KR20130082650A - On-line game system - Google Patents

On-line game system Download PDF

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Publication number
KR20130082650A
KR20130082650A KR1020110133672A KR20110133672A KR20130082650A KR 20130082650 A KR20130082650 A KR 20130082650A KR 1020110133672 A KR1020110133672 A KR 1020110133672A KR 20110133672 A KR20110133672 A KR 20110133672A KR 20130082650 A KR20130082650 A KR 20130082650A
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KR
South Korea
Prior art keywords
dynamic
character
characters
game
dynamic character
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KR1020110133672A
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Korean (ko)
Inventor
이정열
Original Assignee
주식회사 엔씨소프트
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Priority to KR1020110133672A priority Critical patent/KR20130082650A/en
Publication of KR20130082650A publication Critical patent/KR20130082650A/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Abstract

The present invention relates to an online game in which user characters perform quests while moving around a game map, such as an MMORPG type game, and grasp the number of characters of each type existing within a reference distance with respect to each character such as a user character or an NPC, Adjust the ability of the main character based on the information you find. In other words, the ability of the main character increases with the number of friendly characters, and decreases with the number of enemy characters. In addition, the rewards of performing the quests are distributed to the characters who gathered together and performed the quests. As such, advantageous and disadvantageous effects are generated based on the situation where the characters gather in the game, so that spontaneous division of characters can be induced and the game can be advanced more dynamically.

Description

Online Game System {On-Line Game System}

The present invention relates to an online game system, and in particular, by varying the abilities of each character based on the relative positions of characters in a game map such as a user character or an NPC, the game can be made more interesting and diverse.

Recently, various kinds of online game services have been provided. Since online games are performed by users accessing a virtual space through a communication network, many users can gather and enjoy them together because there is no limitation of time and space.

The most important factor that attracts the user's attention is the scenario of the game itself, but if the game always proceeds similarly, users are easily bored and lose interest.

Therefore, in order to keep the users' interest in the online game steadily, it is necessary to make the game more diverse.

Accordingly, the present invention has been devised to meet the above necessity, by generating a special effect based on the relative position of each dynamic character, such as the user character or NPC in the game that the characters perform the quest while moving around the game map, The purpose is to make the game more interesting by inducing the spontaneous division of characters.

In order to achieve the above object, the on-line game system according to the present invention includes a gathering state detecting means for grasping the number of dynamic characters existing within a predetermined reference distance with respect to each dynamic character in the game map; And capability value adjusting means for adjusting the capability value of the dynamic character according to the number of dynamic characters identified by the meeting state detecting means.

The dynamic character may include at least one of a user character and a non-player character (NPC).

The gathering state detecting means may be composed of a module of a game server or a module of a game client.

The capability adjustment means may be composed of a module of a game server or a module of a game client.

The gathering state detecting means may be configured to determine the number of dynamic characters existing within the reference distance with respect to the corresponding dynamic character when each dynamic character uses the capability value.

The gathering state detecting means may grasp in real time the number of dynamic characters existing within the reference distance with respect to each dynamic character.

When the two or more dynamic characters are located close to each other within a preset limit distance, the gathering state detecting means may process the non-dynamic characters as different from each other when determining the number of the dynamic characters.

The ability value adjusting means may increase the capability value of the dynamic character in proportion to the number of the dynamic characters existing within the reference distance.

The gathering state detecting means may grasp only the number of dynamic characters of the same type as the dynamic character which is the center among the dynamic characters existing within the reference distance.

The gathering state detecting means may identify the number of dynamic characters existing within the reference distance by classifying the type of dynamic characters.

The type of the dynamic character may be classified based on whether it is a user character or an NPC, a group to which the user character belongs, or an attribute indicating whether the user character belongs to the same group.

The capability value adjusting means may reduce the capability value of the dynamic character in proportion to the number of dynamic characters that are different from the dynamic character as the center.

The gathering state detecting means may determine that the dynamic characters are within the reference distance when they appear simultaneously on the game screen.

The reference distance may be divided into a plurality of sections.

In this case, the gathering state detecting means may determine the number of dynamic characters existing in the regions corresponding to each section, and the capability value adjusting means may adjust the capability values of the corresponding dynamic characters according to the number of dynamic characters existing in each region.

In addition, the capability value adjusting means may increase the capability value of the corresponding dynamic character as the number of dynamic characters existing in the area close to the dynamic character as the center is larger.

The ability value adjusting means may adjust the capability value of the corresponding dynamic character by a method different from the ability adjustment method when the dynamic character itself or another dynamic character that is the center uses a specific skill does not use this skill.

In this case, the capability value adjusting means may adjust the capability value of the dynamic character, which is the center, based on the capability value to be adjusted for the other dynamic character within the reference distance.

The ability value adjusting means may not adjust the ability value of the dynamic character which is the center when another dynamic character within the reference distance uses a specific skill.

When providing a reward according to the result of performing the quest, the game server may distribute and provide to the user characters gathered within the reference distance in relation to the execution of the quest.

In this case, the game server may distribute the reward evenly, or may be differentially distributed according to the degree to which each dynamic character contributes to the execution of the corresponding quest.

The game server may process a dynamic character of the same type as the corresponding dynamic character to approach each other or move away from another kind of dynamic character according to a skill used by each dynamic character.

The game server may show a formation destruction monster in an area where two or more user characters exist within the reference distance. Formation destruction monsters are configured to use skills that allow the user characters to fall apart.

According to the present invention, the dynamic characters are gathered together because the ability to be used by each dynamic character is enhanced according to the number of dynamic characters gathered within a certain distance in the game map such as a user character or an NPC.

On the other hand, if the dynamic characters gather together to perform a quest, there may be adverse effects such as distributing rewards due to the quest performance, which causes the dynamic characters to be separated from each other.

In addition, the ability to enhance stats may be reduced if other types of dynamic characters are gathered.

As such, there are advantages and disadvantages and disadvantages when the dynamic characters gather and fall, so that the progress of the game can be variously changed due to spontaneous and active dividing of the dynamic characters.

Users can enjoy the game individually while coordinating with other dynamic characters around, depending on the situation, and proceed with the game, and by using a group of dynamic characters can naturally form a battle lineup or battle arrangement.

For example, the same group can be played together or other groups can face each other to create a team-like situation, and many user characters can be clustered in one place to break through a certain area or scatter their opponents. A strategy can be established.

Where and how much dynamic characters are gathered is an important factor in the game, so even lower-level user characters can be treated preferentially and higher levels of stats can be used.

Joining a group such as a party or guild is not required, so you don't have to notice other users, such as leaving meetings or logging out.

1 is an embodiment of an online game system according to the present invention;
2 is an example for explaining an online game according to the present invention;
Figure 3 is a variety of examples of how to adjust the stats according to the number of dynamic characters gathered stats adjustment means,
4 is an example in which an action of a user character is performed according to the present invention;
5 and 6 are examples illustrating that the capability value of the dynamic character changes according to the gathering degree of the dynamic character,
7 is an example in which the reference distance is divided into a plurality of sections.

Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings.

Referring to FIG. 1, the online game system 20 includes a game client 12 and a game server 13, and the game server 13 and the game client 12 may be wired or wireless Internet. The online game is played while communicating with each other through various communication networks 19.

The user terminal 11 is a device that can use an online game service by connecting to a communication network 19 such as a laptop computer, a smart phone, a personal digital assistant (PDA), a tablet computer, as well as a personal computer. .

 The game client 12 is installed and executed in each user terminal 11 and plays a role to be performed on the user side such as graphic screen processing, sound processing, and processing of various user interfaces for game progression.

The role sharing between the game client 12 and the game server 13 may be variously configured as necessary.

Although not separately illustrated, a server-side system for providing an online game service may be variously configured according to the type and content of the online game service.

For example, a web server that provides various information related to game services and allows users to sign up to open a game account, an authentication server that authenticates users who are members, and keeps the game client up to date. It may include an update server for letting users, chat server for allowing users to chat with each other in the game.

The user executes the game client 12 of the user terminal 11 and proceeds to the online game using various user interfaces provided by the game client 12.

The online game in the present invention refers to a game in which a user character is configured to perform a certain quest using his stats while moving around the game map according to the user's operation. It can be configured in various ways.

A specific example of the online game related to the present invention may be a game of a Massively Multi-player Online Role Playing Game (MMORPG) type, in which a plurality of users may simultaneously participate in multiple times.

Referring to FIG. 2, the user character 113 performs a quest while moving around the game map 110 according to a user's manipulation. The user character 113 currently corresponds to a display screen of the user terminal 11 connected to the user character 113. The predetermined area 115 around which the user character 113 is located is output.

If the user character moves out of this area 115, the area appearing on the display screen is also changed.

In the present invention, "dynamic character" refers to a character that plays an active role in a game, and specific examples thereof include a user character and a non-player character (NPC). NPCs are characters that play their own role in the game based on what is programmed, not manipulated by the user. An example of an NPC may be a monster confronting a user character, but the NPC may be configured to perform various roles as necessary.

In addition, in the present invention, the capability value of the dynamic character refers to the degree or type of ability that the dynamic character can use in the game, and may be variously set as necessary.

Specific examples of stats can be set to the type or strength of a kick, assuming that a dynamic character can attack the opponent with a kick, or to the type or strength of a skill or magic attacking an opponent's character. It can also be set to the type or strength of the item.

Now, each embodiment of the online game system according to the present invention will be described in detail.

The online game system 20 according to the present invention comprises a meeting state checking means 14 and a capability value adjusting means 15.

The gathering state detecting unit 14 serves to determine the number of dynamic characters existing within a predetermined reference distance with respect to each dynamic character.

That is, assuming that the target character is the dynamic character A and the reference distance is d, the gathering state detecting means 14 determines the number of dynamic characters existing within the radius of the reference distance d with respect to the position of the dynamic character A.

Since the game map is a virtual space, the method of determining the distance in the game map may be configured in various ways, but the reference distance d may be determined according to a method of determining the distance in the game map.

In general, since the game server 13 knows the current position of the dynamic characters (for example, the coordinates on the game map), the gathering state detecting means 14 may check the position of each dynamic character using this information.

Gathering state identifying means 14 may determine that the dynamic characters are within the reference distance when they appear simultaneously on the game screen.

That is, when the dynamic character as the central character is displayed on the display screen of the user terminal to which the dynamic character is connected, it is determined that the dynamic character is located within the reference distance.

Whether or not the dynamic characters appear on the game screen at the same time can be determined by the game client 12, and when using this method, it is easy to implement the gathering state detecting means 14 as a module of the game client 12.

The capability value adjusting means 15 serves to adjust the capability value of the dynamic character which is the center according to the number of the dynamic characters identified by the meeting state identifying means 14.

The ability value adjusted through the capability adjustment means 15 is not permanent but temporary. In other words, if the number of dynamic characters within a reference distance from any dynamic character A changes, the capability value of the dynamic character A is also adjusted. Therefore, when there is no other dynamic character within the reference distance from the dynamic character A, the capability value of the dynamic character A becomes the original capability value.

1 shows an example in which the meeting state checking means 14 and the capability value adjusting means 15 are configured as modules of the game server 13. However, since the game server 13 and the game client 12 can communicate at all times and can share various roles with each other, the meeting state checking means 14 and the ability value adjusting means 15 are connected to the game client 12. It may be configured to implement on the) side.

That is, the meeting state checking means 14 may be composed of a module of the game server 13 or a module of the game client 12, and the ability value adjusting means 15 may be composed of a module of the game server 13, or It may be configured as a module of the game client 12.

The point of time at which the gathering state grasping means 14 grasps the number of dynamic characters existing within a predetermined reference distance with respect to each dynamic character may be variously set for smooth application of the present invention.

First, the meeting state checking means 14 may determine the number of dynamic characters existing within a reference distance with respect to the dynamic character when the dynamic character uses the capability.

That is, assuming that the ability value to be adjusted by the capability adjusting unit 15 is the strength of the skill, the number of dynamic characters within a reference distance from the corresponding dynamic character can be grasped when a dynamic character uses the skill.

In this example, the capability value adjusting means 15 may adjust the capability value of the dynamic character according to the number of the dynamic characters grasped by the gathering state identifying means 14 when the dynamic character uses the capability value.

In addition, the gathering state identifying means 14 may grasp in advance the number of dynamic characters existing within the reference distance for each dynamic character in real time.

That is, the gathering state detecting means 14 may increase or decrease the number of dynamic characters within the reference distance from the corresponding dynamic character as other dynamic characters enter and exit the reference distance from each dynamic character.

In this example, the ability value adjusting means 15 may adjust the capability value of the dynamic character in advance when the meeting state detecting means 14 grasps in real time the number of the dynamic characters existing within the reference distance with respect to each dynamic character, When a dynamic character uses a stat, it can also adjust the stat of that dynamic character.

The method of adjusting the capability value of the dynamic character by the capability value adjusting means 15 may be variously configured.

As a specific example, the capability value adjusting means 15 may increase the capability value of the dynamic character in proportion to the number of the dynamic characters existing within the reference distance.

For example, assuming that the stat is the strength of a skill and that the original skill strength of the dynamic character A is 10, the strength of the skill is 20 and 30 when the number of dynamic characters existing within the reference distance from the dynamic character A is 2 and 3, respectively. Can be increased.

3 shows an example of adjusting the ability value (skill size) according to the number of dynamic characters in which the ability value adjusting means 15 is gathered. As shown in FIG. As shown in FIG. 3C, an increase may be made exponentially, or as shown in FIG.

Regarding the role of the gathering state checking means 14 and the ability value adjusting means 15, only the user character can be treated as a dynamic character, only the NPC as a dynamic character, or both the user character and the NPC can be treated as dynamic characters. .

Referring to FIG. 4, an example of a situation in which processing for an action of a dynamic character is performed will be described.

If a dynamic character A attempts an action (e.g., an attack) that can use a specific ability value (e.g., strength of skill) (S41), the skill is enhanced according to the number of dynamic characters present within a reference distance from the current dynamic character A. The attack is made at the strength of (S42, S43), or the attack is made at the original skill strength of the dynamic character A (S44).

Referring to FIG. 5, when the number of dynamic characters existing within the reference distance d from the dynamic character A 51 is 4, assuming that 100% of the original abilities increase per other dynamic character, the dynamic character A 51 By using the skills of the strength four times stronger than the original ability can be a greater blow to the opponent character (57).

That is, since there are dynamic characters B 52, C 53, and D 54 within the reference distance d from the dynamic character A 51, the skill intensity corresponding to 400% of the original ability value is exhibited.

If the dynamic characters A (51), B (52), C (53), and D (54) are user characters, and the opponent character 57 is a monster, the user character A is four times stronger than its original ability. You can use the skill of hitting the monster.

In addition, if the dynamic characters A (51), B (52), C (53), and D (54) are NPCs, and the opponent character 57 is a user character, NPC A is four times stronger than its original ability. You can use the skill of hitting the user character.

However, as shown in FIG. 6, if the number of dynamic characters existing within the reference distance d from the dynamic character A 51 is only 1, the opponent character 57 is attacked with the original skill strength of the dynamic character A 51. Done.

When the two or more dynamic characters are in close proximity to each other within a preset limit distance, the gathering state detecting unit 14 may treat the number of dynamic characters as being different from each other.

That is, if the limit distance is m, the number of dynamic characters gathered in m is regarded as 1 regardless of the actual number. The limit distance m is naturally smaller than the reference distance here.

Whether two or more dynamic characters are located within the limit distance is not based solely on the central dynamic character.

For example, in FIG. 5, it is applied when the distance between the dynamic characters B 52 and C 53 as well as the dynamic characters A 51 and B 52 is within the limit distance. Assuming that the dynamic characters B 52 and C 53 are within the limit distance, the stats of the dynamic character A 51 will be three times the original stats. Then, it is possible to limit the number of dynamic characters that can exist within the reference distance.

In FIG. 5, since the dynamic characters B 52, C 53, and D 54 each have different positions in the game map, the dynamic characters B 52, C 53, and D 54 are different from each other. The number of dynamic characters existing within the reference distance around each of them is determined, and accordingly, the abilities of each dynamic character are adjusted.

In the present invention, the capability adjustment may be configured to be made in relation to the type of dynamic characters.

The type of the dynamic character may be variously classified according to necessity. For example, the dynamic character may be classified based on an attribute indicating whether the user character is an NPC or not, a group to which the user character belongs, or the same group.

In such an embodiment, the gathering state identifying means 14 may grasp only the number of dynamic characters of the same kind as the dynamic character which is the center among the dynamic characters existing within the reference distance. This will only increase the stats if the same type of dynamic characters are gathered within the base distance.

For example, user characters belonging to the same party, guild, or race must gather to process the ability buff.

In addition, if each dynamic character is configured to have an attribute representing a group, the dynamic attribute (characters belonging to the same group) with the same attribute can be processed so that the stats can be enhanced.

Referring to the example of FIG. 5, when only the dynamic characters C 53 and D 54 are the same type as the dynamic character A 51 and the dynamic character B 52 is different from the dynamic character A 51, the dynamic characters are different. A (51) stats will be three times the original stats, not four.

Attributes that indicate whether they are in the same group do not have to be fixed and may change depending on the game situation. For example, it may be configured to allow the user to select arbitrarily according to the game progress.

The gathering state detecting unit 14 may grasp the number of the dynamic characters existing within the reference distance by classifying the dynamic characters.

At this time, the ability value adjusting means 15 increases the capability value of the corresponding dynamic character in proportion to the number of dynamic characters that are the same kind as the dynamic character that is the center, and decreases the capability value of the corresponding dynamic character in proportion to the number of other dynamic characters. You can.

Referring to the example of FIG. 5, when the dynamic characters A 51, B 52, and C 53 are the same kind of characters, and the dynamic characters D 54 are the different kinds of characters, the capability value of the dynamic character A is self. It will only be twice as powerful as its original stat.

In other words, as the dynamic characters (ally) of the same type are gathered within the reference distance, the abilities increase. As the dynamic characters (enemy) of different types are gathered, the abilities decrease.

Then, the same group can be gathered or other groups can be confronted with each other to create a situation such as a group war, and various strategies can be devised such that user characters are concentrated in one place to break through a certain area or scatter an opponent's camp.

The ability value adjusting means 15 may modify and adjust various values of the abilities according to the actions of the dynamic characters.

As one example, the ability adjustment means 15 adjusts the capability value differently depending on whether the central dynamic character itself or another dynamic character has used a specific skill related to the ability adjustment (hereinafter referred to as 'aura skill'). Can be.

For example, assuming that the stat value increases by 100% each time there is another dynamic character within the reference distance, if the dynamic character uses the aura skill, the stat value may be increased by 150% whenever there is another dynamic character.

Aura skills may be used for other dynamic characters.

That is, when another dynamic character within the reference distance from the central dynamic character uses the aura skill, if the dynamic character using the aura skill is the same type as the central dynamic character, the ability value of the central dynamic character will be greatly increased. Can be. If the dynamic character using the aura skill is different from the central dynamic character, the ability of the central dynamic character may be increased to a smaller size, or the central dynamic character may not be adjusted.

Then, each dynamic character can further enhance his or her allied abilities or reduce the enemy character's abilities.

Another example in which the capability value adjusting means 15 modifies and adjusts the capability values of the dynamic characters will be described.

The ability adjusting means 15 gives up the effect of enhancing its stats by using another skill (hereinafter referred to as 'intensive skill') related to the ability adjustment by other dynamic characters within the reference distance from the central dynamic character. It can be handled to drive the central dynamic character.

That is, the ability value adjusting means 15 is a dynamic value that is not the character but the ability to be increased for the dynamic characters using the focused skill when other dynamic characters within the reference distance from the central dynamic character use the concentration skill. Can be reflected in the character's stats.

Referring to the example of FIG. 5, the ability values to be increased for the dynamic characters B 52, C 53, and D 54 are 100, 200, and 300, respectively, and the dynamic characters B 52, C 53. Assuming that D 54 has used the focused skill, the ability of dynamic character A 51 will further increase by 600 separately.

Referring to still another embodiment of the reference distance with reference to FIG. 7, the reference distance may be divided into a plurality of sections.

For example, if the reference distance is d, d may be divided into three sections T1, T2, and T3.

In this embodiment, the gathering state grasping means 14 grasps the number of dynamic characters existing in the areas 71, 72, and 73 corresponding to each section, and the ability value adjusting means 15 makes each area 71, 72. (73) adjusts the ability of the dynamic character to be centered according to the number of dynamic characters existing in (73).

In this case, the larger the number of dynamic characters existing in the area close to the dynamic character A as the center, the greater the capability value of the dynamic character A can be.

In FIG. 7, there is one dynamic character B in the region 71 corresponding to T1, and there are two dynamic characters C and D in the region 72 corresponding to T2, and an area 73 corresponding to T3. ) Have three dynamic characters (E, F, G). In this case, for each area corresponding to T1, T2, and T3, 100%, 80%, and 60% of the original stats per other character are increased, and the original stat of the dynamic character A is 10. y may be calculated as "1 x 10 x 1.0 + 2 x 10 x 0.8 + 3 x 10 x 0.6 + 10".

On the other hand, when the user character as a dynamic character proceeds through the game and performs the quest, various rewards are given accordingly. When the game server 13 provides a reward according to the result of the quest, the quest is gathered together within the reference distance. The reward may be provided by distributing to the user characters who have performed the operation.

How the game server 13 distributes the reward can be configured in various ways as needed.

For example, the rewards may be evenly distributed or differentially distributed depending on the degree to which each user character contributed to the execution of the quest. The number of contributions to the execution of the quest can be determined in various ways. For example, the contribution to the quest is based on the time the quest is started, the total time the quest is performed, and the total size of the damage to the monsters. You can find out.

In the online game according to the present invention, the relative distances of the dynamic characters in the game map play an important role.

Therefore, a skill that collects the same kind of dynamic characters (ally) from each other (hereinafter referred to as a buff skill) or a skill that separates different types of dynamic characters (the enemy) from each other (hereinafter referred to as a true destruction skill) is used. It may be configured to.

In other words, each user can use the buff skill to bring allied characters closer together, or use the formation destruction skill to separate enemy characters from each other.

In this embodiment, the game server 13 approaches the same type of dynamic character or processes different types of dynamic characters from each other according to the buff skill or the formation destruction skill used by each dynamic character.

For example, the friendly characters around the dynamic character using the buff skill can be approached by a certain distance, or the enemy characters around the dynamic character using the formation destruction skill can be separated from each other by a certain distance.

In addition, when the user character is included in the dynamic character related to the capability adjustment, the game server 13 may show a specific NPC (true destruction monster) in an area where two or more user characters exist within a reference distance.

Formation destruction monster refers to the NPC configured to use the formation destruction skill, the appearance frequency of the formation destruction monster, how much to drop the user characters when using the skill, etc. can be set in various ways.

As another application example of the present invention, the online game system may find a place where many dynamic characters are gathered in a game map, and provide an observing service for real-time relaying a game progress in a corresponding place on a game client or the web.

Users will then be able to see where the dynamic characters are gathered and where the game is going and where they will be able to participate in the game or set up game operations based on this information.

It is to be understood that the present invention is not limited to the above-described embodiment, and various changes and modifications may be made by those skilled in the art without departing from the technical spirit of the present invention. to be.

11: user terminal 12: game client
13: Game server 14: means of meeting status
15: ability adjustment means 19: communication network
20: online game system

Claims (24)

The game client and the game server are connected to each other through a communication network to play an online game, wherein the online game is a game in which each user character performs a certain quest using his stats while moving around the game map according to the user's operation. In the online game system,
Gathering state identifying means for grasping the number of dynamic characters existing within a predetermined reference distance with respect to each dynamic character in the game map; And
And an ability value adjusting means for adjusting the capability value of the corresponding dynamic character according to the number of dynamic characters identified by the meeting state detecting means.
The method of claim 1,
And the dynamic character includes at least a user character.
The method of claim 1,
Wherein the dynamic character comprises at least a non-player character (NPC).
The method of claim 1,
And the dynamic character includes both a user character and an NPC.
The method of claim 1,
The meeting state checking means is composed of a module of the game server, or an online game system, characterized in that composed of the module of the game client.
The method of claim 1,
The ability value adjusting means is composed of a module of the game server, or an online game system, characterized in that composed of the module of the game client.
The method of claim 1,
The gathering state identifying means is characterized in that when each dynamic character uses the ability value to determine the number of the dynamic character existing within the reference distance around the corresponding dynamic character.
The method of claim 1,
The gathering state identifying means is characterized in that to grasp the number of the dynamic character existing within the reference distance around each dynamic character in real time.
The method of claim 1,
The gathering state identifying means is characterized in that if the two or more dynamic characters are located in close proximity within a predetermined limit distance to determine the number of the dynamic characters are not different dynamic characters.
The method of claim 1,
And the capability value adjusting means increases the capability value of the dynamic character in proportion to the number of the dynamic characters existing within the reference distance.
The method of claim 1,
The gathering state identifying means is characterized in that only the number of the dynamic character of the same kind as the dynamic character which is the center of the dynamic characters existing within the reference distance characterized in that the online game system.
The method of claim 1,
The gathering state detecting means is to identify the number of dynamic characters existing within the reference distance classified by the type of the dynamic character, characterized in that the online game system.
13. The method of claim 12,
The type of the dynamic character is classified based on one or more of attributes indicating whether it is a user character or an NPC, a group to which the user character belongs, and the same group.
13. The method of claim 12,
And the ability value adjusting means reduces the ability value of the dynamic character in proportion to the number of dynamic characters that are different from the central dynamic character.
The method of claim 1,
And the meeting state checking means determines that the dynamic characters are within the reference distance when simultaneously appearing on the game screen.
The method of claim 1,
The reference distance is divided into a plurality of sections,
The gathering state detecting means grasps the number of dynamic characters existing in the area corresponding to each section,
The ability value adjustment means is an online game system, characterized in that for adjusting the ability value of the dynamic character in accordance with the number of dynamic characters present in each area.
17. The method of claim 16,
And the ability value adjusting means increases the capability value of the dynamic character as the number of dynamic characters existing in an area close to the dynamic character as the center increases.
The method of claim 1,
The ability value adjusting means is characterized in that when the dynamic character itself or the other dynamic character as the center uses a specific skill, the ability value of the corresponding dynamic character is adjusted in a manner different from that of the ability adjustment method when the skill is not used. Online game system.
The method of claim 18,
And said ability value adjusting means adjusts the capability value of the central dynamic character based on the ability value to be adjusted for other dynamic characters within said reference distance.
The method of claim 1,
And said ability value adjusting means does not adjust the ability value of the dynamic character which is the center when another dynamic character within said reference distance uses a specific skill.
3. The method of claim 2,
When the game server provides a reward according to the result of performing the quest, the online game system, characterized in that distributed to provide to the user characters gathered within the reference distance associated with the performance of the quest.
22. The method of claim 21,
The game server distributes the rewards evenly, or online game system, characterized in that the dynamic distribution according to the degree each dynamic character contributed to the performance of the quest.
The method of claim 1,
The game server according to the skills used by each dynamic character, the on-line game system characterized in that the dynamic character of the same type as the corresponding dynamic character approach each other or different types of dynamic characters are separated from each other.
3. The method of claim 2,
The game server is characterized in that the line-up monsters appear in an area where two or more user characters are within the reference distance, the line-up monsters are configured to use the skills that allow the user characters to be separated from each other. .
KR1020110133672A 2011-12-13 2011-12-13 On-line game system KR20130082650A (en)

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