Team Game Item-Slot Requests for Non-Voice Supply Sharing

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Solution Overview

Problem

In non-voice communication modes of team-based games, players face challenges in accurately and efficiently allocating supplies among teammates, leading to reduced communication efficiency and gaming experience due to limited item notification and complex operations.

Innovation Solution

An in-game information processing method that allows players to request and allocate items through graphical user interfaces, using item slots to generate and send item request and gifting information to teammates, enhancing communication efficiency and reducing operational complexity.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If voice communication mode is used for supply sharing among teammates, then communication efficiency is improved, but the complexity of operation increases and not all players can communicate effectively

Engineering Contradiction:
Improvecommunication efficiencyVSAvoidoperational complexity
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent replaces the mechanical voice communication system with an automated text-based item notification system. The system automatically generates and sends item allocation notifications to teammates through in-game interfaces, eliminating the need for voice communication while maintaining supply sharing efficiency.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Ease of operation

If traditional item notification methods are used in non-voice mode, then ease of operation is maintained, but communication efficiency and accuracy of supply allocation deteriorates

Engineering Contradiction:
Improveoperational simplicityVSAvoidcommunication efficiency
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system implements self-service automation where the game client automatically generates item request information, determines which teammates need which items, and sends notifications without requiring manual player input. This maintains operational simplicity while dramatically improving communication efficiency and supply allocation accuracy.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system establishes a feedback loop where item allocation information is automatically transmitted to teammates, who can then respond through the interface. This creates efficient two-way communication for supply sharing while keeping the interface simple and intuitive for all players.

Inventive Principle:
Principle #23Feedback

3Device complexity

If manual item allocation communication is used among teammates, then device complexity is reduced, but loss of time and productivity decreases

Engineering Contradiction:
Improvesystem simplicityVSAvoidsupply allocation efficiency
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The system performs preliminary actions by automatically preparing and sending item allocation notifications before players would manually communicate. The game client proactively identifies supply needs and notifies relevant teammates in advance, improving supply allocation speed without adding system complexity.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12420190B2In-game information processing method and apparatus, electronic device, and storage medium
Publication Date: 2025.09.23 NETEASE (HANGZHOU) NETWORK CO LTD
  • US12420190B2 patent drawing
  • US12420190B2 patent drawing
  • US12420190B2 patent drawing

AI summary

An in-game information processing method and apparatus, an electronic device and a storage medium, where the method includes: in response to a first operation for an item control, displaying at least one item slot corresponding to a first game character in a first graphical user interface, the at least one item slot comprising a first-type item slot and a second-type item slot, where the first-type item slot represents an item not possessed by the first game character, and the second-type item slot represents an item possessed by the first game character; in response to a second operation for the first-type item slot, generating first-type item request information corresponding to the first-type item slot; and sending the first-type item request information to a second game client corresponding to a second game character.