Virtual Space Crafting Parameters Based on Usage Rates
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Solution Overview
Problem
Existing virtual space systems statically determine crafting requirements for all users, leading to imbalanced user progression and accessibility issues for those who spend less time in the virtual space.
Innovation Solution
Dynamically determine crafting activity parameters based on user usage rates, including time spent, resources, recipe, outcome, and success rate, using a server-based system that adjusts parameters to balance user interactions and provide equitable progression opportunities.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If crafting parameters are determined statically for all users, then system complexity is reduced and ease of operation is improved, but user progression becomes imbalanced and accessibility deteriorates for users with varying usage rates
Solution Approach 1:
The patent implements dynamic crafting parameters that automatically adjust based on user usage rates. The system continuously monitors time spent in the virtual space and modifies crafting requirements (resource amounts, time durations, success rates) in real-time, transforming the static crafting system into an adaptive one that responds to individual user behavior patterns.
Solution Approach 2:
The system changes multiple crafting parameters simultaneously based on usage rate thresholds: resource requirements are scaled down for low-usage users, time durations are adjusted, and success rates are modified. This multi-parameter adjustment approach allows the system to maintain balance across different user segments without requiring complex rule sets.
2Adaptability or versatility
If crafting parameters are determined dynamically based on usage rate, then adaptability and user accessibility are improved, but system complexity and computational requirements increase
Solution Approach 1:
The patent employs parameter change tables that predefine crafting parameters for different usage rate ranges. Instead of implementing complex real-time calculations, the system monitors user usage rate and retrieves appropriate parameters from pre-computed tables, significantly reducing computational complexity while maintaining dynamic adaptability.
Solution Approach 2:
The system performs preliminary determination of crafting parameters based on usage rate thresholds before users initiate crafting activities. By pre-calculating and storing optimal parameters for different usage segments, the system avoids complex runtime decision-making and reduces server computational burden during actual crafting operations.
3Manufacturing precision
If static crafting requirements are used, then manufacturing precision and consistency are maintained, but user experience quality deteriorates due to progression disparities
Solution Approach 1:
The patent applies different crafting parameters to different user segments based on their usage rates. Low-usage users receive reduced resource requirements and adjusted time durations, while high-usage users face standard or increased requirements. This localized parameter adjustment ensures each user segment experiences balanced progression appropriate to their engagement level.
Solution Approach 2:
The system modifies multiple crafting parameters (resource amounts, time durations, success rates) based on usage rate to maintain consistent user experience quality across different player types. By coordinating changes across multiple parameters rather than adjusting single values, the system preserves game balance while accommodating varying usage patterns.
Data Source
AI summary
A system and method for dynamically determining parameters of crafting activities for individual users in a virtual space are disclosed. The crafting activity parameters may be determined based on rate of usage of the virtual space by the users. In some examples, a user usage rate of the virtual space may be determined to measure an amount of time a user spend in the virtual space during a period of real-world time. Based on the determined user usage rate of the virtual space, crafting activity parameters may be determined, for example, to balance differences in time spent in the virtual space by the users. In some implementations, for such determinations of the crafting activity parameters, one or more user normalization standards may be obtained.


