CN114618157A - Data compensation method and device in game, electronic equipment and storage medium - Google Patents

Data compensation method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN114618157A
CN114618157A CN202210220473.7A CN202210220473A CN114618157A CN 114618157 A CN114618157 A CN 114618157A CN 202210220473 A CN202210220473 A CN 202210220473A CN 114618157 A CN114618157 A CN 114618157A
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China
Prior art keywords
virtual
attribute
value
target
game
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Pending
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CN202210220473.7A
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Chinese (zh)
Inventor
李旭东
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202210220473.7A priority Critical patent/CN114618157A/en
Publication of CN114618157A publication Critical patent/CN114618157A/en
Pending legal-status Critical Current

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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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory

Abstract

The application provides a data compensation method, a device, electronic equipment and a storage medium in a game, wherein the method comprises the following steps: in the game preparation stage, matching other virtual objects participating in the virtual battle for the controlled virtual object; acquiring the match information of the virtual match; for each candidate virtual element in the virtual battle, determining an attribute compensation value of the candidate virtual element based on the obtained match information; for each candidate virtual element, determining an element attribute value of the candidate virtual element based on the attribute compensation value of the candidate virtual element; and controlling the controlled virtual object to enter a game confrontation phase of the virtual battle at the time by using the target virtual element with the target element attribute value. By adopting the data compensation method, the data compensation device, the electronic equipment and the storage medium in the game, the problems of long adjustment period and poor adjustment mode adaptability when the attribute values of the virtual elements in the game are adjusted are solved.

Description

Data compensation method and device in game, electronic equipment and storage medium
Technical Field
The present application relates to the field of human-computer interaction technologies, and in particular, to a method and an apparatus for data compensation in a game, an electronic device, and a storage medium.
Background
With the development of computer technology and the diversification of terminal functions, more and more games can be played on terminals, such as: the Multiplayer competitive game may be a MOBA (Multiplayer Online Battle Arena) type game, or an ARTS (Action Real-Time Strategy) type game. In a multiplayer competitive game, a user interacts with other users by controlling hero characters. Different hero characters have different combat attributes, resulting in differences in combat capability between different hero characters. After the game is operated online, the attribute values of the hero characters and the virtual props need to be adjusted continuously to ensure that the fighting capacity among the hero characters tends to be balanced.
At present, the adjustment of the attribute values of hero characters and virtual props is usually completed by a game plan, which analyzes game play data in a current version, determines the fighting capabilities of different hero characters, and adjusts the attribute values of hero characters which are too strong or too weak. Usually, only when a large version of a game is updated, the balance adjustment is performed on the attribute values of a plurality of hero characters and a plurality of virtual props, which causes a problem of long adjustment period. Meanwhile, different game modes and different game segment positions have different requirements on users, so that the adjusted attribute values are applied to all the game modes and all the game segment positions, the fighting performances of the same hero character in different game modes or different game segment positions are greatly different, namely, the adjusted values only play a balance role in part of the game modes or part of the game segment positions, and the problem of poor adaptability of an adjusting mode is caused.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method and an apparatus for compensating data in a game, an electronic device, and a storage medium, so as to solve the problems of long adjustment period and poor adaptability of adjustment method when adjusting an attribute value of a virtual element in a game.
In a first aspect, an embodiment of the present application provides a method for compensating data in a game, including:
in the game preparation stage, matching other virtual objects participating in the virtual battle for the controlled virtual object;
acquiring the match information of the virtual match;
for each candidate virtual element in the virtual battle, determining an attribute compensation value of the candidate virtual element based on the acquired match information, wherein the attribute compensation value is used for adjusting the basic virtual capacity of the candidate virtual element;
for each candidate virtual element, determining an element attribute value of the candidate virtual element based on the attribute compensation value of the candidate virtual element, wherein the element attribute value is used for representing the virtual capacity of the candidate virtual element in the virtual fight;
and controlling the controlled virtual object to enter a game countermeasure stage of the virtual battle at the time by using a target virtual element with a target element attribute value, wherein the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the virtual battle at the time.
Optionally, the element attribute value of each candidate virtual element is determined by: determining a basic attribute value of the candidate virtual element, wherein the basic attribute value is used for representing the basic virtual capacity of the candidate virtual element in the game; and adjusting the basic attribute value by using the attribute compensation value of the candidate virtual element to obtain the element attribute value of the candidate virtual element.
Optionally, the attribute compensation value of each candidate virtual element is determined by: determining a first attribute balance coefficient value for the candidate virtual element according to the alignment information; determining a second attribute balance coefficient value in the target control mode according to the target control mode aiming at the controlled virtual object in the virtual battle fight at the time; and determining an attribute compensation value of the candidate virtual element according to the first attribute balance coefficient value and the second attribute balance coefficient value.
Optionally, the attribute compensation value of each candidate virtual element is determined by: determining a balance adjustment base value; and determining the product of the first attribute balance coefficient value, the second attribute balance coefficient value and the balance adjustment base value as the attribute compensation value of the candidate virtual element.
Optionally, the match information includes match characteristic parameters capable of influencing the fighting capability of the virtual object in the current virtual match, and the match characteristic parameters include version information indicating a target version number of the game, mode information indicating a target match mode of the current virtual match, and segment bit information indicating a target match segment bit of the current virtual match, wherein the first attribute balance coefficient value for each candidate virtual element is determined by: determining a first game score value corresponding to a target fighting mode indicated by the mode information and a target game score indicated by the segment information in the game of the target version number indicated by the version information; determining a second game scoring value corresponding to the candidate virtual element when the candidate virtual element is used in a target fighting mode and a target game segment position in the game with the target version number; and obtaining a first attribute balance coefficient value for the candidate virtual element according to the first local score value and the second local score value.
Optionally, the second property balance coefficient value in the target manipulation manner is determined by: determining a third game score value corresponding to the target game using the target control mode in the target fighting mode in the game with the target version number; and obtaining a second attribute balance coefficient value under the target control mode according to the first office score value and the third office score value.
Optionally, the first attribute balance coefficient value for each candidate virtual element is determined by: determining a ratio of the first pair of local score values to the second pair of local score values as a first attribute balance coefficient value for the candidate virtual element; and/or the step of obtaining a second attribute balance coefficient value in the target control mode according to the first and third paired local score values comprises: and determining the ratio of the first office score value to the third office score value as a second attribute balance coefficient value in the target control mode.
Optionally, the target manipulation manner includes any one of the following: a touch control mode, a keyboard and mouse control mode and a handle control mode.
Optionally, the candidate virtual element comprises at least one of: virtual roles used by the virtual objects in the virtual battle; a virtual item for enhancing the combat capabilities of a virtual character.
Optionally, the target virtual elements used by the controlled virtual object in entering the game play stage include: the target virtual role used by the controlled virtual object in the virtual match is determined in the following way: after matching is successful, acquiring a target virtual role randomly distributed by the server for the controlled virtual object; or a target virtual character determined in response to a selection operation for selecting a virtual character from a plurality of virtual characters provided by the game.
Optionally, the virtual item comprises at least one of: virtual weapons held by the virtual character, virtual accessories worn on the virtual character or attached to the virtual weapons.
Optionally, the target virtual elements used by the controlled virtual object in entering the game play stage include: the target virtual weapon and/or target virtual accessory held by the controlled virtual object when entering the game play stage of the virtual battle.
Optionally, the method further comprises: in the game countercheck stage, responding to an article acquisition instruction, and controlling a controlled virtual object to acquire a target virtual article; determining the article attribute value of the target virtual article in the virtual fight; and putting the target virtual article with the article attribute value into a backpack of the controlled virtual object.
In a second aspect, an embodiment of the present application further provides an apparatus for compensating data in a game, where the apparatus includes:
the matching module matches other virtual objects participating in the virtual battle for the controlled virtual object in the game preparation stage;
the information acquisition module is used for acquiring the game information of the virtual match;
the numerical value determining module is used for determining an attribute compensation value of each candidate virtual element in the virtual battle based on the acquired match information, wherein the attribute compensation value is used for adjusting the basic virtual capacity of the candidate virtual element;
the compensation module is used for determining an element attribute value of each candidate virtual element based on the attribute compensation value of the candidate virtual element, wherein the element attribute value is used for representing the virtual capacity of the candidate virtual element in the virtual fight;
and the stage control module is used for controlling the controlled virtual object to enter a game countermeasure stage of the virtual battle at the time by using the target virtual element with the target element attribute value, wherein the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the virtual battle at the time.
In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is running, the machine-readable instructions when executed by the processor performing the steps of the above-described in-game data compensation method.
In a fourth aspect, the present application further provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the data compensation method in the game.
The embodiment of the application brings the following beneficial effects:
according to the data compensation method, the data compensation device, the electronic equipment and the storage medium in the game, the element attribute value of each candidate virtual element in the virtual match can be determined by acquiring the attribute compensation value of each candidate virtual element corresponding to the match information before the game match stage starts according to the match information of different virtual matches, and the controlled virtual object is controlled to use the target virtual element with the specifically adjusted element attribute value to match in the game match stage.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a flow chart illustrating a method for compensating data in a game provided by an embodiment of the present application;
FIG. 2 shows a schematic diagram of a game preparation phase graphical user interface provided by an embodiment of the present application;
FIG. 3 is a flow chart illustrating a first method for determining an attribute balance coefficient value according to an embodiment of the present application;
FIG. 4 is a flowchart illustrating a second method for determining an attribute balance coefficient value according to an embodiment of the present application;
FIG. 5 is a schematic diagram illustrating an exemplary data compensation apparatus for a game according to an embodiment of the present disclosure;
fig. 6 shows a schematic structural diagram of an electronic device provided in an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. Every other embodiment that can be obtained by a person skilled in the art without making creative efforts based on the embodiments of the present application falls within the protection scope of the present application.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/parts/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. other than the listed elements/components/etc.; the terms "first" and "second", etc. are used merely as labels, and are not limiting on the number of their objects.
It should be understood that in the embodiments of the present application, "at least one" means one or more, "a plurality" means two or more. "and/or" is merely an association describing an associated object, meaning that three relationships may exist, e.g., a and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. "comprises A, B and/or C" means that it comprises any 1 or any 2 or 3 of the three A, B, C.
It should be understood that in the embodiment of the present application, "B corresponding to a", "a corresponds to B", or "B corresponds to a" means that B is associated with a, and B can be determined according to a. Determining B from a does not mean determining B from a alone, but may be determined from a and/or other information.
First, an application scenario to which the present application is applicable will be described. The present application can be applied to a game scenario, and the embodiments of the present application do not limit a specific application scenario, and any scheme using the data compensation method, apparatus, electronic device, and storage medium provided by the embodiments of the present application is within the scope of the present application.
Before the present application is proposed, when a game is updated in a large version, balance adjustment is usually performed on attribute values of a plurality of hero characters and a plurality of virtual items, and the adjustment on the attribute values of the hero characters and the virtual items is completed by a game plan, after analyzing historical game play data in a current version, the game plan determines fighting capabilities of different hero characters based on personal experience, and then adjusts the attribute values of hero characters or virtual items that are too strong or too weak, which can be understood that the accuracy of a conclusion obtained based on the personal experience is low. Secondly, only when the game is updated in a large version, the balance adjustment is performed on the attribute values of the hero characters and the virtual props, which causes the problem of long adjustment period. Moreover, because the operation requirements of the users are different in different game modes and different game segment positions, applying the adjusted attribute values to all game modes and all game segment positions can make the fighting performances of the same hero character in different game modes or different game segment positions have a large difference, that is, the adjusted values only play a balance role in part of game modes or part of game segment positions, resulting in the problem of poor data adaptability after adjustment.
Based on this, the embodiments of the present application provide a method for compensating data in a game, so as to determine the element attribute value of a candidate virtual element corresponding to the engagement information of the current virtual engagement before each virtual engagement starts, shorten the data adjustment period, and improve the adaptability of the adjustment mode.
In order to make the present application better understood by those skilled in the art, the following detailed description is provided for a method, an apparatus, an electronic device and a storage medium for data compensation in a game according to embodiments of the present application.
Referring to fig. 1, a method for compensating data in a game provided in an embodiment of the present application is provided, and specifically, the method for compensating data in a game provided in an embodiment of the present application includes:
s101, in the game preparation stage, matching other virtual objects participating in the virtual battle for the controlled virtual object.
S102, obtaining the game information of the virtual match.
S103, aiming at each candidate virtual element in the current virtual match, determining an attribute compensation value of the candidate virtual element based on the acquired match information.
And S104, aiming at each candidate virtual element, determining the element attribute value of the candidate virtual element based on the attribute compensation value of the candidate virtual element.
And S105, controlling the controlled virtual object to enter a game confrontation stage of the virtual battle at the time by using the target virtual element with the target element attribute value.
The names referred to in the embodiments of the present application will first be briefly described below.
The terminal equipment:
the terminal device related in the embodiment of the present application mainly refers to an intelligent device that is used for providing a virtual scene of the virtual battle, and can perform control operation on a controlled virtual object, and the terminal device may include, but is not limited to, any one of the following devices: smart phones, tablet computers, laptop computers, desktop computers, game machines, Personal Digital Assistants (PDAs), e-book readers, (Moving Picture Experts Group Audio Layer IV, motion Picture Experts compression standard Audio Layer 4) players. The terminal device is installed and operated with an application program supporting a virtual scene of a game, such as an application program supporting a three-dimensional game scene. The application program may include, but is not limited to, any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a MOBA game, a multi-player gunfight type survival game, a Third person shooter game (TPS, Third-person (which may be packaged with a program)).
A graphical user interface:
the interface display format is used for human-computer communication, and allows a user to use an input device such as a mouse or a keyboard to manipulate icons, logos or menu options on a screen, and also allows the user to manipulate the icons or menu options on the screen by performing a touch operation on a touch screen of the touch terminal to select a command, start a program or perform other tasks.
Virtual scene:
is a virtual scene that an application program displays (or provides) when running on a terminal device or a server, that is, a scene used in the course of normally playing a game. That is to say, the virtual scene refers to a virtual game control that bears a virtual object during the game, and the virtual object can be subjected to an operation instruction issued by a user (i.e., a player) to the terminal device in the virtual scene to perform actions such as movement and skill release. Optionally, the virtual scene may be a simulation environment of the real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment may be sky, land, sea, and the like, wherein the land includes environmental elements such as a desert, a city, and the like. The virtual scene is a scene in which a user controls the complete game logic of the virtual object. Optionally, the virtual scene may also be used for virtual environment engagement between at least two virtual objects, in which virtual resources are available for use by the at least two virtual objects. Illustratively, the virtual scene may include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, and the like.
Virtual object:
refers to a controlled virtual object in a virtual environment, which may be a virtual character manipulated by a player, including but not limited to at least one of a virtual character, a virtual animal, and a cartoon character, and an uncontrolled virtual object, which may be a non-player manipulated virtual character (NPC), and may also be a virtual object, referring to a static object in a virtual scene, for example, a virtual prop, a virtual task in a virtual scene, a location in a virtual environment, a terrain, a house, a bridge, vegetation, and the like. Static objects are often not directly controlled by the player, but may behave accordingly in response to the interaction behavior (e.g., attack, tear down, etc.) of the virtual objects in the virtual scene, such as: the virtual object may be demolished, picked up, dragged, built, etc. of the building. Alternatively, the virtual object may not respond to the interaction behavior of the virtual object, for example, the virtual object may also be a building, a door, a window, a plant, etc. in the virtual scene, but the virtual object cannot interact with the virtual object, for example, the virtual object cannot destroy or remove the window, etc. Alternatively, when the virtual scene is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each virtual character having its own shape and volume in the three-dimensional virtual environment, and occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual role can also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
There may be a plurality of controlled virtual objects in the virtual scene, which are virtual characters manipulated by a player (i.e., characters controlled by the player through an input device), or Artificial Intelligence (AI) set in a virtual environment fight by training. Optionally, the controlled virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of the controlled virtual objects in the virtual scene match is preset, or is dynamically determined according to the number of the terminal devices joining the virtual match, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the controlled virtual object to move in the virtual scene, for example, control the controlled virtual object to run, jump, crawl, etc., and also control the controlled virtual object to fight with other controlled virtual objects using skills, virtual props, etc. provided by the application program.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal device or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game scene screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
An application scenario to which the present application is applicable is introduced. The method and the device can be applied to the technical field of games, and a plurality of players participating in the games join the same virtual battle together in the games.
Before entering the virtual match, the player can select different character attributes, such as identity attributes, for the controlled virtual objects in the virtual match, and determine different battles by allocating the different character attributes, so that the player wins the game match by executing tasks allocated by the game in different match stages of the virtual match, for example, a plurality of controlled virtual objects with A character attributes are subjected to 'elimination' in the match stage to obtain the win of the game match. Here, when entering the current virtual battle, a character attribute may be randomly assigned to each controlled virtual object participating in the current virtual battle.
An implementation environment provided in one embodiment of the present application may include: the game server comprises a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device communicate with the game server, respectively, to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the in-game data compensation method provided by the present application, and the game server is a server side for executing the in-game data compensation method provided by the present application. The first terminal device and the second terminal device are enabled to communicate with the game server respectively through the application program.
Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the application program. In an optional embodiment, the game server establishes the virtual match according to a game request of the application program. The parameters of the virtual match may be determined according to parameters in the received game request, for example, the parameters of the virtual match may include the number of people participating in the virtual match, the level of the character participating in the virtual match, and the like. And when the first terminal equipment receives the response of the game server, displaying the virtual scene corresponding to the virtual battle through the graphical user interface of the first terminal equipment. In an optional implementation manner, the game server determines a current virtual match for the application program from a plurality of established virtual matches according to a game request of the application program, and when the first terminal device receives a response of the game server, displays a virtual scene corresponding to the current virtual match through a graphical user interface of the first terminal device. The first terminal device is a device controlled by a first user, the controlled virtual object displayed in the graphical user interface of the first terminal device is a player character (i.e. a first controlled virtual object) controlled by the first user, and the first user inputs an operation instruction through the graphical user interface to control the player character to execute corresponding operation in the virtual scene.
Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the application program. In an optional embodiment, the game server establishes the virtual match according to a game request of the application program. The parameters of the virtual match may be determined according to parameters in the received game request, for example, the parameters of the virtual match may include the number of people participating in the virtual match, the level of the character participating in the virtual match, and the like. And when the second terminal equipment receives the response of the game server, displaying the virtual scene corresponding to the virtual battle through the graphical user interface of the second terminal equipment. In an optional embodiment, the game server determines a current virtual match for the application program from a plurality of established virtual matches according to a game request of the application program, and when the second terminal device receives a response of the game server, displays a virtual scene corresponding to the current virtual match through a graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user, the controlled virtual object displayed in the graphical user interface of the second terminal device is a player character (i.e. a second controlled virtual object) controlled by the second user, and the second user inputs an operation instruction through the graphical user interface to control the player character to execute corresponding operation in the virtual scene.
The game server performs data calculation according to the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render a corresponding virtual scene and/or a virtual object according to the synchronization data issued by the game server.
In the present embodiment, a first controlled virtual object controlled by a first terminal device and a second controlled virtual object controlled by a second terminal device are virtual objects in the same virtual match. The first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device may have the same role attribute or different role attributes, and the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device belong to different camps.
It should be noted that the controlled virtual objects in the current virtual match may include two or more virtual objects, and different controlled virtual objects may correspond to different terminal devices, that is, in the current virtual match, there are two or more terminal devices that respectively perform transmission and synchronization of game data with the game server.
According to the data compensation method in the game, the attribute compensation value of each candidate virtual element corresponding to the game play information is obtained before the virtual game play starts according to the game play information of different virtual games, the element attribute value of the candidate virtual element in the virtual game play is determined, the determined element attribute value is used when the virtual game play starts, the data compensation of the candidate virtual element in the virtual game play is achieved, the problems that the adjustment period is long and the adjusted attribute value is poor in adaptability when the attribute value of the virtual element in the game is adjusted are solved, compared with the data compensation method in the prior art, the data adjustment period is shortened, the adaptability of an adjustment mode is improved, and when a game version is tested in a test server, the user test time is favorably shortened.
The above exemplary steps provided by the embodiments of the present application are described below by taking the application of the above method to a terminal device as an example.
In step S101, the game preparation phase may refer to a preparation phase before the virtual match stage is started, and the game preparation phase is used for determining the match information of the current virtual match.
As an example, the virtual fight preparation phase may be a phase in which the controlled virtual object is in a game preparation scene before entering the game confrontation scene.
The controlled virtual object is a virtual object controlled by a first user using the first terminal device, the controlled virtual object can compete with other matched virtual objects participating in enemy battles of the current virtual battle by releasing virtual skills, the other virtual objects are virtual objects which are controlled by other players and are in enemy battles of the current virtual battle together in the current virtual battle, for example, the controlled virtual object belongs to a first battle, and the other virtual objects belong to a second battle opposite to the first battle. The embodiment of the present application does not specifically limit the type of the target virtual object.
The game preparation phase is described below with reference to fig. 2.
FIG. 2 shows a schematic diagram of a game preparation phase graphical user interface provided by an embodiment of the present application.
As shown in fig. 2, a plurality of controlled virtual objects participating in the current virtual match, which is a 5-to-5 mode and has ten controlled virtual objects, that is, a controlled virtual object 201, a controlled virtual object 202, a controlled virtual object 203, a controlled virtual object 204, a controlled virtual object 205, a controlled virtual object 211, a controlled virtual object 212, a controlled virtual object 213, a controlled virtual object 214, and a controlled virtual object 215, are displayed on the graphical user interface 200.
In the graphical user interface 200, the controlled virtual object 201 is a controlled virtual object corresponding to a first user, the controlled virtual objects 202 to 205 are controlled virtual objects in a same party with the controlled virtual object corresponding to the first user, and the controlled virtual objects 211 to 215 are controlled virtual objects in a party with the controlled virtual object 201 corresponding to the first user. The controlled virtual object 201 and the controlled virtual object 203 do not determine the virtual character to be selected, but other controlled virtual objects except the controlled virtual object 201 and the controlled virtual object 203 have selected virtual characters, and the candidate virtual character 221 is a candidate virtual character currently selected by the controlled virtual object 201, but it does not determine that the candidate virtual character 221 is a target virtual character.
Although not all target virtual characters corresponding to the ten controlled virtual objects are determined, the game information of the current virtual game can be determined according to the version information and the mode information of the current virtual game and the segment of the user account corresponding to the controlled virtual object.
In step S102, the match information may refer to identification information of the current virtual match, and the match information is used to determine a historical match record corresponding to the current virtual match. The game information comprises game characteristic parameters capable of influencing the fighting capacity of the virtual object in the virtual game.
The game characteristic parameters can refer to characteristic parameters for representing the virtual game, and the game characteristic parameters comprise version information for indicating a target version number of the game, mode information for indicating a target game mode of the virtual game, and section information for indicating a target game section of the virtual game.
Here, the version information may be a version number, illustratively, 1.0.0.1.
The mode information may be a mode identifier or a mode name, and for example, if the mode information is 3, the mode information represents 3-to-3 modes; if the mode information is 5, 5-to-5 modes are represented.
The segment bit information may be a segment bit identifier or a segment bit name, and the segment bit information is gold, for example.
It should be noted that the segment information of the target match segment is calculated from the respective corresponding segments of all the user accounts participating in the virtual match.
As an example, the average segment of the segments corresponding to all game accounts participating in the virtual battle may be used as the segment information of the target battle segment, and the segments corresponding to all user accounts participating in the virtual battle may be substituted into a preset calculation formula to calculate the segment information of the target battle segment. The skilled person can select the specific determination mode of the segment bit information of the target pair segment bit according to the actual situation, and the application is not limited herein.
In the embodiment of the application, in the game preparation stage of the current virtual match, version information and mode information corresponding to the current virtual match can be acquired, the target match position of the current virtual match is determined according to the position corresponding to the user account participating in the current virtual match, and then the attribute compensation value of each candidate virtual element is determined according to the acquired information.
In step S103, the candidate virtual element may refer to a virtual element that can be data compensated in the current virtual match, and the candidate virtual element is used to improve the match capability of the controlled virtual object.
As an example, the candidate virtual element may be a controlled virtual object or a non-controlled virtual object.
Illustratively, the candidate virtual elements include at least one of: virtual roles used by the virtual objects in the virtual battle; a virtual item for enhancing the combat capabilities of a virtual character.
The virtual object can refer to a virtual item in the game, and the virtual object is a virtual item for increasing the virtual ability of the virtual character.
Illustratively, the virtual article comprises at least one of: virtual weapons held by the virtual character, virtual accessories worn on the virtual character or attached to the virtual weapons. Wherein, the virtual accessory can refer to accessories that gems, stock, etc. can be attached to the weapon.
The attribute compensation value may refer to an adjustable value among element attribute values of the candidate virtual element, the attribute compensation value being used to adjust the basic virtual capacity of the candidate virtual element. For example: the candidate virtual element is a slaughter dragon knife, and if the basic attribute value is 100 and the attribute compensation value is 20, the result indicates that the slaughter dragon knife can be added with 20 physical attacks by the attribute compensation value.
Note that there are a plurality of attribute items in the game, for example: vital value, physical attack, legal attack, speed of movement. When data compensation processing is performed, data compensation is not performed on all attribute items, and only data compensation is performed on a target attribute item. Here, which attribute items are target attribute items may be determined by the data table. For example: the attribute item identifier of the target attribute item can be filled in a data table, and as long as the attribute item identifier corresponding to the candidate virtual element is matched with the attribute item identifier in the data table, the attribute item identifier corresponding to the matched candidate virtual element is used as the target attribute item identifier, and data compensation is performed on the target attribute item corresponding to the target attribute item identifier.
In an alternative embodiment, the attribute compensation value for each candidate virtual element is determined by: determining a first attribute balance coefficient value for the candidate virtual element according to the alignment information; determining a second attribute balance coefficient value in the target control mode according to the target control mode aiming at the controlled virtual object in the virtual battle fight at the time; and determining an attribute compensation value of the candidate virtual element according to the first attribute balance coefficient value and the second attribute balance coefficient value.
Here, the first attribute balance coefficient value may refer to a coefficient value that adjusts a play difference between different virtual plays, which refers to a difference of different versions, different modes, and different play segment bits between different virtual plays. As an example, the first property balance coefficient value may be a value greater than 1 or a value less than or equal to 1.
The second attribute balance coefficient value may refer to a coefficient value that adjusts for user differences between different users, the user differences referring to differences in different manipulation manners that are not used between users. As an example, the second property balance coefficient value may be a value greater than 1 or a value less than or equal to 1.
The target manipulation manner may refer to a control manner used when the target user controls the controlled virtual object, and the target manipulation manner is used for determining the second attribute balance coefficient value.
As an example, the target manipulation manner may be a touch manipulation manner, or may be a manipulation manner that is manipulated by the device.
Illustratively, the target manipulation manner includes any one of the following: a touch control mode, a keyboard and mouse control mode and a handle control mode.
In the embodiment of the application, when the match information is obtained, a corresponding control mode of each user participating in the virtual match is also obtained, the obtained control mode is used as a user characteristic parameter, and the second attribute balance coefficient value is determined through a target control mode of a target user.
In an alternative embodiment, the attribute compensation value for each candidate virtual element is determined by: determining a balance adjustment base value; and determining the product of the first attribute balance coefficient value, the second attribute balance coefficient value and the balance adjustment base value as the attribute compensation value of the candidate virtual element.
Here, the balance adjustment base value may refer to a base value of the attribute compensation value, and the attribute compensation value of the candidate virtual element is determined by performing an addition calculation of the balance adjustment base value by the first attribute balance coefficient value and the second attribute balance coefficient value on the basis of the balance adjustment base value.
It should be noted that the multiple candidate virtual elements are divided into different types, for example: all virtual characters are divided into character types, weapons and defensive instruments are divided into equipment types, and gems and soul jade are divided into accessory types. Here, the balance adjustment base values corresponding to different types of candidate virtual elements are different, and the balance adjustment base values corresponding to different target attribute items are also different. Different types of candidate virtual elements and balance adjustment base values corresponding to different target attribute items can be determined through a balance adjustment base value table, and specific values of the different types of candidate virtual elements and the balance adjustment base values corresponding to different target attributes are configured in the balance adjustment base value table.
The determination process of the balance adjustment base value is described below with reference to table 1.
Figure BDA0003536999840000131
As shown in table 1, the candidate virtual elements are divided into multiple types, and corresponding balance adjustment base values are configured for different target attribute items of the same type. Taking hero a as an example, hero a corresponds to the type number 1 and belongs to the hero type, and then the balance adjustment base value table can obtain the balance adjustment base values of all target attribute items corresponding to hero a, for example: the balance adjustment base value corresponding to the life attribute item is 100, the balance adjustment base value corresponding to the physical attack attribute item is 10, the balance adjustment base value corresponding to the legal attack attribute item is 15, the balance adjustment base value corresponding to the physical defense attribute item is 20, and the balance adjustment base value corresponding to the legal defense attribute item is 10.
In the embodiment of the present application, taking the life attribute item of hero a as an example, assuming that the first attribute balance coefficient value is 0.2 and the second attribute balance coefficient value is 0.5, the attribute compensation value corresponding to the life attribute item of hero a is 100 × 0.2 × 0.5 — 10. Here, since hero a may be used by a plurality of users participating in the current virtual match, although the balance adjustment base values corresponding to hero a in the current virtual match are all 10, the attribute compensation values for different controlled virtual objects may be different depending on whether the second attribute balance coefficient values corresponding to different controlled virtual objects are the same.
It can be seen that for users using the same virtual character but using different manipulation manners, the attribute compensation values are different, which can balance the influence of different manipulation manners on the competitive level. Meanwhile, the candidate virtual elements can also be virtual articles, and when the virtual articles are stronger, the basic attribute values of the candidate virtual elements can be adjusted to balance the difference of virtual abilities among different virtual articles.
In an alternative embodiment, the first attribute balance coefficient value for each candidate virtual element is determined by: determining a first game score value corresponding to a target fighting mode indicated by the mode information and a target game score indicated by the segment information in the game of the target version number indicated by the version information; determining a second game scoring value corresponding to the candidate virtual element when the candidate virtual element is used in a target fighting mode and a target game segment position in the game with the target version number; and obtaining a first attribute balance coefficient value for the candidate virtual element according to the first local score value and the second local score value.
Here, the first match score value may refer to a match score value corresponding to a match characteristic parameter of the current virtual match.
Illustratively, the first deal score value may be 5.
The second match score value may refer to a match score value corresponding to the match characteristic parameter of the virtual match and corresponding to each candidate virtual element.
Illustratively, the second counterparty score may be 4.
In the embodiment of the application, after each virtual match, the match record of the virtual match is stored in the historical match record, and the start time, the end time, the server identification, the match characteristic parameters, the user account numbers participating in the virtual match, the object identification of the controlled virtual object used by each user account number, the target control mode corresponding to each controlled virtual object, the match score of the virtual match, and the target virtual element used by each controlled virtual object when the match is finished are recorded in the match record of the virtual match. The match score of the current virtual match is calculated according to the user score of each user participating in the current virtual match, for example: the average value of the user scores of all the users participating in the virtual match is used as the match score of the virtual match, and a person skilled in the art can select a calculation method of the match score according to actual conditions, which is not limited herein.
The determination of the first property balance coefficient value is described below with reference to fig. 3.
Fig. 3 is a flowchart illustrating a first method for determining an attribute balance coefficient value according to an embodiment of the present application. As shown in fig. 3:
and step S1031, determining a first bureau credit value.
In the step, in a game preparation stage of the virtual match, the acquired version information, mode information and segment position information of the virtual match are used as first screening conditions, a plurality of first target historical match records matched with the first screening conditions are selected from the historical match records, the average value of scores of all matches in the first target historical match records is calculated, and the average value is used as a first match score value. It should be noted that the first match score value is not limited to the average of all match scores in the first target historical match record, and may also be the maximum value, the minimum value, or the root mean square of all match scores.
It should be noted that, in order to ensure the accuracy of data compensation, when a plurality of first target historical engagement records are selected from the historical engagement records, it is determined whether the number of records of the first target historical engagement records reaches a first set threshold, for example: the first set threshold value is 10000, if the number of the records of the first target historical fight record is determined to reach the first set threshold value, the first attribute balance coefficient value or the second attribute balance coefficient is determined based on the first match score value, and if the number of the records of the first target historical fight record is determined not to reach the first set threshold value, the first attribute balance coefficient value and the second attribute balance coefficient value are set to be 1.
For example, with version information 1.0.0.1, mode information 5-to-5 matching mode, and section information gold as examples, a match record with version information 1.0.0.1, mode information 5-to-5 matching mode, and section information gold is selected from all the historical match records as a first target historical match record, the first target historical match record includes a plurality of match records, each first target historical match record corresponds to a virtual match, each first target historical match record records a match score of the virtual match, and a mean value of the match scores in all the first target historical match records is used as a first match score.
Step S1032 determines, for each candidate virtual element, a second peer score value corresponding to the candidate virtual element.
In the step, in a game preparation stage of the virtual match, the version information, the mode information and the element identifier of each candidate virtual element of the obtained virtual match are used as second screening conditions, a plurality of second target historical match records matched with the second screening conditions are selected from the historical match records, the mean value of scores of all matches in the second target historical match records is calculated, and the mean value is used as a second match score value. It should be noted that the second match score value is not limited to the average value of all match scores in the second target historical match record, and may also be the maximum value, the minimum value, or the root mean square of all match scores.
It should be noted that, in order to ensure the accuracy of data compensation, when a plurality of second target historical engagement records are selected from the historical engagement records, it is determined whether the number of the second target historical engagement records reaches a second set threshold, for example: the second set threshold value is 10000, if the number of the second target historical combat records is determined to reach the second set threshold value, the first attribute balance coefficient value is determined based on the second match score value, and if the number of the second target historical combat records is determined not to reach the second set threshold value, the first attribute balance coefficient value is set to be 1.
Illustratively, the element identification of the candidate virtual element is prop ID, with version information of 1.0.0.1, schema information of 5-to-5 matching schema, for example: butcher's dragon sword, the stage property ID is 110101 for the example, select version information 1.0.0.1, mode information 5 for 5 matching mode, contain the stage property ID as 110101 fight record from all historical fight records as the second target historical fight record, the second target historical fight record includes many fight records, every second target historical fight record all corresponds a virtual fight in the record, every second target historical fight record has recorded the fight score of this virtual fight, the average value that the fight scored in all second target historical fight records is regarded as the second fight score.
Step S1033, obtaining a first attribute balance coefficient value for the candidate virtual element according to the first and second bureau score values.
In this step, the first attribute balance coefficient value for each candidate virtual element may be determined by: determining a ratio of the first peer score value to the second peer score value as a first attribute balance coefficient value for the candidate virtual element.
Taking the above example as an example, if the first hit score value is 5 and the second hit score value is 4, the first attribute balance coefficient value is 5/4 — 1.25.
In an alternative embodiment, the second property balance coefficient value in the target manipulation mode is determined by: determining a third game score value corresponding to the target game using the target control mode in the target fighting mode in the game with the target version number; and obtaining a second attribute balance coefficient value under the target control mode according to the first office score value and the third office score value.
Here, the third match score value may refer to a mean value of match scores of all historical virtual matches corresponding to the match characteristic parameters of the current virtual match and the target manipulation manner.
As an example, the third pair of office scoring values may be arabic numbers, such as: 6.
the first attribute balance coefficient value determination process is described below with reference to fig. 4.
Fig. 4 is a flowchart illustrating a first method for determining an attribute balance coefficient value according to an embodiment of the present application. As shown in fig. 4:
step S1034, a third game score value corresponding to the target control mode is determined.
In this step, in the embodiment of the present application, in a game preparation stage of the current virtual match, version information and mode information of the current virtual match and a target control mode used by a user participating in the current virtual match are used as third screening conditions, multiple third target historical match records matched with the third screening conditions are selected from the historical match records, a mean value of scores of all matches in the third target historical match records is calculated, and the mean value is used as a third match score value. It should be noted that the third match score value is not limited to the average of all match scores in the third target historical match record, and may also be the maximum value, the minimum value, or the root mean square of all match scores.
It should be noted that, in order to ensure the accuracy of data compensation, when a plurality of third target historical engagement records are selected from the historical engagement records, it is determined whether the number of the third target historical engagement records reaches a third set threshold, for example: the third set threshold is 10000, if the number of the third target historical fight records is determined to reach the third set threshold, the second attribute balance coefficient value is determined based on the third match score value, and if the number of the third target historical fight records is determined not to reach the third set threshold, the second attribute balance coefficient value is set to be 1.
Illustratively, for example, the version information is 1.0.0.1, the mode information is 5-to-5 matching mode, and the target control mode is a handle, the match records with the version information of 1.0.0.1, the mode information is 5-to-5 matching mode, and the control mode is the handle are selected from all the historical match records as a third target historical match record, the third target historical match record comprises a plurality of match records, each third target historical match record corresponds to one virtual match, each third target historical match record records the match score of the virtual match, and the average value of the match scores in all the third target historical match records is used as the third match score.
In step S1035, a second attribute balance coefficient value in the target manipulation manner is obtained according to the first and third office score values.
In the step, the step of obtaining a second attribute balance coefficient value in the target control mode according to the first office score value and the third office score value comprises the following steps: and determining the ratio of the first office score value to the third office score value as a second attribute balance coefficient value in the target control mode.
Here, for each candidate virtual element, a ratio of the first and second bureau score values is determined as a first attribute balance coefficient value for the candidate virtual element. And determining the ratio of the first game score value to the third game score value as a second attribute balance coefficient value of each user.
In step S104, the element attribute value may refer to an attribute value of the candidate virtual element after data compensation, and the element attribute value is used to represent the virtual capability of the candidate virtual element in the current virtual battle.
Here, the element attribute value includes attribute values corresponding to a plurality of attribute items, and the attribute compensation value includes a plurality of compensation values corresponding to the attribute items of the element attribute value.
In an alternative embodiment, the element attribute value of each candidate virtual element is determined by: determining a base attribute value of the candidate virtual element; and adjusting the basic attribute value by using the attribute compensation value of the candidate virtual element to obtain the element attribute value of the candidate virtual element.
Here, the base attribute value may refer to a fixed value among element attribute values of the candidate virtual element, the base attribute value being used to characterize a base virtual ability of the candidate virtual element in the game. The attribute value corresponding to the identifier of the candidate virtual element can be acquired from the attribute value table in a table reading manner, and the acquired attribute value is the basic attribute value.
In the embodiment of the application, for each candidate virtual element, the sum of the basic attribute value and the attribute compensation value of the candidate virtual element is determined as the element attribute value of the candidate virtual element. Still taking the example of a butcher knife, assume that the basic properties of a butcher knife are: physical attack +20, life +100, attribute compensation is: physical attack +4 and life +20, the data compensated element attributes of the slaughter dragon knife are as follows: and physical attack +24 and life +120, wherein the basic attribute value is a numerical value 20 corresponding to the physical attack attribute item and a numerical value 100 corresponding to the life attribute item, and the attribute compensation value is a numerical value 4 corresponding to the physical attack attribute item and a numerical value 20 corresponding to the life attribute item. It should be noted that, the difference between the basic attribute value and the attribute compensation value of the candidate virtual element may also be determined as the element attribute value of the candidate virtual element, or the ratio of the basic attribute value and the attribute compensation value of the candidate virtual element may be determined as the element attribute value of the candidate virtual element, and a person skilled in the art may select a specific calculation method of the element attribute value according to the actual situation, which is not limited herein.
In a preferred embodiment, the base attribute value of the candidate virtual element is greater than the attribute compensation value.
Here, since the attribute compensation value is to adjust the basic attribute value, and the size of the attribute compensation value directly determines the adjustment range of the basic attribute value, the size of the attribute compensation value is not too large, so as to avoid large fluctuation in the balance of the game product already in the operating period, and therefore, the adjustment range of the attribute compensation value needs to be limited. Specifically, the magnitude of the attribute compensation value can be ensured by defining the magnitude of the balance adjustment base value, for example: the value of the balance adjustment basic value is within 20% of the basic attribute value, so that the attribute compensation value is not too large, and the original numerical system is not greatly influenced.
In step S105, the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the virtual battle of the current time, and the target virtual element is used for improving the virtual capability of the controlled virtual object when being used by the controlled virtual object.
The target virtual elements used by the controlled virtual object in entering the game play stage include: and the controlled virtual object is a target virtual character used in the virtual match. The target virtual elements used by the controlled virtual object in entering the game play stage include: the target virtual weapon and/or target virtual accessory held by the controlled virtual object when entering the game play stage of the virtual battle.
In the embodiment of the present application, taking as an example that the target virtual element is a weapon, the weapon belongs to the candidate virtual element when the weapon is not used by the controlled virtual object, and the weapon is the target virtual element when the weapon is equipped and used by the controlled virtual object. Here, in the game preparation stage, the controlled virtual object may be randomly allocated with the default virtual item and the default virtual accessory, so that the controlled virtual object performs preparation activities in the game preparation stage, and the preparation activities have no influence on the behavior of the game confrontation stage and the game result. And data compensation processing is not carried out on the default virtual prop and the default virtual accessory.
In an optional embodiment, the target virtual character used by the controlled virtual object in the virtual battle is determined in the following manner: after matching is successful, acquiring a target virtual role randomly distributed by the server for the controlled virtual object; or a target virtual character determined in response to a selection operation for selecting a virtual character from a plurality of virtual characters provided by the game.
Here, the target virtual character may refer to a virtual character used by the controlled virtual object, for example: the controlled virtual object is hero A equipped with weapons and virtual accessories, and the hero A is the target virtual character.
In the embodiment of the present application, the target virtual character may be a virtual character determined according to a selection operation of a user, or may be a virtual character randomly assigned by a server.
In an optional embodiment, further comprising: in the game countercheck stage, responding to an article acquisition instruction, and controlling a controlled virtual object to acquire a target virtual article; determining the article attribute value of the target virtual article in the virtual fight; and putting the target virtual article with the article attribute value into a knapsack of the controlled virtual object.
Here, the item acquisition instruction may refer to an instruction to acquire an item, and the item acquisition instruction is used to acquire a virtual item.
As an example, the article acquisition instruction may be an operation instruction or a voice instruction, depending on the instruction type. The item acquisition instruction can be a purchase instruction or a pickup instruction, which is divided from the acquisition mode.
Illustratively, the item acquisition instructions include, but are not limited to, at least one of: mouse click operation, mouse double click operation, touch double click operation, long press operation and voice instruction.
In this embodiment of the present application, after the controlled virtual object obtains the target virtual object, according to the object identifier of the target virtual object, for example: acquiring a basic attribute value corresponding to the basic attribute item of the target virtual article from a prop table according to the prop ID, and then adjusting the basic attribute value of the target virtual article by using the determined attribute compensation value corresponding to the target virtual article, for example: and adding the basic attribute value and the attribute compensation value of the target virtual article to obtain an article attribute value of the target virtual article, wherein the article attribute value is a target element attribute value corresponding to the target virtual article, the target virtual article subjected to data compensation is placed in a backpack of a controlled virtual object, and when a user views the target virtual article through a graphical user interface, the article attribute value in the article description is an adjusted attribute value. It should be noted that, in the embodiment of the present application, after the target virtual object enters the backpack of the controlled virtual object, the object attribute value of the target virtual object does not take effect, and the object attribute value of the target virtual object can only take effect if the target virtual object is equipped to the controlled virtual object or the target virtual object is attached to a device already worn by the controlled virtual object, where taking effect means that the controlled virtual object obtains a numerical addition of the object attribute value of the target virtual object.
Compared with the data compensation method in the prior art, the method and the device have the advantages that the element attribute value of each candidate virtual element in the virtual match can be determined by acquiring the attribute compensation value of each candidate virtual element corresponding to the match information before the game match stage starts according to the match information of different virtual matches, the controlled virtual object is controlled to use the target virtual element with the specifically adjusted element attribute value to match in the game match stage, and the problems of long adjustment period and poor adjustment mode adaptability when the attribute value of the virtual element in the game is adjusted are solved.
Based on the same inventive concept, the embodiment of the present application further provides a data compensation device in a game corresponding to the data compensation method in a game, and as the principle of solving the problem of the device in the embodiment of the present application is similar to the data compensation method in the game in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and repeated parts are not described again.
Referring to fig. 5, fig. 5 is a schematic structural diagram illustrating a data compensation device in a game according to an embodiment of the present application. As shown in fig. 5, the in-game data compensating apparatus 300 includes:
the matching module 301 matches other virtual objects participating in the virtual battle for the controlled virtual object in the game preparation stage;
the information acquisition module 302 is used for acquiring the game information of the virtual match;
the numerical value determining module 303 is configured to determine, for each candidate virtual element in the current virtual match, an attribute compensation value of the candidate virtual element based on the obtained match information, where the attribute compensation value is used to adjust basic virtual capacity of the candidate virtual element;
the compensation module 304 is configured to determine, for each candidate virtual element, an element attribute value of the candidate virtual element based on the attribute compensation value of the candidate virtual element, where the element attribute value is used to characterize the virtual capability of the candidate virtual element in the current virtual battle;
the phase control module 305 controls the controlled virtual object to enter the game confrontation phase of the virtual battle using the target virtual element with the target element attribute value, where the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the virtual battle.
Optionally, the compensation module 304 is further configured to: determining a basic attribute value of the candidate virtual element, wherein the basic attribute value is used for representing the basic virtual capacity of the candidate virtual element in the game; and adjusting the basic attribute value by using the attribute compensation value of the candidate virtual element to obtain the element attribute value of the candidate virtual element.
Optionally, the value determining module 303 is further configured to: determining a first attribute balance coefficient value for the candidate virtual element according to the alignment information; determining a second attribute balance coefficient value in the target control mode according to the target control mode aiming at the controlled virtual object in the virtual battle fight at the time; and determining an attribute compensation value of the candidate virtual element according to the first attribute balance coefficient value and the second attribute balance coefficient value.
Optionally, the value determining module 303 is further configured to: determining a balance adjustment base value; and determining the product of the first attribute balance coefficient value, the second attribute balance coefficient value and the balance adjustment base value as the attribute compensation value of the candidate virtual element.
Optionally, the game play information includes game play characteristic parameters capable of affecting the fighting capability of the virtual object in the current virtual game play, and the game play characteristic parameters include version information for indicating a target version number of the game, mode information for indicating a target play mode of the current virtual game play, and segment information for indicating a target play segment of the current virtual game play, where the value determining module 303 is further configured to: determining a first game score value corresponding to a target fighting mode indicated by the mode information and a target game score indicated by the segment information in the game of the target version number indicated by the version information; determining a second game scoring value corresponding to the candidate virtual element when the candidate virtual element is used in a target fighting mode and a target game segment position in the game with the target version number; and obtaining a first attribute balance coefficient value for the candidate virtual element according to the first local score value and the second local score value.
Optionally, the value determining module 303 is further configured to: determining a third game score value corresponding to the target game using the target control mode in the target fighting mode in the game with the target version number; and obtaining a second attribute balance coefficient value under the target control mode according to the first office score value and the third office score value.
Optionally, the value determining module 303 is further configured to: determining a ratio of the first pair of local score values to the second pair of local score values as a first attribute balance coefficient value for the candidate virtual element; and/or the step of obtaining a second attribute balance coefficient value in the target control mode according to the first and third paired local score values comprises: and determining the ratio of the first office score value to the third office score value as a second attribute balance coefficient value in the target control mode.
Optionally, the target manipulation manner may include any one of the following: a touch control mode, a keyboard and mouse control mode and a handle control mode.
Optionally, the candidate virtual element may include at least one of: virtual roles used by the virtual objects in the virtual battle; a virtual item for enhancing the combat capabilities of a virtual character.
Optionally, the target virtual elements used by the controlled virtual object in entering the game play stage include: the matching module 301 is further configured to: after matching is successful, acquiring a target virtual role randomly distributed by the server for the controlled virtual object; or a target virtual character determined in response to a selection operation for selecting a virtual character from a plurality of virtual characters provided by the game.
Optionally, the virtual item may comprise at least one of: virtual weapons held by the virtual character, virtual accessories mounted on the virtual character or attached to the virtual weapons.
Optionally, the target virtual elements used by the controlled virtual object in entering the game play stage may include: the target virtual weapon and/or target virtual accessory held by the controlled virtual object when entering the game play stage of the virtual battle.
Optionally, the data compensation apparatus 300 further comprises an update compensation module (not shown in the figure), and the update compensation module is configured to: in the game countercheck stage, responding to an article acquisition instruction, and controlling a controlled virtual object to acquire a target virtual article; determining the article attribute value of the target virtual article in the virtual fight; and putting the target virtual article with the article attribute value into a knapsack of the controlled virtual object.
Referring to fig. 6, fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. As shown in fig. 6, the electronic device 400 includes a processor 410, a memory 420, and a bus 430.
The memory 420 stores machine-readable instructions executable by the processor 410, when the electronic device 400 runs, the processor 410 communicates with the memory 420 through the bus 430, and when the machine-readable instructions are executed by the processor 410, the steps of the data compensation method in the game in the method embodiment shown in fig. 1 may be executed.
An embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the step of the data compensation method in the game in the method embodiment shown in fig. 1 may be executed.
It can be clearly understood by those skilled in the art that, for convenience and simplicity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one position, or may be distributed on multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (16)

1. A method of compensating data in a game, the method comprising:
in the game preparation stage, matching other virtual objects participating in the virtual battle for the controlled virtual object;
acquiring the match information of the virtual match;
for each candidate virtual element in the virtual battle, determining an attribute compensation value of the candidate virtual element based on the acquired match information, wherein the attribute compensation value is used for adjusting the basic virtual capacity of the candidate virtual element;
for each candidate virtual element, determining an element attribute value of the candidate virtual element based on an attribute compensation value of the candidate virtual element, wherein the element attribute value is used for representing the virtual capacity of the candidate virtual element in the virtual fight;
and controlling the controlled virtual object to enter a game countermeasure stage of the virtual battle at the time by using a target virtual element with a target element attribute value, wherein the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the virtual battle at the time.
2. The method of claim 1, wherein the element attribute value for each candidate virtual element is determined by:
determining a basic attribute value of the candidate virtual element, wherein the basic attribute value is used for representing the basic virtual capacity of the candidate virtual element in the game;
and adjusting the basic attribute value by using the attribute compensation value of the candidate virtual element to obtain the element attribute value of the candidate virtual element.
3. The method of claim 1, wherein the attribute-compensation value for each candidate virtual element is determined by:
determining a first attribute balance coefficient value for the candidate virtual element according to the match information;
determining a second attribute balance coefficient value in the target control mode according to the target control mode aiming at the controlled virtual object in the virtual battle fight;
and determining an attribute compensation value of the candidate virtual element according to the first attribute balance coefficient value and the second attribute balance coefficient value.
4. The method of claim 3, wherein the attribute-compensation value for each candidate virtual element is determined by:
determining a balance adjustment base value;
and determining the product of the first attribute balance coefficient value, the second attribute balance coefficient value and the balance adjustment base value as the attribute compensation value of the candidate virtual element.
5. The method according to claim 3, wherein the match information includes match characteristic parameters capable of affecting a fighting ability of a virtual object in the current virtual match, the match characteristic parameters including version information indicating a target version number of the game, mode information indicating a target match mode of the current virtual match, and slot information indicating a target match slot of the current virtual match,
wherein the first attribute balance coefficient value for each candidate virtual element is determined by:
determining a first game score value corresponding to a target fighting mode indicated by the mode information and a target game score indicated by the segment information in the game of the target version number indicated by the version information;
determining a second game scoring value corresponding to the candidate virtual element used under the target match mode and the target match section position in the game of the target version number;
and obtaining a first attribute balance coefficient value for the candidate virtual element according to the first local score value and the second local score value.
6. The method of claim 5, wherein the second property balance coefficient value in the target manipulation mode is determined by:
determining a third game score value corresponding to the target game in the target version number when a target control mode is used in the target fighting mode;
and obtaining a second attribute balance coefficient value under the target control mode according to the first office score value and the third office score value.
7. The method of claim 6, wherein the first attribute balance coefficient value for each candidate virtual element is determined by:
determining a ratio of the first pair of local score values to the second pair of local score values as a first attribute balance coefficient value for the candidate virtual element;
and/or the step of obtaining a second attribute balance coefficient value in the target control mode according to the first office score value and the third office score value comprises the following steps:
and determining the ratio of the first office score value to the third office score value as a second attribute balance coefficient value in the target control mode.
8. The method of claim 3, wherein the target manipulation manner comprises any one of: a touch control operation mode, a keyboard and mouse operation mode and a handle operation mode.
9. The method of claim 1, wherein the candidate virtual element comprises at least one of:
virtual roles used by the virtual objects in the virtual battle;
a virtual item for enhancing the combat capabilities of a virtual character.
10. The method of claim 9, wherein the target virtual element used by the controlled virtual object in entering the game play session comprises: a target virtual character used by the controlled virtual object in the virtual battle,
the target virtual role used by the controlled virtual object in the virtual battle is determined in the following mode:
after matching is successful, acquiring a target virtual role randomly distributed to the controlled virtual object by the server;
alternatively, the first and second liquid crystal display panels may be,
a target virtual character determined in response to a selection operation for selecting a virtual character from among a plurality of virtual characters provided by the game.
11. The method of claim 9, wherein the virtual item comprises at least one of: virtual weapons held by the virtual character, virtual accessories worn on the virtual character or attached to the virtual weapons.
12. The method of claim 11, wherein the target virtual element used by the controlled virtual object in entering the game play session comprises: a target virtual weapon and/or a target virtual accessory held by the controlled virtual object when entering a game play-out phase of the current virtual match-up.
13. The method of claim 9, further comprising:
in the game countercheck stage, responding to an article acquisition instruction, and controlling the controlled virtual object to acquire a target virtual article;
determining the article attribute value of the target virtual article in the virtual fight;
and putting the target virtual object with the object attribute value into a backpack of the controlled virtual object.
14. An apparatus for compensating data in a game, the apparatus comprising:
the matching module matches other virtual objects participating in the virtual battle for the controlled virtual object in the game preparation stage;
the information acquisition module is used for acquiring the game information of the virtual match;
the numerical value determining module is used for determining an attribute compensation value of each candidate virtual element in the virtual battle based on the acquired match information, wherein the attribute compensation value is used for adjusting the basic virtual capacity of the candidate virtual element;
the compensation module is used for determining an element attribute value of each candidate virtual element based on the attribute compensation value of the candidate virtual element, wherein the element attribute value is used for representing the virtual capacity of the candidate virtual element in the virtual fight;
and the stage control module is used for controlling the controlled virtual object to enter a game confrontation stage of the virtual battle at the time by using a target virtual element with a target element attribute value, wherein the target virtual element is a candidate virtual element used by the controlled virtual object when participating in the virtual battle at the time.
15. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the in-game data compensation method according to any one of claims 1 to 13.
16. A computer-readable storage medium, having stored thereon a computer program which, when executed by a processor, performs the steps of the in-game data compensation method of any one of claims 1 to 13.
CN202210220473.7A 2022-03-08 2022-03-08 Data compensation method and device in game, electronic equipment and storage medium Pending CN114618157A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2023246270A1 (en) * 2022-06-23 2023-12-28 腾讯科技(深圳)有限公司 Information processing method and apparatus, and storage medium and electronic device

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2023246270A1 (en) * 2022-06-23 2023-12-28 腾讯科技(深圳)有限公司 Information processing method and apparatus, and storage medium and electronic device

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