CN112138375A - Method, system and server for purchasing game props based on task results - Google Patents

Method, system and server for purchasing game props based on task results Download PDF

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Publication number
CN112138375A
CN112138375A CN202010970761.5A CN202010970761A CN112138375A CN 112138375 A CN112138375 A CN 112138375A CN 202010970761 A CN202010970761 A CN 202010970761A CN 112138375 A CN112138375 A CN 112138375A
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China
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game
task
item
historical
tasks
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CN202010970761.5A
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高运
王恺
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Beijing ELEX Technology Co Ltd
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Beijing ELEX Technology Co Ltd
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Priority to CN202010970761.5A priority Critical patent/CN112138375A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention belongs to the technical field of mobile phone/online games, and discloses a method, a system and a server for purchasing game props based on task results, wherein the method comprises the following steps: in the running process of the target game, the game server responds to a starting request of a current game task and obtains historical game data of a target player; calculating the current discount weight of the target player according to the historical game data; purchasing a game item based on the discount weight, and the game item comprising a disposable item and a permanent item; in summary, the historical task execution data of the player is taken as the basis, so that the player can form a certain discount when purchasing the game item, the more discount the task data is better, and the virtuous cycle of purchasing the game item at low price to optimize the task data is realized, thereby not only ensuring the game experience of the player when executing the game task, but also promoting the consumption of the game item.

Description

Method, system and server for purchasing game props based on task results
Technical Field
The invention belongs to the technical field of mobile phone/online games, and particularly relates to a method, a system and a server for purchasing game props based on task results.
Background
At present, along with the development of the internet, mobile phone/network games gradually have a greater proportion in the leisure and entertainment life of people, and the leisure and entertainment life of people is greatly enriched.
In the prior art, a task-type mobile phone/online game is a very common game type; in the games, in order to improve the success probability of the player in executing the game task and the game revenue of the game operator, most of the game items can provide game items which can help the player to execute the game task in the game, the game items need to consume a large amount of virtual coins when being purchased, part of the players can choose to give up the purchase due to the shortage of the virtual coins, and the failure of the game task is probably caused by the non-purchase of the game items, so that a vicious circle is formed to a certain extent, the game experience of the player is influenced, and even the phenomenon that the player runs off is caused.
Disclosure of Invention
In view of the above, the present invention provides a method, system and server for purchasing game props based on task results; specifically, based on historical task execution data of a player, the player can form a certain discount when purchasing the game item, so that the more discount the task data is better, and the virtuous cycle of purchasing the game item at low price to optimize the task data is realized, thereby not only ensuring the game experience of the player when executing the game task, but also promoting the consumption of the game item.
In order to achieve the purpose, the invention provides the following technical scheme:
a method for purchasing game props based on task results is applied to a game server and relates to a target game containing a plurality of game tasks and game props, wherein a target player can obtain quantitative game virtual coins based on recharging or completing the game tasks, and the virtual coins are used for purchasing the game props; the method comprises the following steps:
in the running process of the target game, the game server responds to a starting request of a current game task and obtains historical game data of a target player;
calculating the current discount weight of the target player according to the historical game data;
purchasing a game item based on the discount weight, and the game item comprising a disposable item and a permanent item.
Preferably, the target game includes a task list for displaying game tasks, and each time a game task is completed in the target game, the game task is deleted from the task list.
Preferably, the historical game data includes N completed historical game missions and a total number of executions of the N completed historical game missions.
Preferably, the discount weight is calculated in the following manner: w ═ 100% (1- (N/T)); wherein W is the discount weight, N is the number of completed historical game tasks, and T is the total number of executions of the N completed historical game tasks.
Preferably, the historical game data further includes the number of executions of each game task and a completion score of each game task.
Preferably, the discount weight is calculated in the following manner:
w ═ 100% (1- (N/(T1/R1+ T2/R2+ … … TN/RN)); wherein W is the discount weight, N is the number of completed historical game tasks, T1 … … TN is the number of executions of each game task, and R1 … … RN is the completion score of each game task.
Preferably, when a game item is purchased based on the discount weight, the time of purchase of the game item is before the end of the current game mission by the target player.
Preferably, when the game item is purchased based on the discount weight, the actual purchase price of the game item purchase is as follows: p1 ═ P × W; wherein P1 is the actual purchase price for the game item purchase, W is the discount weight, and P is the standard purchase price for the game item purchase.
Compared with the prior art, the invention has the following beneficial effects:
in the present invention, the current discount of the player is calculated based on the historical game data generated when the player performs the historical game mission, and the low-price purchase of the game item can be made according to the current discount, thereby having the effect of urging the player to complete the game mission in the optimal state; in order to ensure the optimization of the completion effect of the game task, the player can be promoted to buy the corresponding game prop; in the purchase of the game props, the more excellent the completion of the game tasks, the higher the discount for purchasing the game props, and in sum, a mutually-promoted virtuous circle can be formed, and then the double promotion of the game experience and the game transaction conversion rate is formed.
Aiming at the discount, the number of the completed historical game tasks and the total execution times of the completed historical game tasks are taken as the calculation basis, and the discount method has the advantages of simple calculation mode and small calculation amount.
In addition, when the game tasks are executed, the game tasks cannot be repeatedly executed as long as the corresponding game tasks are completed, so that the condition that only one time of the execution times of each game task is completed is ensured, and the problem that the discount weight calculation is inaccurate due to the fact that the player repeatedly executes the game tasks is solved.
In order to achieve the above purpose, the invention also provides the following technical scheme:
a system for purchasing game props based on task results relates to a target game containing a plurality of game tasks and game props, wherein a target player can obtain quantitative game virtual coins based on recharging or completing the game tasks, and the virtual coins are used for purchasing the game props; the system comprises the following structure:
the receiving module is used for receiving a current game task starting request sent by a target player through a game client;
the response acquisition module is used for responding to the current game task starting request received by the receiving module and acquiring historical game data of the target player;
the selection module is used for selecting the game props required to be purchased currently;
the calculation module is used for calculating the current discount weight of the target player according to the historical game data; and further for calculating an actual purchase price of the selected game item according to the discount weight;
and the execution module executes the purchase of the game prop selected by the selection module according to the calculation result of the calculation module.
In order to achieve the above purpose, the invention also provides the following technical scheme:
a game server comprising a processor and a memory; the storage is stored with at least one executable code; the at least one executable code is loaded and executed by the processor, and when loaded and executed, implements the above-disclosed method of game item purchase based on task results.
Drawings
FIG. 1 is a flow chart of a method for making game item purchases based on task results provided by the present invention;
FIG. 2 is a block diagram of a system for game item purchase based on task results according to the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Example 1
In the embodiment of the invention, the invention discloses a method for purchasing game props based on task results; specifically, the method is executed by a game server, and relates to a target game containing a plurality of game tasks and game props, wherein a target player can obtain quantitative game virtual coins based on recharging or completing the game tasks, and the virtual coins are used for purchasing the game props;
referring to fig. 1, the method for purchasing game props based on task results according to the embodiment of the present invention includes the following steps:
s1, in the running process of a target game, a game server responds to a starting request of a current game task and obtains historical game data of a target player;
s2, calculating the current discount weight of the target player according to historical game data;
and S3, purchasing the game props based on the discount weights, wherein the game props comprise disposable props and permanent props.
Specifically, preferably, when game items are purchased based on the discount weights in step S3, the time of purchase of the game items is before the end of the current game mission for the target player.
(1) As described above, as an embodiment, the history game data includes the N completed history game tasks and the total number of executions of the N completed history game tasks in step S1.
Based on this, in the present embodiment:
the discount weight in step S2 is calculated as follows:
w ═ 100% (1- (N/T)); wherein W is the discount weight, N is the number of completed historical game tasks, and T is the total number of executions of the N completed historical game tasks.
When the game item is purchased based on the discount weight in step S3, the actual purchase price of the game item purchase is:
p1 ═ P × W; where P1 is the actual purchase price for the game item purchase, W is the discount weight, and P is the standard purchase price for the game item purchase.
As is easy to explain, assuming that the number N of completed historical game tasks is 15 and the total number T of executions of 15 completed historical game tasks is 75, it can be known that:
discount weight W: w is (1- (N/T)) 100%, (1- (15/75)) 100%, (80%);
assuming that the standard purchase price P of game item a is 120 coins, then:
the actual purchase price P1W 80% 96 gold coins for the game item a.
(2) As described above, as another possible embodiment, in step 1, the total number of executions including N completed historical game missions, the number of executions of each game mission, and the completion score of each game mission are included.
Based on this, in the present embodiment:
the discount weight in step S2 is calculated as follows:
w ═ 100% (1- (N/(T1/R1+ T2/R2+ … … TN/RN)); wherein W is the discount weight, N is the number of completed historical game tasks, T1 … … TN is the number of executions of each game task, and R1 … … RN is the completion score of each game task.
When the game item is purchased based on the discount weight in step S3, the actual purchase price of the game item purchase is:
p1 ═ P × W; where P1 is the actual purchase price for the game item purchase, W is the discount weight, and P is the standard purchase price for the game item purchase.
As is easy to explain, the number N of completed historical game tasks is assumed to be 15, and the total number T of executions of 15 completed historical game tasks is assumed to be 75; wherein: the 15 completed historical game tasks are A/B/C/D/E/F/G/H/I/J/K/L/M/S/O respectively;
the execution times of the historical game task A is 1 time, and the completion score is 0.90; from this, regarding the historical game task a: T1/R1 ≈ 1/0.90 ≈ 1.1;
the execution times of the historical game task B is 3 times, and the completion score is 0.85; from this, it can be seen that, regarding the historical game task B: T2/R2 ≈ 3/0.85 ≈ 3.5;
the execution times of the historical game task C is 3 times, and the completion score is 0.95; from this, it can be seen that, regarding the historical game task C: T3/R3 is 3/0.95 ≈ 3.2;
the execution times of the historical game task D are 7 times, and the completion score is 0.80; from this, it can be seen that, regarding the historical game task D: T4/R4 is 7/0.80 ≈ 8.8;
the execution times of the historical game task E is 1 time, and the completion score is 0.98; from this, regarding the historical game task E: T5/R5 ≈ 1/0.98 ≈ 1;
the execution times of the historical game task F is 2 times, and the completion score is 0.95; from this, regarding the historical game task F: T6/R6 is 2/0.98 ≈ 2.1;
the execution times of the historical game task G are 5 times, and the completion score is 0.90; from this, it can be seen that, regarding the historical game task G: T7/R7 is 5/0.90 ≈ 5.6;
the execution times of the historical game task H is 6, and the completion score is 0.75; from this, it can be seen that, regarding the historical game task H: T8/R8-6/0.75-8;
the execution times of the historical game task I are 9 times, and the completion score is 0.60; from this, regarding the historical game task I: T8/R8 ═ 9/0.60 ═ 15;
the execution times of the historical game task J are 10 times, and the completion score is 0.65; from this, regarding the historical game task J: T10/R10 is 10/0.65 ≈ 15.4;
the execution times of the historical game task K are 8, and the completion score is 0.70; from this, it can be seen that, regarding the historical game task K: T11/R11 is 8/0.70 ≈ 11.4;
the execution times of the historical game task L is 7 times, and the completion score is 0.80; from this, regarding the historical game task L: T12/R12 is 7/0.80 ≈ 8.8;
the execution times of the historical game task M is 3 times, and the completion score is 0.80; from this, regarding the historical game task M: T13/R13 ≈ 3/0.80 ≈ 3.8;
the execution times of the historical game task S is 5 times, and the completion score is 0.85; from this, it can be seen that, regarding the historical game task S: T14/R14 is 5/0.85 ≈ 5.9;
the execution times of the historical game task O is 5 times, and the completion score is 0.80; from this, regarding the historical game task O: T15/R15 is 5/0.85 ≈ 6.3;
in conclusion:
(T1/R1+T2/R2+……TN/RN)=1.1+3.5+3.2+8.8+1+2.1+5.6+8+15+15.4+11.4+8.8+3.8+5.9+6.3=99.9≈100;
the discount weight W of the present embodiment is (1- (N/(T1/R1+ T2/R2+ … … TN/RN))) 100%, (1- (15/100)) 100%, (85%;
assuming that the standard purchase price P of game item a is 120 coins, then:
the actual purchase price P1W 85% 102 gold coins for the game item a.
In addition, the target game also comprises a task list used for displaying the game tasks, and after each game task in the target game is completed, the game task is deleted from the task list. This means that: and on the basis that one game task can be repeatedly executed for a plurality of times before being successfully completed and can not be repeatedly executed after being successfully completed, the execution times of each game task are ensured to be completed only once, and the problem that the discount weight calculation is inaccurate due to the fact that a player repeatedly executes the game task is avoided.
Example 2
In the embodiment of the invention, the invention discloses a system for purchasing game props based on task results; the system relates to a target game containing a plurality of game tasks and game properties, wherein a target player can obtain quantitative game virtual coins based on recharging or completing the game tasks, and the virtual coins are used for purchasing the game properties;
referring to fig. 2, the system for purchasing game props based on task results according to the embodiment of the present invention includes the following structure:
a receiving module 10, configured to receive a current game task starting request sent by a target player through a game client;
a response acquiring module 20 for acquiring historical game data of the target player in response to the current game task starting request received by the receiving module 10;
a selection module 30, configured to select a game item to be purchased currently;
a calculating module 40, configured to calculate a current discount weight of the target player according to the historical game data; and also for calculating an actual purchase price of the selected game item based on the discount weight;
and an execution module 50, for executing the purchase of the game item selected by the selection module 30 according to the calculation result of the calculation module 40.
In this embodiment, the system is implemented according to the method for purchasing game items based on task results in embodiment 1.
Example 3
In an embodiment of the invention, a game server is disclosed, comprising a processor and a storage;
the storage is stored with at least one executable code; at least one executable code is loaded and executed by the processor, and when loaded and executed, implements the method for game item purchase based on task results set forth in embodiment 1 above.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that changes, modifications, substitutions and alterations can be made in these embodiments without departing from the principles and spirit of the invention, the scope of which is defined in the appended claims and their equivalents.

Claims (10)

1. A method for purchasing game props based on task results is characterized in that the method is applied to a game server and relates to a target game containing a plurality of game tasks and game props, a target player can obtain quantitative game virtual coins based on recharging or completing the game tasks, and the virtual coins are used for purchasing the game props; the method comprises the following steps:
in the running process of the target game, the game server responds to a starting request of a current game task and obtains historical game data of a target player;
calculating the current discount weight of the target player according to the historical game data;
purchasing a game item based on the discount weight, and the game item comprising a disposable item and a permanent item.
2. The method of claim 1, wherein the target game includes a task list for displaying game tasks, and each time a game task is completed in the target game, the game task is removed from the task list.
3. The method of making a game item purchase based on task results according to claim 2, wherein said historical game data includes N completed historical game tasks and a total number of executions of the N completed historical game tasks.
4. The method of claim 3, wherein the discount weight is calculated by:
w ═ 100% (1- (N/T)); wherein W is the discount weight, N is the number of completed historical game tasks, and T is the total number of executions of the N completed historical game tasks.
5. The method of making a game item purchase based on task results according to claim 3, wherein said historical game data further includes a number of executions of each game task and a completion score for each game task.
6. The method of claim 5, wherein the discount weight is calculated by:
w ═ 100% (1- (N/(T1/R1+ T2/R2+ … … TN/RN)); wherein W is the discount weight, N is the number of completed historical game tasks, T1 … … TN is the number of executions of each game task, and R1 … … RN is the completion score of each game task.
7. The method of claim 1, wherein a time of purchase of a game item is before the end of a current game mission by the target player when the game item is purchased based on the discount weight.
8. The method of claim 1, wherein when a game item is purchased based on the discount weight, the actual purchase price for the purchase of the game item is:
p1 ═ P × W; wherein P1 is the actual purchase price for the game item purchase, W is the discount weight, and P is the standard purchase price for the game item purchase.
9. A system for purchasing game props based on task results is characterized in that the system relates to a target game containing a plurality of game tasks and game props, a target player can obtain quantitative game virtual coins based on recharging or completing the game tasks, and the virtual coins are used for purchasing the game props; the system comprises:
the receiving module is used for receiving a current game task starting request sent by a target player through a game client;
the response acquisition module is used for responding to the current game task starting request received by the receiving module and acquiring historical game data of the target player;
the selection module is used for selecting the game props required to be purchased currently;
the calculation module is used for calculating the current discount weight of the target player according to the historical game data; and further for calculating an actual purchase price of the selected game item according to the discount weight;
and the execution module executes the purchase of the game prop selected by the selection module according to the calculation result of the calculation module.
10. A game server, characterized by: comprises a processor and a storage; the storage is stored with at least one executable code; the at least one executable code is loaded and executed by a processor, and when loaded and executed, implements a method of making game item purchases based on task results as claimed in any one of claims 1 to 8.
CN202010970761.5A 2020-09-15 2020-09-15 Method, system and server for purchasing game props based on task results Pending CN112138375A (en)

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Citations (5)

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Publication number Priority date Publication date Assignee Title
US20120309541A1 (en) * 2011-06-03 2012-12-06 Mahoot, Inc. Online Shopping/Gaming
US20140100020A1 (en) * 2012-10-09 2014-04-10 Zynga Inc. Methods, apparatus, and systems for rewarding players of an online game
US8777754B1 (en) * 2012-07-30 2014-07-15 Zynga Inc. Providing offers for sales of combinations of virtual items at discounted prices
CN107875629A (en) * 2016-09-30 2018-04-06 株式会社万代南梦宫娱乐 Games system, processing method and information storage medium
JP2019122760A (en) * 2018-12-04 2019-07-25 株式会社セガゲームス Information processing device and program

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120309541A1 (en) * 2011-06-03 2012-12-06 Mahoot, Inc. Online Shopping/Gaming
US8777754B1 (en) * 2012-07-30 2014-07-15 Zynga Inc. Providing offers for sales of combinations of virtual items at discounted prices
US20140100020A1 (en) * 2012-10-09 2014-04-10 Zynga Inc. Methods, apparatus, and systems for rewarding players of an online game
CN107875629A (en) * 2016-09-30 2018-04-06 株式会社万代南梦宫娱乐 Games system, processing method and information storage medium
JP2019122760A (en) * 2018-12-04 2019-07-25 株式会社セガゲームス Information processing device and program

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