. The higher the defense value, the less damage the attacking team can inflict on that boss. Therefore, the attacking team has an advantage. The Defense Value Modification Unit 115 may also effectively increase the defense value by increasing the strengthening rate. The Defense Value Modification Unit 115 may also calculate the current defense value by multiplying the original defense value by (1 + strengthening rate).
[0106] The teams whose bosses are strengthened may be all teams other than the attacking team, or some of the teams. When bosses corresponding to some teams are strengthened, the defense value modification unit 115 may randomly determine which teams the bosses are strengthened, or it may strengthen bosses corresponding to teams predetermined for the attacking team. Furthermore, the defense value modification unit 115 may strengthen all bosses included in the boss group, or it may strengthen some of the bosses. The defense value modification unit 115 may randomly determine which bosses to strengthen and the number of such bosses. Alternatively, the defense value modification unit 115 may determine which bosses to strengthen according to predetermined conditions. For example, the defense value modification unit 115 may determine which bosses to strengthen in the same way as the method for determining which bosses to weaken in any of the first to third embodiments.
[0107] For example, if a method similar to that of the third embodiment is used, the defense value modification unit 115 may increase the defense value of the enemy with the highest remaining HP among the bosses in each of at least one boss groups different from the boss group corresponding to the attacking team. The defense value modification unit 115 may determine which boss to strengthen based on the remaining HP at the time a predetermined change occurs in the state of the boss being attacked. By strengthening the boss with the most remaining HP, the number of attacks required to defeat the boss can be increased. This is advantageous to the attacking team.
[0108] Figure 19 shows an example of determining which boss to strengthen. Assume that at least teams X and Y are participating in the raid battle. Team X can select bosses A1, B1, C1, D1, and E1 as attack targets. Team Y can select bosses A2, B2, C2, D2, and E2 as attack targets. As shown in Figure 19, assume that one of the players in Team X attacks boss A1. Here, we assume that two bosses are strengthened. The remaining HP of bosses A2, B2, C2, D2, and E2 are 110,000 points, 40,000 points, 80,000 points, 150,000 points, and 20,000 points, respectively. Therefore, the defense value modification unit 115 strengthens bosses A2 and D2.
[0109] If the boss for teams other than the attacking team is strengthened, information indicating that the boss for teams other than the attacking team has been strengthened may be displayed on the game screen of the attacking team member's player terminal 2.
[0110] Figure 20 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. In Figure 20, the same reference numerals are used for the same steps as in Figure 8. As shown in Figure 20, first the defense value modification unit 115 identifies the parameters of the target boss from the parameters stored in RAM 11c for each of the multiple bosses. Then, the defense value modification unit 115 calculates the current defense value based on the original defense value and reinforcement rate included in the identified parameters (step S601). At this time, the defense value modification unit 115 increases the current defense value as the reinforcement rate increases. Next, steps S102 and S103 are executed as in the first embodiment.
[0111] Next, the parameter storage control unit 111 determines whether the remaining HP of the boss being attacked has become zero or less (step S107). If the remaining HP is not zero or less (step S107: NO), the attack process ends. On the other hand, if the remaining HP has become zero or less (step S107: YES), the parameter storage control unit 111 changes the display of the boss information of the boss being attacked on the game screen (step S108). Next, the defense value modification unit 115 increases the enhancement rate of two bosses with relatively high remaining HP among the bosses included in the boss group corresponding to each team other than the attacking team (step S602). For example, the defense value modification unit 115 may identify the parameters of bosses with a different team ID from the attacking team's team ID from RAM 11c for each team. The defense value modification unit 115 may obtain the remaining HP from the parameters of each boss for each team. The defense value modification unit 115 may identify the boss with the largest remaining HP and the boss with the second largest remaining HP for each team. The defense value modification unit 115 may increase the enhancement rate by adding a predetermined value to the enhancement rate of each identified boss.
[0112] Next, the defense value modification unit 115 updates the display of the boss's enhancement rate on the game screen (step S603). For example, the defense value modification unit 115 may transmit the location information and enhancement rate of the enhanced boss corresponding to that team to the player terminal 2 of the member of each team other than the attacking team that is displaying the raid battle game screen. This causes the defense value modification unit 115 to update the display of the enhanced boss's enhancement rate on those player terminals 2. After that, steps S109 and S110 are executed as in the first embodiment.
[0113] As explained above, according to this embodiment, when a predetermined change occurs in the state of a boss by attacking any boss in the boss group corresponding to a team, the defense value of at least one boss in the boss group corresponding to at least one other team increases. Therefore, when attacking a boss whose defense value has increased, only less damage can be dealt. Thus, the team that caused the predetermined change in the boss's state has an advantage.
[0114] In this scenario, if the defense value of the boss with the highest HP is reduced, the damage the boss with the highest HP subsequently receives will decrease. As a result, the increase in the number of attacks required to reduce its HP to zero will be greater than that for other bosses. Therefore, the team that brings about the predetermined change in the boss's state will have a greater advantage.
[0115] [6. Sixth Embodiment] Next, the sixth embodiment will be described with reference to Figure 21. Except for the points described below, the sixth embodiment may be identical to the fifth embodiment. In this embodiment, as in the fourth embodiment, if the target boss is defeated, a new boss will appear after a certain period of time has elapsed since the defeat of that boss. Also, as shown in Figure 15, the system control unit 11 may also function as a cooldown change unit 116.
[0116] In this embodiment, if there is a predetermined change in the state of the target boss indicated by the target information acquired by the target information acquisition unit 112, the cooldown change unit 116 lengthens the cooldown time from when the remaining HP of any boss in at least one boss group (different from the boss group corresponding to the attacking team) becomes zero or less until a new boss appears, compared to a predetermined initial cooldown time. The longer the cooldown time, the later it becomes possible for other teams different from the attacking team to attack the new boss. Therefore, the longer the cooldown time, the more advantageous it is for the attacking team.
[0117] The cooldown modification unit 116 may, for example, increase the length of the cooldown period from when an enhanced boss is defeated until a new boss appears, according to the enhancement rate of the enhanced boss. For example, the cooldown modification unit 116 may increase the cooldown period the higher the enhancement rate. Alternatively, the cooldown modification unit 116 may increase the cooldown period until a new boss appears, regardless of whether the defeated boss was enhanced or not. In this case, the cooldown modification unit 116 may increase the cooldown period according to, for example, the sum or average of the enhancement rates of all bosses.
[0118] The teams whose cooldowns are changed may be all teams other than the attacking team, or it may be some of the teams. If the boss whose cooldowns are changed for some teams is strengthened, the defense value change unit 115 may randomly determine which teams' cooldowns are changed, or it may change the cooldowns for predetermined teams relative to the attacking team. The defense value change unit 115 may also change the cooldowns for the same teams as the teams whose boss is strengthened.
[0119] Figure 21 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. In Figure 21, the same reference numerals are used for steps that are the same as in Figure 20. As shown in Figure 21, first steps S601, S102, S103, and S107 are executed, similar to the fifth embodiment. If the remaining HP is not zero or less (step S107: NO), the attack processing ends. On the other hand, if the remaining HP becomes zero or less (step S107: YES), steps S108, S602, S603, and S109 are executed. Next, the cooldown change unit 116 lengthens the cooldown time from the initial value according to the enhancement rate of the boss being attacked (step S701). For example, the cooldown change unit 116 may calculate the current cooldown time by multiplying the initial cooldown time by (1 + enhancement rate). Next, the cooldown change unit 116 sets the time after the cooldown has elapsed from the current time as the new boss's appearance time (step S702). For example, the cooldown change unit 116 may add the new boss's location information, team ID, and appearance time to the list of boss appearance times stored in RAM 11c. After step S702 is completed, the attack process ends. In response to this attack process, the same process as the appearance process shown in Figure 17 may be executed.
[0120] As explained above, according to this embodiment, if a predetermined change occurs in the state of an attacked boss, the time between when the HP of any boss in the boss group corresponding to at least one team other than the team that attacked that boss falls to zero or below, and when a new boss appears, becomes longer. Therefore, the team corresponding to that boss group can only attack that boss from a later stage. Consequently, attacking any boss until a predetermined change in its state occurs is advantageous to the attacking team. Therefore, the selection of which boss to attack can be made more interesting.
[0121] [7. Seventh Embodiment] Next, the seventh embodiment will be described with reference to Figures 22 to 24. Except for the points described below, the seventh embodiment may be identical to any of the first to third embodiments and the fifth embodiment. In this embodiment, multiple bosses are common targets for multiple teams participating in the raid battle. That is, all teams attack the same boss. Each team can earn a score according to the amount of damage they inflict on the boss, and may also earn a bonus score for defeating the boss. As a result, there may be a difference in scores between teams depending on which team delivered the final blow to defeat the boss.
[0122] Each boss may have a weakening rate for each team. Alternatively, each boss may have a strengthening rate for each team. Alternatively, each boss may have both a weakening rate and a strengthening rate for each team. The amount of damage dealt to a boss by an attack varies depending on at least one of the weakening rate and strengthening rate corresponding to the team that performed the attack.
[0123] The parameter storage control unit 111 stores the current defense value in RAM 11c for each of the multiple bosses, for each team, associated with that team. Figure 22 shows an example of parameters stored for one boss. Figure 22 shows an example where the parameters include the enhancement rate. As shown in Figure 22, location information, level, maximum HP, remaining HP, and original defense value may be stored as parameters common to all teams. Team ID, location information, and enhancement rate may be stored as parameters corresponding to each team. The team ID indicates the team associated with that enhancement rate. The location information indicates where the boss's information is displayed on the game screen. For each team, the combination of the enhancement rate associated with that team and the original defense value common to all teams corresponds to the current defense value.
[0124] The damage amount determination unit 113 determines the amount of damage the target boss receives based on the current defense value associated with the attack team for the target boss indicated by the target information acquired by the target information acquisition unit 112. For example, the damage amount determination unit 113 may determine the amount of damage in a similar manner to the methods of the first to sixth embodiments, based on the original defense value common to all teams and the weakening rate or strengthening rate associated with the team ID of the attack team.
[0125] The Defense Value Modification Unit 115, when there is a predetermined change in the state of the target boss indicated by the target information acquired by the Target Information Acquisition Unit 112, performs at least one of the following: lowering the current defense value associated with the attack team for at least one boss other than the target boss among the multiple bosses, or increasing the current defense value associated with at least one team other than the attack team for at least one boss among the multiple bosses. The Defense Value Modification Unit 115 may lower or increase the current defense value in the same manner as the methods of the first to sixth embodiments. In this case, the Defense Value Modification Unit 115 may substantially lower the current defense value by increasing the weakening rate associated with the team ID of the target team. Alternatively, the Defense Value Modification Unit 115 may substantially increase the current defense value by increasing the strengthening rate associated with the team ID of the target team. The Defense Value Modification Unit 115 may determine which boss to weaken in the same manner as the methods of the first to third embodiments. Furthermore, the defense value modification unit 115 may determine which boss to strengthen in the same manner as in the fifth embodiment. In this embodiment, a predetermined change in the state of the target boss may be that the boss's remaining HP becomes zero.
[0126] Figure 23 shows an example of boss enhancement. Here, we assume that all bosses are enhanced. For example, suppose that at least teams X and Y are participating in a raid battle. As shown in Figure 23(a), for each of bosses A to E, the enhancement rate associated with team X and the enhancement rate associated with team Y are stored. As shown in Figure 23(b), suppose that boss A is defeated when any member of team X attacks it. In this case, for each of bosses B to E, the enhancement rate associated with team Y increases by, for example, a predetermined value. On the other hand, the enhancement rate associated with team X does not change for any of the bosses. Note that for bosses that appear after boss A is defeated, the enhancement rate associated with team Y does not necessarily have to increase.
[0127] Figure 24 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. Figure 24 shows an example of processing when strengthening a boss. In Figure 24, the same reference numerals are used for the same steps as in Figure 8. As shown in Figure 24, the defense value modification unit 115 identifies the parameters of the target boss from among the parameters stored in RAM 11c for each of the multiple bosses. For example, the defense value modification unit 115 identifies the remaining HP and the original defense value associated with the location information included in the target information as parameters common to all teams. It also identifies the strengthening rate associated with the attack team, which is associated with the team ID and location information of that attack team. Then, the defense value modification unit 115 calculates the current defense value based on the original defense value and strengthening rate included in the identified parameters (step S801). At this time, the defense value modification unit 115 increases the current defense value as the strengthening rate increases. Next, the damage amount determination unit 113 calculates the amount of damage that the boss selected as the target will receive based on the current defense value (step S802). For example, the damage amount determination unit 113 obtains the attack power of the party formed by the attacking player based on the party information that has been set in advance in association with the player ID of the attacking player. The damage amount determination unit 113 increases the amount of damage as the attack power increases, while decreasing the amount of damage as the current defense value increases.
[0128] Next, steps S102, S103, and S107 are executed. If the remaining HP is not zero or less (step S107: NO), the attack process ends. On the other hand, if the remaining HP becomes zero or less (step S107: YES), the parameter memory control unit 111 changes the display of the boss information of the target boss on the game screen (step S802). For example, the parameter memory control unit 111 may send the location information of the target boss and image data or video data showing the defeat of the target boss to the player terminal 2 of the member of the entire team who is displaying the raid battle game screen. In this way, the parameter memory control unit 111 may display the defeat of the target boss on those player terminals 2.
[0129] Next, the defense value modification unit 115 increases the enhancement rate of all bosses other than the target boss for each team other than the attacking team (step S803). For example, the defense value modification unit 115 may identify from the RAM 11c the enhancement rates associated with the team ID of each team other than the attacking team that are associated with location information different from the location information of the target boss. The defense value modification unit 115 may increase the enhancement rate by adding a predetermined value to each identified enhancement rate. Next, the defense value modification unit 115 updates the display of the boss's enhancement rate on the game screen (step S804). For example, the defense value modification unit 115 may send the location information and enhancement rate of each enhanced boss to the player terminal 2 of the member of each team other than the attacking team that is displaying the raid battle game screen. This causes the defense value modification unit 115 to update the display of the enhanced boss's enhancement rate on those player terminals 2.
[0130] Next, the parameter storage control unit 111 stores the parameters of the new boss (step S805). For example, the parameter storage control unit 111 may erase the parameters of the target boss from RAM 11c. Alternatively, the parameter storage control unit 111 may store the parameters of the new boss in RAM 11c. Here, the parameter storage control unit 111 may store location information, level, maximum HP, remaining HP, and original defense value as parameters common to all teams. The parameter storage control unit 111 may determine the new boss's location information to be the same as the target boss's location information. Alternatively, the parameter storage control unit 111 may determine the new boss's level by adding 1 to the target boss's level. Also, the parameter storage control unit 111 may determine the maximum HP and original defense value corresponding to the new boss's level. Furthermore, the parameter storage control unit 111 may store the team ID, location information, and enhancement rate of each team as parameters corresponding to each team. The parameter storage control unit 111 may determine the new boss's location information to be the same as the target boss's location information. Furthermore, the parameter memory control unit 111 may set the enhancement rate of the new boss to 0%. Next, the parameter memory control unit 111 makes the new boss appear on the game screen (step S806). For example, the parameter memory control unit 111 may send the location information, level, remaining HP, enhancement rate corresponding to that team, and image data of the new boss to the player terminal 2 of the member of the team that is displaying the raid battle game screen. As a result, the parameter memory control unit 111 may display the boss information of the new boss on those player terminals 2.
[0131] As explained above, according to this embodiment, the defense value of each boss is stored for each team. If a predetermined change occurs in the state of an attacked boss, the defense value associated with the team that attacked that boss decreases for other bosses. Alternatively, the defense value associated with at least one team other than the team that attacked that boss decreases for any boss. Therefore, attacking any boss until a predetermined change occurs in its state is advantageous to the attacking team. Thus, the selection of which boss to attack can be made more interesting.
[0132] [8. Eighth Implementation] Next, the eighth embodiment will be described with reference to Figures 25 and 26. Except for the points described below, the eighth embodiment may be identical to any of the first to seventh embodiments. In this embodiment, the defense value modification unit 115 determines the amount to change the current defense value based on the number of players who, among the players included in the attack team, were playing the raid battle within a predetermined time period (for example, within 30 minutes, within 1 hour, within 3 hours, etc.) retrospectively from the time when a predetermined change occurred in the state of the target boss indicated by the target information acquired by the target information acquisition unit 112. In other words, the amount to change the current defense value is determined based on the so-called number of active users in that team. The determination of the amount to change the current defense value may be applied whether the defense value is decreased or increased. The defense value modification unit 115 may then change the current defense value according to the determined amount of change. This may adjust the game balance. For example, the balance between teams may be adjusted.
[0133] As a player who was playing the raid battle, the defense value modification unit 115 may identify a player who attacked any boss within a predetermined time. For example, the storage unit 14 may store an attack history DB 142. Figure 25 shows an example of the contents of the attack history DB 142. The attack history DB 142 stores the history of attacks in the raid battle where a player directly selects a boss. For example, the attack history DB 142 may store attack logs such as the date and time of the attack, team ID, player ID, and location information each time an attack is made. The date and time of the attack indicates the date and time the attack took place. The team ID indicates the team to which the attacking player belongs. The player ID indicates the player who made the attack. The location information indicates the location of the boss information of the boss selected as the target of the attack. The server device 1 may, for example, generate an attack log from the information contained in the attack request when it receives an attack request from a player terminal 2. The defense value modification unit 115 may refer to the attack history DB 142 to identify players from the attacking team who have been playing Raidoid Battles within a predetermined time, and may also count the number of such players.
[0134] Alternatively, the defense value modification unit 115 may identify players who performed some operation on the raid battle game screen as players who were playing the raid battle. For example, each time a player performs an operation on the game screen that needs to be processed by the server device 1, the player terminal 2 may send a request corresponding to that operation to the server device 1. The aforementioned attack request is one such request. When the server device 1 receives a request from the player terminal 2, it may store a log of that request in the storage unit 14. The request log may include, for example, the date and time the operation was performed, the player's player ID, the content of the operation, etc. The defense value modification unit 115 may refer to the request log to identify players who performed some operation on the raid battle game screen within a predetermined time, and may also count the number of such players.
[0135] The defense value modification unit 115 may increase the amount of change to the current defense value as the number of players participating in the raid battle increases. Therefore, when lowering the defense value, the more players there are, the greater the decrease in the defense value. Conversely, when increasing the defense value, the more players there are, the greater the increase in the defense value. As a result, the more players participating in the raid battle, the more advantageous it is for the attacking team. This can encourage participation in raid battles and increase the number of active users.
[0136] Alternatively, the defense value modification unit 115 may increase the amount of change to the current defense value as the number of players playing the raid battle decreases. Therefore, when decreasing the defense value, the fewer the number of players, the greater the decrease in the defense value. Also, when increasing the defense value, the fewer the number of players, the greater the increase in the defense value. The maximum number of members per team is predetermined. When server device 1 automatically divides applicants for the raid battle into teams, server device 1 can put up to the maximum number of players into each team. On the other hand, guilds may also participate in raid battles. If the number of members in a guild is less than the maximum number of members in a team, that guild will participate in the raid battle with fewer players than other teams. In that case, the guild will be at a disadvantage compared to other teams. By increasing the amount of change to the current defense value as the number of players playing the raid battle decreases, the imbalance between teams can be reduced.
[0137] Figure 26 is a flowchart showing an example of attack processing by the system control unit 11 of the server device 1 according to this embodiment. Figure 26 shows an example of processing where the amount of decrease in defense value increases as the number of players playing the raid battle increases. In Figure 26, the same reference numerals are used for the same steps as in Figure 8. As shown in Figure 26, first steps S101 to S103 are executed, as in the first embodiment.
[0138] Next, the HP reduction unit 114 determines whether the current attack is an automated attack (step S901). If the current attack is not an automated attack (step S901: NO), the HP reduction unit 114 stores an attack log (step S902). For example, the HP reduction unit 114 may obtain the player ID and location information from the attack request received from the player terminal 2. The HP reduction unit 114 may obtain the team ID associated with this player ID from the team DB 141. The HP reduction unit 114 may generate an attack log that includes these team IDs, player IDs, location information, and the attack date and time indicating the current time. The HP reduction unit 114 may store the generated attack log in the attack history DB 142.
[0139] After step S902, or if the current attack is an auto-attack (step S901: YES), the defense value modification unit 115 determines whether the total amount of damage received by the target boss has increased by a predetermined amount or more (step S104). If the total amount of damage has not increased by a predetermined amount or more (step S104: NO), the attack process ends. On the other hand, if the total amount of damage has increased by a predetermined amount or more (step S104: YES), the defense value modification unit 115 calculates the number of players who have been playing the raid battle from a predetermined time before the present to the present (step S903). For example, the defense value modification unit 115 may search the attack history DB 142 for attack logs that include combinations of attack date and time included in the period from a predetermined time before the present to the present, and the team ID of the attacking team. The defense value modification unit 115 may obtain player IDs from each retrieved log. The defense value modification unit 115 may calculate the number of players who have been playing the raid battle based on the obtained player IDs. Next, the defense value modification unit 115 determines the amount of increase in the weakening rate according to the number of players playing the raid battle (step S904). For example, the defense value modification unit 115 may increase the amount of increase the more players there are. Next, the defense value modification unit 115 increases the weakening rate of the two bosses located at the ends of the diagonals connected to the vertex of the boss being attacked by the amount of the increase (step S905).
[0140] Next, steps S106 and S107 are executed, as in the first embodiment. Depending on the determination in step S107, the attack process is terminated, or steps S108 to S110 are executed.
[0141] As explained above, according to this embodiment, the amount of change in the defense value of other bosses is determined based on the number of players who were playing the raid battle among the players included in the team that attacked the boss within a predetermined time period, counting back from the moment a predetermined change occurred in the boss's state. Depending on the amount of change in the defense value, the degree to which it is advantageous for that team changes. Therefore, the game balance can be adjusted based on the number of players who were playing the raid battle. [Explanation of Symbols]
[0142] 1 Server device 2 Player terminals 11 System Control Unit 12 System Bus 13 Input / Output Interfaces 14 Storage section 15 Communications Department 111 Parameter Storage Control Unit 112 Attack Target Information Acquisition Unit 113 Damage Amount Determination Unit 114 HP reduction part 115 Defense Value Change Section 116 Cooldown Change Section 141 Team DB 142 Attack History Database S Communication System
Claims
1. Computers, A memory control means that stores in a memory means, for each of the multiple selectable attack targets in a predetermined game, a durability value indicating the total amount of damage that the attack target can withstand, and a defense value indicating the attack target's defensive power. An attack target information acquisition means that acquires attack target information indicating an attack target selected by an attacking player belonging to any of the attacking player groups among multiple player groups, each containing multiple players, and which indicates an attack target among the multiple attack targets, A determination means for determining the amount of damage based on the defense value of the target indicated by the acquired target information, A reduction means that reduces the durability value of the target indicated by the acquired target information in accordance with the amount of damage determined above, If the durability value is reduced by the reduction means and a predetermined change occurs in the state of the target indicated by the acquired target information, the defense value changing means changes the defense value of at least one of the multiple targets, which is different from the target indicated by the acquired target information, to a degree that is advantageous to the attacking player group. To make it function as, The determination means, if the target of attack indicated by the acquired target of attack information is the target of attack whose defense value has been changed by the defense value changing means, determines the amount of damage based on the changed defense value. Each of the aforementioned multiple targets is a group of multiple targets, each containing two or more targets, and is included in one of the multiple target groups corresponding to each of the aforementioned multiple player groups. The attack player can select an attack target from among the two or more attack targets included in the attack target group corresponding to the attack player group, among the multiple attack target groups. The defense value modification means reduces the defense value of at least one of the attack targets, which is different from the attack target indicated by the acquired attack target information, among the attack target groups that are included in the attack target group corresponding to the attack player group, among the plurality of attack target groups. Each of the two or more targets of attack possesses one of several predetermined and distinct attributes related to combat. For each of the aforementioned multiple attributes, other attributes that are disadvantageous in combat against that attribute are predetermined. The defense value changing means is a game program characterized by lowering the defense value of an attack target that has other attributes that are disadvantageous in combat to the attribute of the attack target indicated by the acquired attack target information.
2. A computer, A memory control means that stores in a memory means, for each of the multiple selectable attack targets in a predetermined game, a durability value indicating the total amount of damage that the attack target can withstand, and a defense value indicating the attack target's defensive power. An attack target information acquisition means that acquires attack target information indicating an attack target selected by an attacking player belonging to any of the attacking player groups among multiple player groups, each containing multiple players, and which indicates an attack target among the multiple attack targets, A determination means for determining the amount of damage based on the defense value of the target indicated by the acquired target information, A reduction means that reduces the durability value of the target indicated by the acquired target information in accordance with the amount of damage determined above, If the durability value is reduced by the reduction means and a predetermined change occurs in the state of the target indicated by the acquired target information, the defense value changing means changes the defense value of at least one of the multiple targets, which is different from the target indicated by the acquired target information, to a degree that is advantageous to the attacking player group. To make it function as, The determination means, if the target of attack indicated by the acquired target of attack information is the target of attack whose defense value has been changed by the defense value changing means, determines the amount of damage based on the changed defense value. Each of the aforementioned multiple targets is a group of multiple targets, each containing two or more targets, and is included in one of the multiple target groups corresponding to each of the aforementioned multiple player groups. The attack player can select an attack target from among the two or more attack targets included in the attack target group corresponding to the attack player group, among the multiple attack target groups. The defense value modification means reduces the defense value of at least one of the attack targets, which is different from the attack target indicated by the acquired attack target information, among the attack target groups that are included in the attack target group corresponding to the attack player group, among the plurality of attack target groups. In the predetermined game, if the durability value of the target indicated by the acquired target information is reduced to zero or less by the reduction means, after a predetermined time has elapsed since the durability value became zero or less, a new target will appear in the target group that included the target whose durability value became zero or less among the multiple target groups. A game program further comprising a time modification means that, when there is a predetermined change in the state of the target indicated by the acquired target information, shortens the time from when the durability value of any target included in the target group corresponding to the attack player group among the plurality of target groups becomes zero or less until a new target appears, to a predetermined time.
3. A computer, A memory control means that stores in a memory means, for each of the multiple selectable attack targets in a predetermined game, a durability value indicating the total amount of damage that the attack target can withstand, and a defense value indicating the attack target's defensive power. An attack target information acquisition means that acquires attack target information indicating an attack target selected by an attacking player belonging to any of the attacking player groups among multiple player groups, each containing multiple players, and which indicates an attack target among the multiple attack targets, A determination means for determining the amount of damage based on the defense value of the target indicated by the acquired target information, A reduction means that reduces the durability value of the target indicated by the acquired target information in accordance with the amount of damage determined above, If the durability value is reduced by the reduction means and a predetermined change occurs in the state of the target indicated by the acquired target information, the defense value changing means changes the defense value of at least one of the multiple targets, which is different from the target indicated by the acquired target information, to a degree that is advantageous to the attacking player group. To make it function as, The determination means, if the target of attack indicated by the acquired target of attack information is the target of attack whose defense value has been changed by the defense value changing means, determines the amount of damage based on the changed defense value. Each of the aforementioned multiple targets is a group of multiple targets, each containing two or more targets, and is included in one of the multiple target groups corresponding to each of the aforementioned multiple player groups. The attack player can select the target to be attacked from among the two or more targets included in the target group corresponding to the attack player group, among the multiple target groups. The defense value changing means is a game program characterized by increasing the defense value of at least one of the attack targets that is included in at least one of the attack target groups, which is different from the attack target group corresponding to the attack player group, among the plurality of attack target groups.
4. A computer, A memory control means that stores in a memory means, for each of the multiple selectable attack targets in a predetermined game, a durability value indicating the total amount of damage that the attack target can withstand, and a defense value indicating the attack target's defensive power. An attack target information acquisition means that acquires attack target information indicating an attack target selected by an attacking player belonging to any of the attacking player groups among multiple player groups, each containing multiple players, and which indicates an attack target among the multiple attack targets, A determination means for determining the amount of damage based on the defense value of the target indicated by the acquired target information, A reduction means that reduces the durability value of the target indicated by the acquired target information in accordance with the amount of damage determined above, If the durability value is reduced by the reduction means and a predetermined change occurs in the state of the target indicated by the acquired target information, the defense value changing means changes the defense value of at least one of the multiple targets, which is different from the target indicated by the acquired target information, to a degree that is advantageous to the attacking player group. To make it function as, The determination means, if the target of attack indicated by the acquired target of attack information is the target of attack whose defense value has been changed by the defense value changing means, determines the amount of damage based on the changed defense value. The aforementioned multiple targets are targets common to the aforementioned multiple player groups, The memory control means causes the memory control means to store the defense value in association with each of the multiple attack targets for each player group, The determination means determines the amount of damage based on the defense value associated with the attacking player group for the attack target indicated by the acquired attack target information, The defense value changing means is a game program characterized by performing at least one of the following: for at least one of the multiple attack targets that is different from the attack target indicated by the acquired attack target information, the defense value associated with the attacking player group from among the multiple player groups; and for at least one of the multiple attack targets that is different from the attacking player group, the defense value associated with at least one player group different from the attacking player group.
5. A computer, A memory control means that stores in a memory means, for each of the multiple selectable attack targets in a predetermined game, a durability value indicating the total amount of damage that the attack target can withstand, and a defense value indicating the attack target's defensive power. An attack target information acquisition means that acquires attack target information indicating an attack target selected by an attacking player belonging to any of the attacking player groups among multiple player groups, each containing multiple players, and which indicates an attack target among the multiple attack targets, A determination means for determining the amount of damage based on the defense value of the target indicated by the acquired target information, A reduction means that reduces the durability value of the target indicated by the acquired target information in accordance with the amount of damage determined above, If the durability value is reduced by the reduction means and a predetermined change occurs in the state of the target indicated by the acquired target information, the defense value changing means changes the defense value of at least one of the multiple targets, which is different from the target indicated by the acquired target information, to a degree that is advantageous to the attacking player group. To make it function as, The determination means, if the target of attack indicated by the acquired target of attack information is the target of attack whose defense value has been changed by the defense value changing means, determines the amount of damage based on the changed defense value. The system further comprises a change amount determination means for determining the amount of change in the defense value based on the number of players among the plurality of players included in the attacking player group who were playing the predetermined game within a predetermined time period retrospectively from the time when a predetermined change occurred in the state of the target of attack, as indicated by the acquired attack target information, The defense value changing means is a game program characterized by changing the defense value according to the determined change amount.
6. Depending on the target being attacked, at least one of the targets from which the defense value decreases is different, such that for each of the two or more targets, other targets from which the defense value decreases when there is a predetermined change in the state of the target are predetermined. The game program according to claim 1 or 2, characterized in that the defense value changing means reduces the defense value of other predetermined attack targets with respect to the attack target indicated by the acquired attack target information.
7. The game program according to claim 1 or 2, wherein the defense value changing means reduces the defense value of the attack target with the highest durability value.
8. The game program according to claim 3, wherein the defense value changing means increases the defense value of the attack target with the highest durability among the two or more attack targets included in each of the attack target groups, which is different from the attack target group corresponding to the attack player group.
9. In the predetermined game, if the durability value of the target indicated by the acquired target information is reduced to zero or less by the reduction means, after a predetermined time has elapsed since the durability value became zero or less, a new target will appear in the target group that included the target whose durability value became zero or less among the multiple target groups. The game program according to claim 3, further comprising a time modification means that, when there is a predetermined change in the state of the target indicated by the acquired target information, extends the time from when the durability value of any target belonging to at least one of the plurality of target groups, which is different from the target group corresponding to the attack player group, becomes zero or less until a new target appears, to a time modification means that extends the time to a time modification longer than the predetermined time.