Methods, devices, equipment, and programs for acquiring virtual items

By earning and using virtual rank coins from ranked matches to purchase exclusive items in a MOBA game, players can access rare virtual items, enhancing engagement and server resource utilization.

JP7887478B2Active Publication Date: 2026-07-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024522142
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-12-10
Filing Date
2022-10-24
Publication Date
2026-07-09
Estimated Expiration
2042-10-24

AI Technical Summary

Technical Problem

In multiplayer online battle arena (MOBA) games, free-to-play players often cannot obtain rare virtual items without purchasing or relying on lotteries, limiting their access to exclusive content.

Method used

A method and apparatus that allows players to earn and use virtual rank coins by participating in ranked matches, enabling the purchase of exclusive virtual items from a ranked shop using these coins, thereby providing an alternative means to acquire rare items.

Benefits of technology

This approach encourages player participation in ranked matches, enhances resource utilization of servers, and offers players a new way to obtain rare virtual items, improving engagement and server resource efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a method, an apparatus, a device, a medium, and a program product for acquiring a virtual item, and relates to the field of virtual games. The method includes displaying a competition entry to a ranked battle mode 202, controlling a virtual character of a user account to participate in a ranked battle match in response to a trigger operation in the competition entry 204, and if the participation is successful, displaying virtual rank coins acquired in the current season by participating in the ranked battle match 206, and acquiring a virtual item exclusive to the ranked battle mode from a rank shop exclusive to the ranked battle mode based on the virtual rank coins 208. The present application provides a method for acquiring a rare virtual item, which allows even a non-paying general player to acquire a rare virtual item.
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Description

Technical Field

[0001] This application claims the priority of a Chinese patent application filed on December 10, 2021, with the application number 202111505067.7 and the invention title "Method, apparatus, device, medium, and program product for obtaining virtual items", and the entire content thereof is incorporated herein by reference.

[0002] Embodiments of this application relate to the field of virtual games, and in particular, to a method, apparatus, device, medium, and program product for obtaining virtual items.

Background Art

[0003] A battle game is a game in which multiple user accounts battle in the same virtual world. For example, the battle game may be a Multiplayer Online Battle Arena Game (MOBA).

[0004] In a MOBA game, usually, various games such as match battles, rank battles, master battles, and entertainment battles are set. Users can obtain game coins by participating in various games and purchase virtual items such as heroes, skins, and props with the game coins.

[0005] However, there are some rare virtual items in the game store that can only be obtained by lottery or paid coupons, and free-to-play general players cannot obtain these rare virtual items.

Summary of the Invention

[0006] This application provides a method, apparatus, device, medium, and program product for obtaining virtual items. The technical means are as follows.

[0007] According to one aspect of this application, a method is provided for obtaining a virtual item executed by a computer device, the method being: Displaying competitive entries to ranked mode, where ranked mode is one of at least two competitive modes provided by the client and is a competitive mode that determines the skill level of a user account in the ranking list; In response to trigger operations during competition entry, the user account's virtual character is controlled to participate in ranked matches, If participation is successful, the virtual rank coins earned in the current season by participating in ranked matches will be displayed, This includes obtaining virtual items exclusive to ranked matches from a ranked match-only ranked shop based on virtual rank coins.

[0008] According to one aspect of this application, an apparatus for acquiring a virtual item is provided, and this apparatus is A display module for displaying competitive entries to ranked match mode, wherein ranked match mode is one of at least two match modes provided by the client, and is a competitive mode that determines the skill level of a user account in the ranking list. A battle module that controls the user account's virtual character to participate in ranked matches in response to trigger operations during competition entry, If participation is successful, an incentive module will be displayed to show the virtual rank coins earned in the current season by participating in ranked matches, It includes a shop module for obtaining virtual items exclusive to ranked matches from a ranked match-only ranked shop based on virtual rank coins.

[0009] According to another aspect of this application, a computer device is provided, comprising a processor and memory, the memory storing at least one computer instruction which, when read and executed by the processor, implements a method for obtaining the virtual item described above.

[0010] According to another aspect of this application, a computer-readable storage medium is provided which stores at least one computer instruction that, when read and executed by a processor, implements a method for obtaining the virtual item described above.

[0011] According to another aspect of this application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium, the computer instructions being read from the computer-readable storage medium and executed by a processor of a computer device, thereby enabling the computer device to implement a method for obtaining the virtual items described above.

[0012] By offering virtual rank coins, a rank shop, and virtual items exclusive to ranked matches, users can acquire or purchase rare virtual items of the season by participating in ranked matches. This adds another way for users to obtain rare virtual items, encourages user participation in ranked matches, and helps improve the resource utilization of the servers providing ranked matches. [Brief explanation of the drawing]

[0013] [Figure 1] This is a block diagram of the structure of a computer system according to an exemplary embodiment of this application. [Figure 2] This is a flowchart of a method for obtaining a virtual item according to an exemplary embodiment of this application. [Figure 3] This is a flowchart of a method for obtaining a virtual item according to an exemplary embodiment of this application. [Figure 4] It is a schematic diagram of an interface of a season battle interface according to an exemplary embodiment of the present application. [Figure 5] It is a schematic diagram of an interface of a rank shop according to an exemplary embodiment of the present application. [Figure 6] It is a schematic diagram of a virtual skin according to an exemplary embodiment of the present application. [Figure 7] It is a schematic diagram of a virtual pose according to an exemplary embodiment of the present application. [Figure 8] It is a schematic diagram of a virtual pose according to an exemplary embodiment of the present application. [Figure 9] It is a schematic diagram of a virtual feedback special effect according to an exemplary embodiment of the present application. [Figure 10] It is a schematic diagram of a virtual decoration special effect according to an exemplary embodiment of the present application. [Figure 11] It is a schematic diagram of a virtual prop according to an exemplary embodiment of the present application. [Figure 12] It is a schematic diagram of a virtual item according to an exemplary embodiment of the present application. [Figure 13] It is a schematic diagram of a virtual item according to an exemplary embodiment of the present application. [Figure 14] It is a schematic design diagram of a rank shop according to an exemplary embodiment of the present application. [Figure 15] It is a flowchart of a method for obtaining a virtual item according to an exemplary embodiment of the present application. [Figure 16] It is a schematic diagram of a purchase function class library of a virtual item according to an exemplary embodiment of the present application. [Figure 17] It is a flowchart of a method for obtaining a virtual item according to an exemplary embodiment of the present application. [Figure 18] It is a block diagram of an apparatus for obtaining a virtual item according to an exemplary embodiment of the present application. [Figure 19] It is a schematic diagram of the device structure of a computer device according to an exemplary embodiment of the present application.

Mode for Carrying Out the Invention

[0014] To make the purpose, technical means and advantages of the present application more clear, the embodiments of the present application will be described in more detail below in conjunction with the drawings.

[0015] First, the nouns mentioned in the embodiments of the present application will be introduced.

[0016] Virtual environment: Refers to the virtual environment displayed (or provided) when an application program operates on a terminal. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. In some embodiments, the virtual environment is further used for virtual environment battles between at least two virtual characters, and has virtual resources that at least two virtual characters can use in the virtual environment. In some embodiments, the virtual environment includes symmetric lower left and upper right regions, and virtual characters belonging to two opposing camps each occupy one region and have the goal of destroying a target building / base / base / crystal deep in the opponent's region as the victory goal.

[0017] Virtual character: Refers to a movable object in a virtual environment. The movable object may be at least one of a virtual character, a virtual animal, and an animated character. In some embodiments, when the virtual environment is a three-dimensional virtual environment, the virtual character may be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. In some embodiments, the virtual character is a three-dimensional character constructed based on three-dimensional human body skeleton technology, and the virtual character realizes different appearances by wearing different skins. In some implementation forms, the virtual character may be realized by adopting a 2.5-dimensional or two-dimensional model, and the embodiments of the present application do not limit this.

[0018] Multiplayer Online Battle Arena: In a virtual environment, different virtual teams belonging to at least two opposing factions occupy their respective map areas and compete to achieve certain victory conditions. These victory conditions include, but are not limited to, at least one of the following: capturing a base or destroying an opposing faction base, killing an opposing faction's virtual character, ensuring one's own survival within a specified scene and time, capturing any resources, or exceeding the opponent's score within a specified time. Battle competitions are conducted in rounds, with the map of the battle competition being the same or different each time. Each virtual team includes one or more virtual characters, such as one, two, three, or five.

[0019] MOBA games are games that provide multiple bases in a virtual environment, where users from different factions control virtual characters to compete in the virtual environment, capturing bases or destroying the opposing faction's bases. For example, a MOBA game can divide users into two opposing factions, and users control virtual characters that are distributed across the virtual environment to compete, with the victory condition being the destruction or capture of all enemy bases. MOBA games are played in rounds, and the duration of one MOBA game is from the start of the game until the victory condition is met.

[0020] Figure 1 is a block diagram of the structure of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110, a server 120, and a second terminal 130.

[0021] A client 111 that supports a virtual environment is installed and run on the first terminal 110, and the client 111 may be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 may be any one of the following: a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), or a simulation game (SLG). In this embodiment, the client 111 will be described as a MOBA game as an example. The first terminal 110 is a terminal used by the first user 112, who uses the first terminal 110 to control the actions of a first virtual character located in a virtual environment, and the first virtual character may be called the first user 112's primary controlled virtual character. The actions of the first virtual character include, but are not limited to, movement, skill release, body posture adjustment, crawling, walking, running, cycling, flying, jumping, driving, picking up, shooting, attacking, and throwing. Exemplaryly, the first virtual character is a first virtual person, such as a simulation character or an anime character.

[0022] A client 131 supporting the virtual environment is installed and running on the second terminal 130, and this client 131 may be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client may be any one of the following: a battle royale shooting game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, or an SLG. In this embodiment, the client is described as a MOBA game as an example. The second terminal 130 is a terminal used by the second user 113, and the second user 113 uses the second terminal 130 to control the actions of a second virtual character located in the virtual environment, and this second virtual character may be called the second user 113's main controlled virtual character. Exemplaryly, the second virtual character is a second virtual character such as a simulation character or an anime character.

[0023] Optionally, the first and second virtual characters may reside in the same virtual environment. Optionally, the first and second virtual characters may belong to the same faction, the same team, or the same organization, and may have a friendship or temporary communication privilege with each other. Optionally, the first and second virtual characters may belong to different factions, different teams, or different organizations, or may be in a hostile relationship with each other.

[0024] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 may generally refer to one of a plurality of terminals, and the second terminal 130 may generally refer to another of a plurality of terminals; however, in this embodiment, only the first terminal 110 and the second terminal 130 are described as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and such device types include at least one of smartphones, tablet computers, e-readers, MP3 players, MP4 players, laptop portable computers, and desktop computers.

[0025] Although only two terminals are shown in Figure 1, in different embodiments, multiple other terminals may exist that can access the server 120. In any choice, one or more terminals 140, which correspond to developers, may also exist, and a client development and editing platform that supports the virtual environment may be installed on terminal 140. Developers can edit and update clients on terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 and perform updates to the clients.

[0026] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 via a wireless or wired network.

[0027] Server 120 includes at least one of the following: a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is configured to provide background services to clients that support a 3D virtual environment. In any choice, Server 120 handles primary computing tasks and terminals handle secondary computing tasks, or Server 120 handles secondary computing tasks and terminals handle primary computing tasks, or Server 120 and terminals perform cooperative computing using a distributed computing architecture.

[0028] In one exemplary example, server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in server 121 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data for user accounts used by a first terminal 110, a second terminal 130, and other terminals 140, such as the user account icon, user account nickname, user account combat power index, and the service area where the user account is located. The battle service module 124 is configured to provide multiple battle rooms for users to play against, such as 1v1, 3v3, and 5v5 battles. The user-facing I / O interface 125 is configured to establish communication with the first terminal 110 and / or the second terminal 130 via a wireless or wired network to exchange data.

[0029] Figure 2 shows a flowchart of a method for obtaining a virtual item according to an exemplary embodiment of the present application. This embodiment will be explained using the terminal shown in Figure 1 as an example. The method includes the following steps:

[0030] Step 202: Display the competitive entry for ranked match mode.

[0031] Ranked mode is one of at least two competitive modes offered by the client, and it is a competitive mode that determines the skill level of a user account in the ranking list.

[0032] In any choice, the competitive modes provided by the client include, but are not limited to, at least one of Match, Ranked, Master, and Entertainment.

[0033] A competitive entry into ranked mode is an interface entry for participating in ranked matches, or an entry that has been matched for participation in ranked matches. A competitive entry can be a button, link, or menu item on the user interface, and this application does not limit the specific form of such a competitive entry.

[0034] Step 204: In response to a trigger operation during competition entry, control the user account's virtual character to participate in ranked matches.

[0035] The trigger operation may be at least one of a single-click operation, a double-click operation, a long-press operation, a drag operation, a force-press operation, a floating-touch operation, a binocular gaze operation, a gesture operation, or a Kinect operation, and the embodiments of this application are not limited thereto.

[0036] For example, a user can control the virtual character on their user account and have it participate in ranked matches in ranked mode by triggering a ranked match entry.

[0037] Optionally, a user account may have one or more virtual characters, and ownership of these virtual characters can be permanent or short-term. After a user triggers a ranked match entry, the user can control one of the virtual characters in their user account to participate in ranked matches. Different virtual characters may have different skills or attributes.

[0038] Step 206: If participation is successful, the virtual rank coins earned in the current season by participating in ranked matches will be displayed.

[0039] These virtual rank coins are exclusive to ranked battle mode. Optionally, a coin system is available in the client, allowing users to earn regular coins by participating in client matches, entertainment battles, check-in tasks, lottery tasks, etc. Regular coins are virtual coins applicable to multiple regular modes. Unlike regular coins, virtual rank coins can only be earned by participating in ranked battle mode and cannot be obtained in non-ranked battle modes.

[0040] The client controls a virtual character in the user account to participate in ranked matches, and virtual rank coins are earned when the virtual character successfully participates in a ranked match.

[0041] In some embodiments, users can acquire virtual rank coins if they successfully participate in ranked matches, and in other embodiments, after a user successfully participates in a ranked match, the conquest value for one match earned by the user's account through participating in ranked matches in the current season is displayed. If the total conquest value reaches a level threshold, the acquired conquest-exclusive reward corresponding to the level threshold is displayed. Optionally, the conquest-exclusive reward corresponding to a level threshold may include at least one of virtual rank coins, virtual season badges, and virtual appearance rewards. There may be multiple level thresholds, for example, a first level threshold, a second level threshold, a third level threshold, etc., where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.

[0042] In some embodiments, virtual rank coins are obtained when a user successfully participates in a ranked match, the match ends normally, and the user account's virtual character does not engage in any cheating during the match. If a ranked match ends abnormally (for example, if the match ends abruptly or collapses), or if the user account's virtual character engages in any cheating during the match (for example, using a virtual character bot, posting fraudulent information, or playing passively), virtual rank coins cannot be obtained.

[0043] Step 208: Based on your virtual rank coins, obtain virtual items exclusive to ranked mode from the ranked shop, which is exclusive to ranked mode.

[0044] In some implementations, virtual items exclusive to ranked battle mode can only be obtained by replacing virtual rank coins and cannot be obtained with other substitute virtual coins or virtual coupons.

[0045] Virtual items exclusive to ranked mode are not limited to use in ranked mode. In some instances, virtual items exclusive to ranked mode can be used in various match modes provided by the client. For example, virtual character skins obtained based on virtual rank coins can be used in match play, ranked play, master play, and entertainment play.

[0046] The Rank Shop is a shop exclusive to Ranked Battle mode. Virtual items in the Rank Shop must be paid for and purchased using virtual Rank Coins. All virtual items in the Rank Shop are exclusive to Ranked Battle mode, or some items in the Rank Shop are exclusive to Ranked Battle mode.

[0047] Optionally, clients will have a standard shop set up. Virtual items in the standard shop can be paid for and purchased using standard coins. Unlike the standard shop, virtual items in the rank shop must be paid for and purchased using virtual rank coins.

[0048] In summary, the method provided by this embodiment provides virtual rank coins, a rank shop, and virtual items exclusive to ranked battle mode. By participating in ranked battles, users can acquire or purchase rare virtual items for the season. This adds a new way to acquire rare virtual items, encourages participation in ranked battles, and helps improve the resource utilization of the servers providing ranked battles.

[0049] Figure 3 shows a flowchart of a method for acquiring a virtual item according to an exemplary embodiment of the present application. This embodiment will be explained using the terminal shown in Figure 1 as an example. The method includes the following:

[0050] Step 302: Display a competitive entry to Ranked Mode, which is one of at least two competitive modes provided by the client and is a competitive mode that determines the skill level of the user account in the ranking list.

[0051] Ranked matches are one of at least two competitive modes offered by the client, and are a competitive mode that determines the skill level of a user account in a ranking list. This ranking list may be a national ranking, a platform-wide ranking, a server-wide ranking, or an area ranking within the current service area. Skill level is a method of measuring the competitiveness of a user account and is typically represented by at least two levels, from low to high. For example, ranked matches progress from low to high. The game is divided into 10 levels: Iron, Bronze, Silver, Gold, Platinum, Diamond, Master, Grandmaster, and Champion.

[0052] The embodiments of this application shall not limit the types of programs the client may provide, optionally, include at least one of the following battle modes: match, ranked, master, and entertainment. The client may be a MOBA game client, a shooting game client, a fighting game client, etc.

[0053] Step 304: In response to a trigger operation during competition entry, control the user account's virtual character and participate in ranked matches.

[0054] For embodiments of this step, refer to step 204 above, and will not be described again in this embodiment.

[0055] Step 306: If participation is successful, the Conquest Points earned this season by participating in ranked matches will be displayed. Conquest Points (also known as "Rank Points," "Ranked Match Points," or "Journey Points") are a value related to the number of times your user account has participated in ranked matches this season.

[0056] After a user successfully joins a ranked match, the system will either display the Conquest Points earned by the user's account in the first round of ranked matches during the current season, or display the cumulative Conquest Points earned by the user's account in ranked matches during the current season.

[0057] When the cumulative Conquest Points reach a level threshold, the acquired Conquest-exclusive reward corresponding to that level threshold will be displayed. Optionally, the Conquest-exclusive reward corresponding to a level threshold may include at least one of the following: virtual rank coins, virtual season badges, and virtual appearance rewards. There may be multiple level thresholds, for example, a first level threshold, a second level threshold, a third level threshold, etc., where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.

[0058] As shown in Figure 4, if the virtual character successfully participates in at least one match in ranked battle mode, the total amount of Conquest Points 41 (2500) acquired in the current season by participating in at least one match in ranked battle mode will be displayed on the left side of the payment interface, and the Conquest-exclusive rewards 42 received in the current season and the Conquest-exclusive rewards 43 that can be received will be displayed on the right side of the payment interface 40.

[0059] At the bottom of the payment screen, the experience points "+11234" and Blue Essence "+1234" added in this match are also displayed. The payment interface refers to the interface that settles the results of the ranked match that a virtual character participates in, which is displayed at the end of the match.

[0060] Optionally, this battle value is related to the number of ranked matches played, as well as the win / loss record of the ranked matches participated in.

[0061] In some embodiments, if a user account participates in and wins one ranked match, a first amount of conquest points earned in the current season by participating in that one ranked match is displayed; if a user account participates in and loses one ranked match, a second amount of conquest points earned in the current season by participating in that one ranked match is displayed, and the first amount is greater than or equal to the second amount.

[0062] For example, if a client controls a virtual character on a user account to participate in ranked matches, the user account will receive 30 Conquest Points for the current season if the virtual character wins a ranked match, and 20 Conquest Points if it loses.

[0063] Optionally, the conquest value is also related to the duration of ranked matches. For example, conquest value earned by participating in ranked matches during a specified period will be greater than the conquest value earned by participating in ranked matches during a normal period.

[0064] In some embodiments, a hidden score is determined based on the number of ranked matches a user account has successfully participated in during a normal period, which is a period other than a specified period in the current season. Based on the hidden score, the number of bonus games n is determined. If the user account has successfully participated in the previous n ranked matches within the specified period, the bonus conquest value acquired during the specified period by participating in ranked matches is displayed, and the bonus conquest value is greater than the conquest value acquired by the virtual character in a single match during a normal period.

[0065] For example, if a user account successfully participates in a ranked match on a weekend designated as a specific period in the current season, the virtual character can earn 1.5 times the Conquest Points by participating in the n ranked matches prior to the current season's weekend. The Conquest Points earned by participating in the n subsequent ranked matches on the current season's weekend are the same as the Conquest Points earned for a single match during a normal period.

[0066] In some embodiments, the number of bonus games is positively correlated with the hidden score, and the objective is to increase the number of bonus games by encouraging users to participate in more ranked matches within the normal period to increase their hidden score.

[0067] If a user account participates in and wins a ranked match within the normal period, a third amount of hidden score is determined. If a user account participates in and loses a ranked match within the normal period, a fourth amount of hidden score is determined, and the third amount is less than the fourth amount.

[0068] Of course, in other possible embodiments, the third amount may be greater than the fourth amount, and this embodiment is not limited to this.

[0069] The hidden score is a score determined based on the performance of a virtual character participating in ranked matches during the normal period, and this score is not displayed in the user interface. Table 1 shows an example of how the hidden score is set in ranked matches. TIFF0007887478000001.tif53170

[0070] For example, in ranked matches, a virtual character participates in ranked matches within a normal period, gaining 5 hidden points for each win and 15 hidden points for each loss, and losing 30 hidden points for each level up. At the same time, the virtual character can gain 10 hidden points for participating in a ranked match for the first time each day within a normal period. For example, if a user account's hidden score exceeds 30, it can acquire ranked matches that grant bonus conquest points.

[0071] Of course, in some other embodiments, the conquest value is also related to match performance within ranked matches. For example, the conquest value is positively correlated with the match score within ranked matches, with a higher match score indicating better match performance for the virtual character. The embodiments of this application are not limited to this.

[0072] Step 308: If the conquest value reaches the level threshold corresponding to the conquest level, the acquired virtual rank coins corresponding to that conquest level will be displayed.

[0073] When the cumulative Conquest Points reach the level threshold corresponding to the Conquest Level, the acquired Conquest-exclusive rewards corresponding to the Conquest Level will be displayed. Optionally, Conquest-exclusive rewards corresponding to the Conquest Level may include at least one of the following: virtual rank coins, virtual season badges, and virtual appearance rewards. There may be multiple level thresholds, for example, a first level threshold, a second level threshold, a third level threshold, etc., where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.

[0074] Optionally, the level threshold corresponding to a high conquest level is greater than the level threshold corresponding to a low conquest level. Also, the total amount of conquest-specific incentives for high conquest levels is greater than the total amount of conquest-specific incentives for low conquest levels.

[0075] Step 310: Display the entry to the Rank Shop, which is exclusive to Ranked Battle mode.

[0076] The Rank Shop is a shop exclusive to Ranked Battle mode. Virtual items in the Rank Shop must be paid for and purchased using virtual Rank Coins. All virtual items in the Rank Shop are exclusive to Ranked Battle mode, or some items in the Rank Shop are exclusive to Ranked Battle mode.

[0077] As shown in Figure 5, the client's Season Conquest page displays two tabs: Season Conquest 51 and Rank Shop 52. Season Conquest 51 is the tab for checking the current season's conquest value and rewards, while Rank Shop 52 is the tab for checking the various virtual items in the Rank Shop.

[0078] In response to a user clicking Rank Shop 52, one or more virtual items will appear on the Rank Shop 52 tab page. These virtual items may include, but are not limited to, at least one of the following categories: virtual skins, virtual poses, virtual special effects, virtual facial expressions, and virtual tools.

[0079] A virtual skin is a virtual display element that is attached to the 3D model of a virtual character, and it can change the appearance of the virtual character. As shown in Figure 6, the virtual skin "S1 Season Skin - Brilliant Blade" is a season-limited skin for the virtual character "Trindamere" and costs 20,000 rank coins.

[0080] A virtual pose is a virtual display element that controls a virtual character to assume a specific pose. As shown in Figure 7, the virtual pose "Fearless" is the virtual pose of the virtual character "Trindamere" and is priced at 6,000 rank coins, and as shown in Figure 8, the virtual pose "Control" is the virtual pose of the virtual character "Oriana" and is priced at 6,000 rank coins.

[0081] Virtual special effects are animation effects that appear when you control a virtual character and perform trigger activities such as moving, returning, and using skills. As shown in Figure 9, the virtual return effect "Glorious Victory" costs 16,000 rank coins, and as shown in Figure 10, the virtual cosmetic effect "Light of the Valley" costs 15,000 rank coins.

[0082] Virtual expressions are two-dimensional or three-dimensional emojis that appear above the head of a virtual character when triggered. As shown in Figure 11, the virtual expression "Glory Gold, Baby!" is a rank badge emote that is applied according to the player's rank and costs 10,000 rank coins.

[0083] Virtual items are tools used to modify the attribute values, skills, and / or abilities of virtual characters. As shown in Figure 12, the virtual item "Team Bonus Card" is limited to 15 per season and costs 200 Rank Coins each, and as shown in Figure 13, the virtual item "Hero Selection Treasure Chest" is limited to 1 per season and costs 5,500 Rank Coins each.

[0084] Table 2 below illustrates the display location and usage of various virtual items after purchase. TIFF0007887478000002.tif57170

[0085] Step 312: In response to a trigger operation for entering the rank shop, display the shop interface of the rank shop, which includes virtual items that can only be purchased with virtual rank coins.

[0086] The Rank Shop is a shop exclusive to Ranked Battle mode. Virtual items in the Rank Shop must be paid for and purchased using virtual Rank Coins. All virtual items in the Rank Shop are exclusive to Ranked Battle mode, or some items in the Rank Shop are exclusive to Ranked Battle mode.

[0087] Optionally, clients will have a standard shop set up. Virtual items in the standard shop can be paid for and purchased using standard coins. Unlike the standard shop, virtual items in the rank shop must be paid for and purchased using virtual rank coins.

[0088] In some embodiments, the client obtains a season-exclusive season virtual item that includes at least one of the following: a virtual skin, virtual pose, virtual special effect, virtual facial expression, and virtual tool used by the virtual character, and displays the shop interface of the rank shop based on the season-exclusive season virtual item.

[0089] As shown in Figure 14, assuming the current season is Season 4, Season 4 exclusive season virtual items will be introduced in the current season, and assuming the current season is Season 5, Season 5 exclusive season virtual items will be introduced in the current season.

[0090] In some embodiments, the client acquires a level virtual item that they are entitled to purchase based on the user account's battle level, and the level virtual item includes at least one of the following for use by the virtual character: a virtual skin, virtual pose, virtual special effect, virtual expression, and virtual tool, and the shop interface of the rank shop is displayed based on the level virtual item.

[0091] For example, you can purchase virtual items with different purchase privileges depending on your conquest level. Virtual items that can be purchased at higher conquest levels may be stronger than those that can be purchased at lower conquest levels.

[0092] Step 314: In response to a purchase operation for a virtual item, the virtual item is acquired using virtual rank coins.

[0093] In this embodiment, by setting a conquest value bonus for ranked matches within a specified period, users are encouraged to participate in ranked matches within that period, thereby helping to improve the resource utilization rate of the ranked match server during that period. Additionally, by setting a requirement to obtain hidden scores by participating in ranked matches during normal periods, bonus match amounts are obtained based on these hidden scores, encouraging participation in matches during normal periods and helping to improve the resource utilization rate of the ranked match server during normal periods.

[0094] Figure 15 shows a flowchart of the rank virtual item purchase process according to an exemplary embodiment of the present application. This embodiment illustrates the method as being applied between a client and a server. The method includes the following steps:

[0095] S1: The client sends a virtual item purchase request to the server. The client sends detailed information about the virtual item, and the server validates the detailed field data through the item table to determine if the purchase was successful.

[0096] When a user purchases a virtual item by choice, it is necessary to introduce the currently displayed item price to the client to prevent the client from seeing an item that does not match the actual item price displayed on the server, thus degrading the user experience.

[0097] If the prices of both parties do not match, the user can be fed feedback that the purchase failed (and the system will be modified to return the correct price to the client).

[0098] If the user optionally purchases a gift bundle item, • All-Drop Gift Bundle (Loadout drops) - The actual price of the gift bundle needs to be calculated (the actual price is calculated based on the percentage of the price of each dropped item set in the item table, minus the price of any items the player already owns). • Random Gift Bundle (Loadouts drop randomly) - Coins are deducted from the price of the gift bundle. If a player randomly receives an item they already own when opening a gift bundle, an alternative plan will be executed.

[0099] As an example, we add a RankCoin purchase type to the front-end webpage that the client sees. The code is as follows: Public enum ENUM_COMMODITY_BUYWAY_TYPE { COWODITY_BUYWAY_TYPE_GOLD=1, / / Normal coin purchase COWODITY_BUYWAY_TYPE_DIAMOND=2, / / Purchase a diamond COWODITY_BUYWAY_TYPE_MONEY=3, / / Coupon purchase COWODITY_BUYWAY_TYPE_QUALIFY_COIN=4, / / Purchase Rank Coins Purchase the multiplex store protocol CS_CMD_BUY_COMMODITY and submit a purchase request. <struct name="”CSBuyCommodity”" version="”1”" desc="”アイテム購入”"> <entry id="”2”" name="”BuyCommodityList”" type="”commodityItem”" refer="”Num”" count="”MAC" buy commodity num” desc="”購入アイテムリスト”"> When a purchase is requested, the BuyWay field of the CommodityItem will be populated with the rank coins defined above, and the purchase will be made. <struct name="”CommodityItem”" version="”1”" desc="”アイテム1つ購入する”"> <entry id="”1”" name="”ID”" type="”int32”" desc="”アイテムID”"> <entry id="”2”" name="”Price”" type="”int32”" desc="”アイテム価格”"> <entry id="”3”" name="”Mum”" type="”int32”" desc="”数”"> <entry id="”4”" name="”BuyWay”" type="”char”" desc="”購入方法”"> < / entry> < / entry> < / entry> < / entry> < / struct>

[0100] For example, as shown in Figure 16, the class RankRewardSys->GetRankRewardShopMallItemList is used to retrieve all items that need to be displayed in the rank shop, and the performance of the items is reused with the normal shop logic.

[0101] S2: The server notifies the client of any changes in the amount of rank coins. The server's processing flow can be seen in Figure 17.

[0102] S3: The server notifies the client of changes in the status of virtual items.

[0103] S4: The client monitors changes in rank coins and item status.

[0104] S5: The client updates and displays the status of items and the number of rank coins in the rank shop.

[0105] Users can select virtual items in the ranked shop and gift them to friends, and the shop also includes features such as messaging and feedback. Note 1: When gifting virtual items, virtual skins and virtual heroes are currently supported, and it is necessary to determine whether the recipient user owns the virtual skin or virtual hero (the time is based on the time of gifting). If your friend owns it, it will indicate that the recipient user owns it and the gift failed; otherwise, it will indicate that it was successful and the corresponding coins will be deducted. Note 2: If the recipient already owns the skin or hero when they receive the gift after it has been successfully sent, the exchange plan will be executed.

[0106] Figure 18 is a structural diagram of an apparatus for acquiring a virtual item according to an exemplary embodiment of this application. The apparatus is A display module 1820 for displaying competitive entries to ranked matches, which is one of at least two competitive modes provided by the client and is a competitive mode that determines the skill level of a user account in the ranking list, A battle module 1840 that controls the user account's virtual character to participate in ranked matches in response to a trigger operation during competition entry, If you successfully participate, you will receive an incentive module that displays the virtual rank coins you have earned in the current season by participating in ranked matches, It includes a shop module 1880 that allows players to obtain virtual items exclusive to ranked battle mode from a ranked shop exclusive to ranked battle mode, based on virtual rank coins.

[0107] In some embodiments, the incentive module 1860 is configured to display the Conquest Points earned in the current season by participating in ranked matches, if participation is successful, and the Conquest Points are a value related to the number of times the user account has participated in ranked matches in the current season. The incentive module 1860 is also configured to display the virtual rank coins earned corresponding to the Conquest Level when the Conquest Points reach a level threshold corresponding to the Conquest Level.

[0108] In some embodiments, the incentive module 1860 is configured to display a first amount of Conquest Points earned in the current season by participating in one ranked match if the user account participates in and wins one ranked match, and to display a second amount of Conquest Points earned in the current season by participating in one ranked match if the user account participates in and loses one ranked match.

[0109] Of these, the first quantity is greater than or equal to the second quantity.

[0110] In some embodiments, the incentive module 1860 is configured to determine a hidden score based on the number of ranked matches a user account has successfully participated in during a normal period other than a specified period in the current season, to determine the number of bonus games n based on the hidden score, and, if the user account has successfully participated in the previous n ranked matches within the specified period, to display the bonus conquest value acquired during the specified period by participating in ranked matches. Bonus conquest points are greater than a single conquest point earned by the user account during the normal period.

[0111] In some embodiments, the incentive module 1860 is configured to determine a third amount of hidden score if the user account participates in and wins ranked matches within a normal period, and to determine a fourth amount of hidden score if the user account participates in and loses ranked matches within a normal period. The third quantity is smaller than the fourth quantity.

[0112] In some embodiments, the shop module 1880 is configured to display an entry to a ranked shop exclusive to ranked battle mode, to display the shop interface of the ranked shop containing virtual items that can only be purchased with virtual rank coins in response to a trigger operation in entering the ranked shop, and to acquire the virtual items using virtual rank coins in response to a purchase operation for the virtual items.

[0113] In some embodiments, Shop Module 1880 is configured to retrieve a season-exclusive Seasonal Virtual Item for use on a virtual character, which includes at least one of the following: a virtual skin, virtual pose, virtual special effect, virtual expression, and virtual tool, and to display the Rank Shop interface based on the season-exclusive Seasonal Virtual Item.

[0114] In some embodiments, the shop module 1880 is configured to retrieve level virtual items that the user has the right to purchase, based on the user account's battle level, and to display the shop interface of the rank shop based on the level virtual items, including at least one of the following: virtual skins, virtual poses, virtual special effects, virtual expressions, and virtual tools to use on the virtual character.

[0115] Figure 19 is a structural block diagram of a computer device 1900 according to an exemplary embodiment of the present application. The computer device 1900 may be, for example, a smartphone, a tablet computer, an MP3 (Moving Picture Experts Group Audio Layer III, MPEG Audio Level 3) player, or an MP4 (Moving Picture Experts Group Audio Layer IV, MPEG Audio Level 4) player, or other portable mobile terminal. The computer device 1900 may also be called by other names such as user device or mobile terminal.

[0116] Typically, a computer device 1900 includes a processor 1901 and memory 1902.

[0117] The processor 1901 may include one or more processing cores, such as a quad-core processor or an octa-core processor. The processor 1901 may be implemented using at least one hardware form from among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1901 may include a main processor and a coprocessor, the main processor being a processor configured to process data in a wake-up state and also called a CPU (Central Processing Unit), and the coprocessor being a low-power processor configured to process data in a standby state. In some embodiments, the processor 1901 may integrate a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on the display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor, which is configured to process computational operations related to machine learning.

[0118] The memory 1902 may include one or more computer-readable storage media, which may be tangible and non-temporary. The memory 1902 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 1902 are configured to store at least one instruction, which is used to execute a processor 1901 and implement a method for retrieving a virtual item, as provided in embodiments of this application.

[0119] In some embodiments, the computer device 1900 may optionally further include a peripheral interface 1903 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit, a touch display screen, an audio circuit, and a power supply.

[0120] The peripheral interface 1903 may be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, memory 1902, and peripheral interface 1903 are integrated on the same chip or circuit board, and in some other embodiments, any one or two of the processor 1901, memory 1902, and peripheral interface 1903 can be implemented on a single chip or circuit board, and this embodiment is not limited thereto.

[0121] In some embodiments, the computer device 1900 further includes one or more sensors. These one or more sensors include, but are not limited to, accelerometers, gyroscopes, pressure sensors, optical sensors, and proximity sensors.

[0122] As those skilled in the art will understand, the structure shown in Figure 19 does not constitute a limitation on the computer device 1900, and may include more or fewer components than those shown, or may be a combination of components, or may employ and arrange different components.

[0123] Embodiments of this application provide a computer device comprising a processor and memory, the memory storing at least one computer instruction that, when loaded and executed by the processor, implements a method for obtaining a virtual item as provided by each embodiment of the above method.

[0124] Embodiments of this application further provide a computer-readable storage medium storing at least one computer instruction that, when loaded and executed by a processor, implements a method for obtaining a virtual item as provided by each embodiment of the above method.

[0125] Embodiments of this application further provide a computer program product which includes computer instructions, the computer instructions stored in a computer-readable storage medium, the computer instructions being read from the computer-readable storage medium and executed by a processor of a computer device, causing the computer device to perform a method for obtaining a virtual item as provided by each embodiment of the above method.

[0126] The foregoing are merely optional embodiments of this application and are not intended to limit it. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this application should be included within the scope of protection.< / entry> < / struct>

Claims

1. A method for obtaining a virtual item, which is performed by a computer device. Displaying competitive entries to ranked match mode, wherein said ranked match mode is one of at least two match modes provided by the client, and is a competitive mode that determines the skill level of a user account in the ranking list. In response to the trigger operation in the aforementioned competition entry, the virtual character of the user account is controlled to participate in the ranked match, If participation is successful, the virtual rank coins acquired during the period specified in the current season, as a result of participating in the aforementioned ranked matches, will be displayed. Based on the aforementioned virtual rank coins, obtain the aforementioned season-exclusive virtual item from the aforementioned rank shop, which is exclusive to the aforementioned rank match mode, and the aforementioned season-exclusive virtual item from the aforementioned rank match mode-exclusive virtual item. Includes, If the participation is successful, the virtual rank coins acquired in the current season by participating in the ranked matches will be displayed. Displaying the Conquest Value acquired in the current season by participating in the aforementioned ranked matches, wherein the Conquest Value is a value related to the number of times the user account participated in the aforementioned ranked matches in the current season, The process includes, when the aforementioned battle value reaches a level threshold corresponding to the battle level, displaying the acquired virtual rank coins corresponding to the battle level. The aforementioned multiple seasons include the first season and the second season, If the current season is the first season, then the season-limited virtual items for the first season are introduced as season-limited virtual items for the current season, and the season-limited virtual items for the first season are configured to be unobtainable from the rank shop limited to the rank battle mode in seasons other than the first season, in accordance with the fact that after the end of the first season, it will no longer be possible to acquire new virtual rank coins based on the conquest value of the first season. If the current season is the second season, then the season-limited virtual items for the second season are introduced as season-limited virtual items for the current season. A method in which the aforementioned second season-limited season virtual items are configured to be unobtainable from the rank shop limited to the ranked battle mode in seasons other than the second season, in accordance with the fact that after the end of the second season, it will no longer be possible to acquire new virtual rank coins based on the conquest value of the second season.

2. The method according to claim 1, wherein in the current season, the corresponding level threshold differs depending on the battle level.

3. If participation is successful, the conquest points acquired in the current season by participating in the aforementioned ranked matches will be displayed. If the user account participates in and wins one ranked match, the amount of the first amount of the aforementioned conquest value obtained in the current season through participation in that one ranked match will be displayed. If the user account participates in one ranked match and loses, the second amount of the Conquest Value acquired in the current season by participating in that ranked match is displayed. The method according to claim 2, wherein the first amount is greater than or equal to the second amount.

4. If participation is successful, the conquest points earned in the current season through participation in the aforementioned ranked matches will be displayed. The user account will determine a hidden score based on the ranked matches it successfully participated in during a normal period other than the specified period in the current season. Based on the aforementioned hidden score, the number of bonus games n is determined, If the user account has successfully participated in the previous n ranked matches within the specified period, the bonus battle points acquired during the specified period through participation in the ranked matches are displayed. The method according to claim 2, wherein the bonus battle value is greater than the battle value of a single battle acquired by the user account within the normal period.

5. The hidden score is determined based on the ranked matches that the user account successfully participated in within the normal period. If the user account participates in and wins a ranked match within the normal period, a third amount of the hidden score is determined. If the user account participates in and loses a ranked match within the normal period, the determination of a fourth amount of the hidden score is included, The method according to claim 4, wherein the third amount is smaller than the fourth amount.

6. Based on the aforementioned virtual rank coins, it is possible to obtain virtual items exclusive to the ranked battle mode from the ranked battle mode exclusive rank shop. To display the entry to the Rank Shop, which is exclusive to the aforementioned Ranked Battle mode, In response to a trigger operation for entry into the rank shop, the shop interface of the rank shop is displayed, including virtual items that can only be purchased with the virtual rank coins. The method according to claim 1, comprising acquiring the virtual item based on the virtual rank coins in response to a purchase operation for the virtual item.

7. Displaying the shop interface of the aforementioned ranked shop To obtain the season-limited virtual item for the current season, which includes at least one of the following: a virtual skin, virtual pose, virtual special effect, virtual facial expression, and virtual tool used for the virtual character; The method according to claim 6, comprising displaying the shop interface of the rank shop based on the season-limited virtual item of the current season.

8. Displaying the shop interface of the aforementioned ranked shop Based on the battle level of the user account, the user acquires a level virtual item for which they have the right to purchase, which includes at least one of the following: a virtual skin, virtual pose, virtual special effect, virtual expression, and virtual tool, to be used for the virtual character. The method according to claim 6, comprising displaying the shop interface of the rank shop based on the level virtual item.

9. A device for acquiring virtual items, A display module for displaying competitive entries to ranked match mode, wherein the ranked match mode is one of at least two match modes provided by the client, and is a competitive mode that determines the skill level of a user account in a ranking list. A battle module for controlling the virtual character of the user account in order to participate in ranked matches in response to a trigger operation in the aforementioned competition entry, If participation is successful, an incentive module will be provided to display the virtual rank coins acquired during the period specified in the current season, which is one of the periods specified in each of the multiple seasons, by participating in the aforementioned ranked matches. A shop module for purchasing the season-limited virtual items from the rank-limited virtual items in the rank-limited rank shop using the aforementioned virtual rank coins, and Equipped with, The aforementioned incentive module, Displaying the Conquest Value acquired in the current season by participating in the aforementioned ranked matches, wherein the Conquest Value is a value related to the number of times the user account participated in the aforementioned ranked matches in the current season, The process includes, when the aforementioned battle value reaches a level threshold corresponding to the battle level, displaying the acquired virtual rank coins corresponding to the battle level. The aforementioned multiple seasons include the first season and the second season, If the current season is the first season, then the season-limited virtual items for the first season are introduced as season-limited virtual items for the current season. The aforementioned first season-exclusive season virtual items are configured to be unobtainable from the rank shop exclusive to the ranked battle mode in seasons other than the first season, in accordance with the fact that after the end of the first season, it will no longer be possible to acquire new virtual rank coins based on the conquest value of the first season. If the current season is the second season, then the season-limited virtual items for the second season are introduced as season-limited virtual items for the current season. The device is configured such that the aforementioned second season-limited season virtual items cannot be obtained from the rank shop limited to the ranked battle mode in seasons other than the second season, in accordance with the fact that after the end of the second season, it will no longer be possible to obtain new virtual rank coins based on the conquest value of the second season.

10. The apparatus according to claim 9, characterized in that, in the current season, the corresponding level threshold differs depending on the battle level.

11. The aforementioned incentive module is The hidden score is determined based on the ranked matches that the user account successfully participated in during a normal period other than the specified period in the current season. Based on the aforementioned hidden score, the number of bonus games n is determined. If the user account has successfully participated in the previous n ranked matches within the specified period, the system is configured to display the bonus battle points acquired during the specified period through participation in the ranked matches. The apparatus according to claim 10, characterized in that the bonus battle value is greater than the battle value of a single battle acquired by the user account within the normal period.

12. The apparatus according to claim 9, wherein the display module is configured to acquire the current season-limited season virtual item, which includes at least one of a virtual skin, virtual posture, virtual special effect, virtual facial expression, and virtual tool to be used for the virtual character, and to display the shop interface of the rank shop based on the current season-limited season virtual item.

13. A computer device comprising a processor and memory, wherein at least one computer instruction is stored in the memory, and the at least one computer instruction is read and executed by the processor to realize a method for obtaining a virtual item as described in any one of claims 1 to 8.

14. A computer program comprising computer instructions, wherein the computer instructions are executed by the processor of a computer device, thereby enabling the computer device to implement the method according to any one of claims 1 to 8.

Citation Information

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