CN102402643A - Team organizing method and system of online game - Google Patents

Team organizing method and system of online game Download PDF

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Publication number
CN102402643A
CN102402643A CN 201010287481 CN201010287481A CN102402643A CN 102402643 A CN102402643 A CN 102402643A CN 201010287481 CN201010287481 CN 201010287481 CN 201010287481 A CN201010287481 A CN 201010287481A CN 102402643 A CN102402643 A CN 102402643A
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player
team
players
information
level
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CN 201010287481
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Chinese (zh)
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崔东亮
黄子光
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腾讯科技(深圳)有限公司
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Priority to CN 201010287481 priority Critical patent/CN102402643A/en
Publication of CN102402643A publication Critical patent/CN102402643A/en

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Abstract

The invention is suitable for the field of the internet and the game, providing a team organizing method and system of online game, wherein the method includes the steps of: providing the game player information of the online game, wherein the player information includes player attribute information and/or task information; organizing a team by the players with the same player information. The method provided by the invention has high team organization efficiency.

Description

一种网络游戏的组队方法及系统 Team method and system for online games

技术领域 FIELD

[0001] 本发明属于互联网和游戏领域,尤其涉及一种网络游戏的组队方法及系统。 [0001] The present invention belongs to the field of games and the Internet, in particular, it relates to a method and system for network team game. 背景技术 Background technique

[0002] 随着互联网的发展,网络游戏越来越受到人们的认可,目前的网络游戏有两种玩法,第一种为单个玩家独立完成游戏中的任务,另外一种为通过组队方式完成游戏中的任务,目前网络游戏中的组队方式一般为人为组队方式,具体为:由组队发起者(也可以称为队长)创建队伍,邀请其它玩家加入该队伍或其它玩家申请加入该队伍。 [0002] With the development of the Internet, online games more and more people recognize that the current network game has two play, the first players to complete the task independently as a single game, the other team is completed by way of task of the game, team approach currently online game is generally artificially team approach, specifically: by the team sponsors (also called captain) create teams, invite other players to join the ranks of other players or to apply to join the team.

[0003] 按照现有技术所提供的技术方案,发现现有技术中存在如下技术问题: [0003] in accordance with the prior art technical solution provided by the following technical problems found in the prior art:

[0004] 现有技术提供的技术方案的组队方式比较单一,基本通过人为方式来组队,组队效率差。 [0004] Technical Solution team prior art to provide a relatively simple, substantially by artificially to team, the team inefficient.

发明内容 SUMMARY

[0005] 本发明实施例的目的在于提供一种网络游戏的组队方法,旨在解决现有技术的方法在进行组队时,组队效率差的问题。 [0005] The object of embodiments of the present invention to provide a method for online games team, the prior art solutions intended performed when the team, the team of poor efficiency.

[0006] 本发明实施例是这样实现的,本发明提供一种网络游戏的组队方法,所述方法包括: [0006] Example embodiments of the present invention is implemented, the present invention provides a network game of a team, the method comprising:

[0007] 获取网络游戏的玩家信息;所述玩家信息包括:玩家的属性信息和/或任务信息; [0007] The player information acquiring network game; the player information comprising: attribute information of the player and / or task information;

[0008] 将相同玩家信息的玩家组队。 [0008] The same player player information team.

[0009] 本发明还提供一种网络游戏的组队系统,所述系统包括: [0009] The present invention further provides a network game of the team, the system comprising:

[0010] 数据采集单元,用于获取网络游戏的玩家信息;所述玩家信息包括:玩家的属性信息和/或任务信息; [0010] The data acquisition unit for acquiring information of a network game players; information the player comprising: a player attribute information and / or task information;

[0011] 组队策略单元,用于将相同玩家信息的玩家组队。 [0011] team policy unit, for the same player player information team.

[0012] 本发明实施例与现有技术相比,有益效果在于:本发明的技术方案获取玩家的信息,并将相同信息的玩家组队,由于该方法都是由服务器完成的自动组队,所以该方法不用玩家进行人工组队,具有组队效率高的优点。 [0012] Example embodiments of the present invention compared with the prior art, the beneficial effects that: the aspect of the present invention acquires information of the player, and the player team is the same information, since the team which is automatically done by the server, so this method without artificial team player, the team has the advantage of high efficiency.

附图说明 BRIEF DESCRIPTION

[0013] 图1是本发明提供的网络游戏的组队方法的流程图; [0013] FIG. 1 is a flowchart of a method of the team of the present invention, the network game provided;

[0014] 图2是本实施例一提供的网络游戏的组队方法的流程图; [0014] FIG 2 is a flowchart of a method according to a team to provide a network game of the present embodiment;

[0015] 图3是本实施例二提供的网络游戏的组队方法的流程图; [0015] FIG. 3 is a flowchart of a method according to a second team of the online game of the present embodiment;

[0016] 图4是本实施例四提供的网络游戏的组队方法的流程图; [0016] FIG. 4 is a flowchart of a method according to a fourth team network game of the present embodiment;

[0017] 图5是本发明实施例五提供网络游戏的组队系统的结构图。 [0017] FIG 5 is a configuration diagram of the network game according to a fifth embodiment of the present invention team system.

具体实施方式[0018] 为了使本发明的目的、技术方案及优点更加清楚明白,以下结合附图及实施例,对本发明进行进一步详细说明。 DETAILED DESCRIPTION [0018] To make the objectives, technical solutions and advantages of the present invention will become more apparent hereinafter in conjunction with the accompanying drawings and embodiments of the present invention will be further described in detail. 应当理解,此处所描述的具体实施例仅仅用以解释本发明,并不用于限定本发明。 It should be understood that the specific embodiments described herein are only intended to illustrate the present invention and are not intended to limit the present invention.

[0019] 本发明提供一种网络游戏的组队方法,该方法由服务器完成,该方法如图1所示, 具体包括如下步骤: [0019] The present invention provides a network game of a team, the method performed by a server, the method shown in Figure 1, includes the following steps:

[0020] S11、获取网络游戏的玩家信息; [0020] S11, to obtain information online game players;

[0021] 实现Sll的方法具体可以包括:接收玩家上报的任务信息和/或查询玩家的属性 [0021] Sll specifically implemented method may comprise: receiving job information reported by the player and / or query attribute of the player

fn息ο fn interest ο

[0022] S12、将相同玩家信息的玩家组队。 [0022] S12, the players of the same team and player information.

[0023] 需要说明的是,Sll中玩家的信息可以为:玩家的属性信息和/或任务信息;该任务信息可以包括玩家想要完成的任务和任务信息的场景信息,玩家想要完成的任务包括但不限于组队打老板、组队刷副本、组合打装备和/或组队通关等。 [0023] Incidentally, in Sll player information may be: the attribute information of the player and / or task information; the task scenario information may include information on tasks and task information of the players trying to accomplish, the player wants to accomplish including but not limited to team play boss, team brush copies, or play equipment and / or the like clearance team. 玩家的属性信息包括但不限于玩家角色唯一标识、玩家等级、玩家职业、玩家技能值、玩家装备值、当前场景和/或登录城市等 Players attribute information include, but are not limited to, player characters that uniquely identifies the player level, professional players, players skill level, players and equipment value, the current scene and / or login and other cities

[0024] 可选的,上述方法还可以包括: [0024] Optionally, the method may further comprise:

[0025] S13、在队中玩家的数量不足预设玩家阈值时,将相同玩家信息的玩家加入不足预设玩家阈值的队中。 When the [0025] S13, the number of players in the team less than a preset threshold player, the player will join the same player information of the player is less than a preset threshold value of the team. 在实际情况中,预设玩家阈值可以根据实际情况设定,例如设定4、6、8寸寸。 In practice, the player preset threshold may be set according to actual conditions, e.g. 4,6,8 begins to set.

[0026] 可选的,在队中的玩家出队时,该方法还包括:将相同信息的玩家加入,其中加入玩家的数量与出队玩家的数量相同。 [0026] Alternatively, the player in the team of the team, the method further comprising: a player of the same information is added, wherein the added amount of the same number of players and the player's team.

[0027] 实现S12的方法具体可以为:将相同玩家信息的玩家组合在一起,在组合后的玩家数量大于预设玩家阈值时,剔除组合中多余的玩家后,将组合中剩余的玩家组成一队。 [0027] S12 is specifically implemented method may include: a player information is combined in the same player, the number of players in the composition greater than a preset threshold value the player, the player after removing the excess composition, the combination of the remaining players and a team.

[0028] 本实施例提供的方法接收玩家上报的任务信息,并将同一任务和同一场景信息的玩家组队,并将队中等级最高的玩家任命为队长,由于该方法都是由服务器完成的,玩家只需上报意愿信息就可以自动组队,具有组队效率高的优点,提高了游戏玩家的活跃度,降低玩家的流失率。 [0028] The method provided in this embodiment of receiving task information reported by players and team players the same task and the same scene information and the highest level of team players named captain, since the method is done by the server players only need to report the wishes of information can be automatically team, the team has the advantage of high efficiency, improve the activity of gamers, reduce turnover of players.

[0029] 本发明提供的方法获取玩家的信息,并将相同玩家信息的玩家组队,由于该方法都是由服务器完成的自动组队,所以该方法不用玩家进行人工组队,具有组队效率高的优 [0029] The present invention provides a method of obtaining information of the player of the same team and player information of the player, since the method is done automatically by the server team, this method without artificial player team, the team having efficiency high priority

点ο Point ο

[0030] 实施例一 [0030] Example a

[0031] 本实施例提供一种网络游戏的组队方法,该方法由服务器完成,该方法如图2所示,具体包括如下步骤: [0031] The present embodiment provides a method for team games network, the method performed by a server, the method shown in Figure 2, includes the following steps:

[0032] S21、接收玩家上报的任务信息; [0032] S21, the player receives task information reported;

[0033] 需要说明的是,上述任务信息可以包括:玩家的想要完成的任务以及该任务信息的场景信息。 [0033] It should be noted that the above task information may include: the players want to accomplish, and scene information to the task information. 其中,玩家想要完成的任务如组队打BOSS(老板)、组队刷副本或组队通关等等,该任务信息的场景信息具体可以为:以组队打BOSS为例,该场景信息即为完成该任务所需的场景,如组队打第一关的BOSS,当然该场景信息还可以为其它的信息,例如组队通过 Among them, the players want to accomplish as a team to play BOSS (boss), or a copy of the team brush clearance team and so on, information about the scene task information may specifically be: the team to play BOSS, for example, the scene information that is is required to complete the task scenario, as a first team play BOSS off, of course, the scene information may be other information, for example, by a team

第一关等等。 First off, and so on.

[0034] S22、将同一任务和同一场景信息的玩家组队。 [0034] S22, the player the same task and the same scene information team. [0035] 需要说明的是,上述组队可以为组成一对,当然也可以组成η队,组队的具体数量需要根据玩家的数量来定。 [0035] Note that the team may be composed of one pair, of course, also be composed η team, the team needs to be specific number depends on the number of players. 这里假设在同一任务,同一场景的玩家为96个,假设每队6个人,这里需要自动组成16个队。 It is assumed that in the same session, the players of the same scene is 96, assuming 6 people per team, where the need is automatically composed of 16 teams.

[0036] S23、将队中等级最高的玩家任命为队长。 [0036] S23, the player with the highest level of the team appointed captain.

[0037] 需要说明的是,在实际情况中,也可以通过其它的信息来任命队长,例如将队中参加该任务次数最多的玩家任务为队长等。 [0037] It should be noted that, in practice, may also be appointed captain by other information, for example, will participate in the largest number of players the task of the task team as captain and so on.

[0038] 本实施例提供的方法接收玩家上报的任务信息,并将同一任务和同一场景信息的玩家组队,并将队中等级最高的玩家任命为队长,由于该方法都是由服务器完成的,玩家只需上报意愿信息就可以自动组队,具有组队效率高的优点,。 [0038] The method provided in this embodiment of receiving task information reported by players and team players the same task and the same scene information and the highest level of team players named captain, since the method is done by the server players only need to report the wishes of information can be automatically team, the team has the advantage of high efficiency.

[0039] 实施例二 [0039] Second Embodiment

[0040] 本实施例提供一种网络游戏的组队方法,该方法由服务器完成,该方法如图3所示,具体包括如下步骤: [0040] The present embodiment provides a method for team games network, the method performed by a server, the method shown in Figure 3, includes the following steps:

[0041] S31、查询玩家的属性信息; [0041] S31, query attribute information player;

[0042] 上述属性信息可以为:玩家角色唯一标识、玩家等级、玩家职业、当前场景、登录城市等。 [0042] The attribute information may as: player characters that uniquely identifies the player level, professional players, current scene, log in cities.

[0043] S32、将相同属性信息的玩家组队; [0043] S32, the attribute information of the player of the same team;

[0044] 实现S32的方法具体可以为:如属性信息为登录城市,则根据玩家登录的IP地址确定该IP地址对应的城市,将相同登录城市的玩家组队。 [0044] implemented process S32 may be: the city as attribute information logged, it is determined that the IP address corresponding to the IP address city players log in the same city registered player team. 如属性信息为玩家等级,将相同等级的玩家组队,当然还可以将等级相差悬殊度在等级阈值内的玩家组队。 Attribute information such as the player's level, the same level of the player team, of course, can also be differences between the level of the players in the team level threshold. 其中等级相差悬殊度具体可以为,队中等级最高的玩家与等级最低玩家的等级差值。 Where the level of disparities may specifically be the difference in the level of the highest grade team player with the lowest player's level. 如属性信息为玩家角色唯一标识、当前场景或玩家职业时,可以将相同玩家角色唯一标识、当前场景或玩家职业的玩家组队。 Attribute information such as player characters that uniquely identifies the current scene or when professional players, you can uniquely identify the same player character, scene or current professional players player of the team.

[0045] S33、将队中贡献度最高的玩家任命为队长。 [0045] S33, the player with the highest contribution to the team appointed captain.

[0046] 本实施例提供的方法查询玩家的属性信息,并将相同属性信息的玩家组队,并将队中贡献度最高的玩家任命为队长,由于该方法都是由服务器完成的,玩家无需进行任何操作就可以完成组队,具有组队效率高的优点。 The method [0046] according to an embodiment of the present inquiry player attribute information, and team players the same attribute information, and team players with the highest contribution appointed as captain, because the method is done by the server, players do not need any operation can be completed for a team, the team has the advantage of high efficiency.

[0047] 实施例三 [0047] Example three

[0048] 本实施例提供一种网络游戏的组队方法,该方法由服务器完成,该方法将实施例一和实施例二的方式结合起来,即在组队时,即考虑玩家的意愿信息,又考虑玩家的属性信息,即将相同意愿信息和相同属性信息的玩家组队。 [0048] The present embodiment provides a method for team games network, the method performed by a server, the method and an embodiment according to the second embodiment of the combination, i.e., in the team, that is, considering the wishes of the player information, considering also that the attribute information of the player, about to the same information and the same willingness to attribute information team players. 另外,在队中玩家出队时,将具有相同意愿信息和相同属性信息的玩家加入该队。 In addition, players in the team when the team, the players will have the same information and the same willingness to attribute information to join the team. 需要说明的是,加入该队的人数由出队的人数决定,即出队2人,加入2人,出队1人,加入1人。 It should be noted that the number of people to join the team is determined by the number of people out of the team, a team that is 2 people, with 2 people, a team of one person, one person added.

[0049] 实施例四 [0049] Fourth Embodiment

[0050] 本实施例提供一种网络游戏组队的方法,该方法以三国为例来说明,这里假设组队的玩家数量为3个,进入该游戏的玩家为8个,分别为:玩家Α、玩家B、玩家C、玩家D、玩家Ε、玩家F、玩家G、玩家H,其等级依次为:16、17、18、19、20、21、22、23。 [0050] The present embodiment provides a method for a network game team, the method will be described as an example in three, the number of players is assumed here that the team is three, the game player enters into eight, respectively: player Α player B, the player C, D player, the player Epsilon, F. player, the player G, players H, their grades were: 16,17,18,19,20,21,22,23. 玩家Α、玩家B、玩家C、玩家D对应的意愿为:第一意愿:组队打第2关的BOSS ;第二意愿:组队打第1关的BOSS ;玩家E、玩家F、玩家G、玩家H对应的意愿为:第一意愿为:组队打第3关的BOSS ;第二意愿为:组队在第3关打装备;其中,当为多个意愿时,可以通过一个意愿列表的方式体现,当然在还可以采用其它的方式,例如给用户一个意愿选择列表,根据用户的选择顺序来确定用户的第一、第二以及后续的意愿;当然上述意愿列表内还可以包括玩家的任务经验值(该经验值可以根据玩家已经完成的任务、完成任务的次数以及完成任务的难度系数计算得到)。 Players Α, player B, the player C, D corresponding to the player's will to: a first willingness: team play BOSS level 02; and a second will of: a first team play BOSS off; player E, the player F, G player , H corresponding to the player wishes: a first wishes to: the third team to play off the BOSS; second will to: in the third team to play off equipment; wherein, when a plurality of the wishes, by a list of willingness the expressions, of course, also other methods can be used, for example, a user wishes to select the list, determining a first, a second and subsequent selection sequence according to the user's intention of the user; will of course, the above list may also include player task experience (the experience can be based on the player's task has been completed, the degree of difficulty of the task and complete the task the number of calculated). 玩家A、玩家B、玩家C、玩家D、玩家E、玩家F、玩家G、玩家H对应的技能值(本实施例仅以敏捷度为例,在实际情况中还可以为其它的技能,例如,力量、防守、生命值等) 分别为:40、41、42、43、54、55、56、57 ;玩家A、玩家B、玩家C的职业为:学生,玩家D、玩家E、 玩家F、玩家G、玩家H的职业为:工程师。 Player A, player B, the player C, D player, the player E, F. Player, the player G, H corresponding to the player skill level (in this embodiment an example only agility, in reality may be other skills, e.g. , power, defense, health, etc.) are: 40,41,42,43,54,55,56,57; player a, player B, player C's occupation as: student, player D, player E, F players players G, H career as a player: engineer. 该方法如图4所示,具体包括如下步骤: The method shown in Figure 4, includes the following steps:

[0051] S41、服务器获取玩家A、玩家B、玩家C、玩家D、玩家E、玩家F、玩家G、玩家H的意愿列表、职业、等级、技能值; [0051] S41, the server acquires the player A, player B, the player C, D player, the player E, F. Player, the player G, H will of the player list, occupation, level, skill level;

[0052] S42、服务器将第一意愿相同的玩家A、玩家B、玩家C、玩家D组合在一起(组合1), 将玩家E、玩家F、玩家G、玩家H组合在一起(组合2); [0052] S42, the same server will of the first player A, player B, C players, player D together (composition 1), the player E, F. Player, the player G, H player together (composition 2) ;

[0053] S43、服务器在确定组合1、2的玩家数量大于组队所需的玩家数量时,将剔除组合1、2中等级最低、技能值(敏捷值)最低的玩家A、玩家E ;将玩家B、玩家C、玩家D组成队1,将玩家F、玩家G、玩家H组成队2。 [0053] S43, the server the number of players in determining the composition of greater than 1, the required number of players team, the combination of 1 and 2 excluding the lowest level, skill level (Agility) lowest player A, player E; the players B, C player, the player team consisting of D 1, F. the player, the player G, H player team 2 composition.

[0054] 当然,在实际情况中,也可以同时考虑玩家的职业,例如在S43中,可以剔除组合1 中职业不同的玩家D,当然也可以为其它剔除方式,例如,根据意愿列表中的任务经验值的大小来选择剔除的玩家,当然还可以为其它的复杂的方式,例如可以设定一个剔除计算方式,分别对意愿列表、职业、等级、计数值设定不同的值,然后将这些设定值加起来得到剔除值,在根据剔除值综合选择剔除的玩家。 [0054] Of course, in reality, may be considered simultaneously player professional, for example, in S43,, can eliminate combination occupation a different players D, of course, be other eliminate manner, e.g., according to the task wishes list experience to select the size of the players removed, of course, also be other complex manner, for example, can be set to reject a calculation, respectively wishes list class, level, the count value set different values, then these settings value add up excluding value, excluding value in accordance with a comprehensive selection of players excluded.

[0055] 本实施例提供的方法通过意愿列表、职业、等级、技能值来组队,并将第一意愿相同的玩家组合后,剔除组合里的多余玩家,将剩余玩家组成一队,由于该方法都是由服务器完成的,玩家无需进行任何操作就可以完成组队,具有组队效率高的优点。 Method [0055] The present embodiment provided by the will of the list, occupation, rank, team skill values, and the first player wishes of the same composition, the composition was removed excess player, a team of players and the remainder, since the the method is done by the server, players do not need to take any action to complete the team, the team has the advantage of high efficiency.

[0056] 实施例五 [0056] Embodiment V

[0057] 本实施例提供一种网络游戏的组队系统,该系统如图5所示,具体包括: [0057] The present embodiment team system provides a network game system shown in Figure 5, comprises:

[0058] 数据采集单元51获取网络游戏的玩家信息;其中,玩家信息包括:玩家的属性信息和/或任务信息; [0058] The data acquisition unit 51 acquires network game player information; wherein, the player information comprising: attribute information of the player and / or task information;

[0059] 组队策略单元52将相同玩家信息的玩家组队。 [0059] team strategy unit 52 players of the same team and player information.

[0060] 可选的,上述系统还包括: [0060] Optionally, the system further comprising:

[0061] 队伍管理单元53在队中玩家的数量不足预设玩家阈值时,将相同玩家信息的玩家加入不足预设玩家阈值的队中。 When the [0061] team management unit 53 the number of players is less than a preset threshold value players in the team, the players will be the same player adding insufficient information preset threshold team player.

[0062] 可选的,在组队的队中的玩家出队时,组队策略单元42还将相同玩家信息的玩家加入有玩家出队的队中,其中,加入玩家的数量与出队玩家的数量相同。 [0062] Alternatively, when the team of team players out of the team, 42 players will be the same player information policy unit to join the team there are players out of the team's team, which, added to the number of players and a team player the same amount.

[0063] 上述属性信息和任务信息的具体表现形式可以参见方法实施例的说明,这里不再赘述。 [0063] DETAILED forms the attribute information and the task information can be found in the method described in Example embodiments will not be repeated here.

[0064] 可选的,在玩家信息包括玩家等级时, [0064] Alternatively, the information included in the player when the player's level,

[0065] 组队策略单元52还将相同等级的玩家组队; [0065] 52 will be the same level of team strategy unit team players;

[0066] 或将等级相差悬殊度在等级阈值内的玩家组队。 [0066] The degree or level differences between the players in the team level threshold. 其中等级相差悬殊度为,队中等级最高的玩家与等级最低玩家的等级差值。 Where the level differences between the degree of difference in the level of the highest grade team player with the lowest player's level.

[0067] 可选的,上述组队策略单元52具体可以包括:[0068] 组合模块521,将相同玩家信息的玩家组合在一起, [0067] Optionally, the team policy unit 52 may include: [0068] The combining module 521, the player information is combined in the same player,

[0069] 剔除组队模块522,在组合后的玩家数量大于预设玩家阈值时,剔除组合中多余的玩家后,将组合中剩余的玩家组成一队。 [0069] Excluding team module 522, when the number of players after the player is greater than a predetermined threshold value combinations, combinations excluding redundant player, the composition remaining players form a team.

[0070] 本发明提供的系统获取玩家信息,并将相同玩家信息的玩家组队,由于该方法都是由服务器完成的自动组队,所以该方法不用玩家进行人工组队,具有组队效率高的优点。 [0070] The present invention provides a system of obtaining player information, player information and the same player team, the team since the method is automatically performed by the server, this method without artificial player team, the team having a high efficiency The advantages.

[0071] 值得注意的是,上述实施例四中的系统,所包括的各个单元只是按照功能逻辑进行划分的,但并不局限于上述的划分,只要能够实现相应的功能即可;另外,各功能单元的具体名称也只是为了便于相互区分,并不用于限制本发明的保护范围。 [0071] Notably, each of the four units in the embodiments of the system, including the divided only in accordance with the logic function, but are not limited to the division, as long as the corresponding functions can be achieved; Further, each of the DETAILED name functional units are only to facilitate distinguished from each other, it is not intended to limit the scope of the present invention.

[0072] 另外,本领域普通技术人员可以理解实现上述实施例方法中的全部或部分步骤是可以通过程序来指令相关的硬件完成,相应的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。 [0072] Further, those of ordinary skill in the art may understand that the above embodiments of the method steps may be all or part by a program instructing relevant hardware, the corresponding program may be stored in a computer-readable storage medium, the above-described storage medium may be a read-only memory, magnetic or optical disk.

[0073] 综上所述,本发明提供的技术方案具有组队效率高,提高了游戏玩家的活跃度,降低玩家的流失率的优点。 [0073] In summary, the present invention provides a technical solution team having high efficiency, improved activity gamers, reducing wastage player advantages.

[0074] 以上所述仅为本发明的较佳实施例而已,并不用以限制本发明,凡在本发明的精神和原则之内所作的任何修改、等同替换和改进等,均应包含在本发明的保护范围之内。 [0074] The foregoing is only preferred embodiments of the present invention but are not intended to limit the present invention, any modifications within the spirit and principle of the present invention, equivalent substitutions and improvements should be included in the present within the scope of the invention.

Claims (12)

1. 一种网络游戏的组队方法,其特征在于,所述方法包括:获取网络游戏的玩家信息;所述玩家信息包括:玩家的属性信息和/或任务信息;将相同玩家信息的玩家组队。 CLAIMS 1. A network team games, characterized in that, the method comprising: obtaining information network game player; the player information comprising: attribute information of the player and / or task information; the same player information of the player group team.
2.根据权利要求1所述的方法,其特征在于,所述方法包括:在队中玩家的数量不足预设玩家阈值时,将相同玩家信息的玩家加入不足预设玩家阈值的队中。 2. The method according to claim 1, characterized in that the method comprises: when the number of players is less than a preset threshold value in the player team, the player is the same player information was added is less than a preset threshold value the player team.
3.根据权利要求1所述的方法,其特征在于,在组队的队中玩家出队时,所述方法还包括:将相同玩家信息的玩家加入有玩家出队的队中,其中,加入玩家的数量与出队玩家的数量相同。 3. The method according to claim 1, wherein, when the player team is the team dequeued, the method further comprises: a player information is added to the same player dequeue a player team, wherein the added the same number of players and the number of players out of the team.
4.根据权利要求1所述的方法,其特征在于,所述属性信息包括:玩家角色唯一标识、玩家等级、玩家职业、玩家技能值、玩家装备值、当前场景和/或登录城市;所述任务信息包括:玩家想要完成的任务和任务信息的场景信息,所述玩家想要完成的任务包括:组队打老板、组队刷副本、组队打装备和/或组队通关。 4. The method according to claim 1, wherein the attribute information comprises: a unique identification of the player character, the player level, professional players, skill level players, players and equipment value, the current scene, and / or login cities; the task information includes: the player wants to scene information and task information of the task completed, the players want to accomplish tasks include: team up to fight the boss, brush copy of the team, team play equipment and / or clearance team.
5.根据权利要求4所述的方法,其特征在于,在所述玩家信息包括玩家等级时,所述将相同玩家信息的玩家组队具体包括:将相同等级的玩家组队;或将等级相差悬殊度在等级阈值内的玩家组队。 5. The method as claimed in claim 4, wherein, when the player information including player level, the same player to player team information comprises: the same level of team players; or level difference the degree of disparity in the level threshold of team players. 其中等级相差悬殊度为,队中等级最高的玩家与等级最低玩家的等级差值。 Where the level differences between the degree of difference in the level of the highest grade team player with the lowest player's level.
6.根据权利要求1所述的方法,其特征在于,所述将相同玩家信息的玩家组队的步骤具体包括:将相同玩家信息的玩家组合在一起,在组合后的玩家数量大于预设玩家阈值时,剔除组合中多余的玩家后,将组合中剩余的玩家组成一队。 6. The method according to claim 1, wherein the step of the player of the same team of the player information comprises: a player information in combination with the same player, the number of players after the player is greater than a preset combination threshold, excluding a combination of redundant player, the composition remaining players form a team.
7. —种网络游戏的组队系统,其特征在于,所述系统包括:数据采集单元,用于获取网络游戏的玩家信息;所述玩家信息包括:玩家的属性信息和/或任务信息;组队策略单元,用于将相同玩家信息的玩家组队。 7. - team species network game system, wherein, said system comprising: a data acquisition unit for acquiring information of a network game players; information the player comprising: a player attribute information and / or task information; Group team policy unit, the same player player information for the team.
8.根据权利要求7所述的系统,其特征在于,所述系统还包括:队伍管理单元,用于在队中玩家的数量不足预设玩家阈值时,将相同玩家信息的玩家加入不足预设玩家阈值的队中。 8. The system according to claim 7, characterized in that the system further comprises: when team management unit, for a predetermined number of players is less than the threshold value in the player team, the player is the same player information was added is less than a preset team players threshold value.
9.根据权利要求7所述的系统,其特征在于,在组队的队中玩家出队时,所述组队策略单元还用于将相同玩家信息的玩家加入有玩家出队的队中,其中,加入玩家的数量与出队玩家的数量相同。 9. The system according to claim 7, wherein, when the player team is the team dequeued, the team player strategy unit is further configured to join the same player information dequeue a player team, among them, the same number of players to join a team with a number of players.
10.根据要求7所述的系统,其特征在于,所述属性信息包括:玩家角色唯一标识、玩家等级、玩家职业、玩家技能值、玩家装备值、当前场景或登录城市;所述任务信息包括:玩家想要完成的任务和任务信息的场景信息,所述玩家想要完成的任务包括:组队打老板、组队刷副本、组队打装备和/或组队通关。 10. The system of claim 7, wherein the attribute information comprises: uniquely identifies the player character, the player's level, professional players, players skill level, players and equipment value, the current scene or log in cities; the task information including : scene information tasks and task information of the players want to accomplish the task of the player trying to accomplish include: team up to fight the boss, brush copy of the team, team play equipment and / or clearance team.
11.根据权利要求7所述的系统,其特征在于,在所述玩家信息包括玩家等级时, 所述组队策略单元还用于将相同等级的玩家组队;或将等级相差悬殊度在等级阈值内的玩家组队。 11. The system according to claim 7, wherein, when the player information including player level, the policy team unit is further configured to rank the same team players; or the level differences between the levels of players within a threshold team. 其中等级相差悬殊度为,队中等级最高的玩家与等级最低玩家的等级差值。 Where the level differences between the degree of difference in the level of the highest grade team player with the lowest player's level.
12.根据权利要求7所述的系统,其特诊在于,所述组队策略单元具体包括: 组合模块,用于将相同玩家信息的玩家组合在一起,剔除组队模块,用于在组合后的玩家数量大于预设玩家阈值时,剔除组合中多余的玩家后,将组合中剩余的玩家组成一队。 12. The system according to claim 7, wherein which special clinics, the team policy unit comprises: a combining module, configured to player information in combination with the same player, team excluding module for the combination when the number of players is greater than a preset threshold player, after removing excess composition player, the composition remaining players form a team.
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