Server Battle Game Combo Calculation Based on Player Proficiency Difference

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Solution Overview

Problem

In online multiplayer games, inexperienced players are often discouraged from participating in battles due to the dominance of high-level players, leading to a lack of motivation and limited opportunities for them to engage actively.

Innovation Solution

A method is introduced where a server device calculates a parameter difference between characters within the same group to enhance the effect of successive attacks, allowing low-proficiency players to contribute more effectively by increasing the presentation processing of attack effects based on this difference.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Power

If the game follows conventional combo rules where successive attacks increase effect based on attack count or time difference, then high-proficiency players can achieve high attack effects, but low-proficiency players cannot play active parts

Engineering Contradiction:
Improveattack effectVSAvoidplayer participation
Core Design Contradiction:
PowerVSEase of operation

Solution Approach 1:

The patent changes the parameter basis for combo calculation from conventional metrics (attack count, time difference) to player proficiency difference. When a low-proficiency player attacks after a high-proficiency player, the proficiency difference generates a larger combo effect multiplier, enabling low-proficiency players to contribute meaningfully to group attacks while maintaining high-proficiency players' effectiveness

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent applies different combo calculation rules based on the specific combination of players involved. The combo effect is localized to situations where high-proficiency and low-proficiency players cooperate, creating enhanced effects specifically for mixed-proficiency teamwork rather than uniformly applying to all successive attacks

Inventive Principle:
Principle #3Local quality

2Productivity

If the game is designed to be competitive and rewarding, then high-level players are motivated to participate, but inexperienced players lack motivation due to dominance by high-level players

Engineering Contradiction:
Improvegame development efficiencyVSAvoidplayer skill range
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent introduces player proficiency difference as a new parameter for calculating attack effects. This parameter transformation allows low-proficiency players to generate significant combat impact when following high-proficiency players in successive attacks, making them valuable team members rather than passive observers

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The combo effect acts as an intermediary mechanism that bridges the gap between high-proficiency and low-proficiency players. By mediating through the proficiency difference calculation, the system enables effective collaboration across skill levels, allowing inexperienced players to contribute meaningfully without undermining the competitive framework

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9457279B2Method for providing battle game, server device, and computer-readable recording medium
Publication Date: 2016.10.04 GREE HOLDINGS INC
  • US9457279B2 patent drawing
  • US9457279B2 patent drawing
  • US9457279B2 patent drawing

AI summary

Low-proficiency players' motivation to participate in a battle game is enhanced. A server device calculates a difference ΔP1 in a parameter between two characters belonging to the same group and successive in attack order, and performs presentation processing of increasing the effect of successive attacks by the two characters according to the difference ΔP1 in the parameter. The parameter serves as an indicator for developing the battle game, and indicates, for example, the degree of proficiency in the battle game.