Game Vitality Management for Multiplayer Server Overload
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Solution Overview
Problem
In multiplayer video games, as the number of users participating in a fight increases, the probability of delivering the finishing blow to an enemy character decreases, leading to user motivation issues and server overload problems when multiple users play simultaneously.
Innovation Solution
A computer system and method that manages a vitality number for an enemy character in a virtual game space, allowing multiple users to contribute to defeating the character by updating the vitality based on damage received, with modes to adjust gameplay dynamics and prevent server overload.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple users participate in a fight with an enemy character, then user cooperation and engagement are improved, but the probability of delivering the finishing blow decreases and server overload occurs
Solution Approach 1:
The patent applies partial action by allowing multiple users to contribute damage to an enemy character without requiring each user to deal the full damage needed to defeat it. Users can inflict damage and receive credit for their contribution even if they don't deliver the finishing blow, enabling partial participation that still provides satisfaction and motivation.
2Productivity
If multiple users simultaneously access the server to play, then game engagement is improved, but server overload occurs
Solution Approach 1:
The patent segments the enemy character's health into multiple damage contributions from different users. Each user's damage is tracked and recorded separately, allowing the server to distribute and manage multiple user interactions without requiring centralized coordination of the entire fight sequence, thereby reducing server overload.
3Adaptability or versatility
If the vitality number is updated based on damage from multiple users, then cooperative satisfaction is improved, but server processing load increases
Solution Approach 1:
The patent implements preliminary action by having users inflict damage and receive immediate feedback about their contribution to defeating the enemy character. The server processes and records each user's damage contribution as it occurs, providing real-time recognition of their role in the victory before the fight concludes, thereby maintaining cooperative satisfaction while managing server processing efficiently.
Data Source
AI summary
Embodiments of computers, non-transitory mediums having one or more computer programs stored therein, and methods are provided to enable multiple users of a video game to defeat a character in a fight. Embodiments of a computer device include, for example, a communication module, an enemy vitality management module, a fight application accepting module, an enemy vitality determination module, first mode execution module, a second mode execution modules, a first enemy vitality transmission module, and an enemy vitality updating module. Embodiments of the computer device operate in a first mode when a vitality number of a gaming character is greater than a predetermined value, and a second mode when the number is less than or equal to the predetermined value. Updates to the vitality number are enabled only in the first execution mode according to an embodiment of the invention.


