WO2013085102A1 - Procédé et appareil pour gérer les personnages dans un jeu en ligne - Google Patents

Procédé et appareil pour gérer les personnages dans un jeu en ligne Download PDF

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Publication number
WO2013085102A1
WO2013085102A1 PCT/KR2012/000246 KR2012000246W WO2013085102A1 WO 2013085102 A1 WO2013085102 A1 WO 2013085102A1 KR 2012000246 W KR2012000246 W KR 2012000246W WO 2013085102 A1 WO2013085102 A1 WO 2013085102A1
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WIPO (PCT)
Prior art keywords
character
point
points
skill
ability
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PCT/KR2012/000246
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English (en)
Korean (ko)
Inventor
김정훈
최선화
Original Assignee
(주)네오위즈게임즈
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Publication of WO2013085102A1 publication Critical patent/WO2013085102A1/fr

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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
    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation

Definitions

  • the present invention relates to a technique for allowing users to rationally operate a character by preventing game points from being added to the unavailable excess capability of each character in an online game that operates the character.
  • Online games are an important part of the online culture industry recently due to the development of network and computer technology. With the development of online games, users are demanding online games of various genres, and nowadays, a wide variety of online games are being serviced.
  • the online games currently being provided provide characters.
  • the users access the game server using the user's terminal, select a character provided in the online game, and manipulate the character to enjoy the game.
  • Some characters are provided free of charge in online games, while others require users to purchase game points.
  • the game may be performed while alternately changing the plurality of characters.
  • Some online games that provide such characters include a game in which a user owns a team having a plurality of characters, and operates a team by individually hiring, hiring, or contracting a plurality of characters constituting the team.
  • the character may be provided to the user without a period limitation, but depending on the type of game, the character usage period is limited, and when the expiration date is expired, the game money is paid again through a contract, Some characters need to extend their duration.
  • the user's ability or level of the character is basically higher than the character set or level of the character, the user may receive a game money higher than the game money paid at the time of the contract with the character and release the character.
  • the present invention is to provide a reasonable character use amount for the characters so that the contract can be provided under the conditions that users can accept at the time of the character contract, not only increase the positive image of the game of the user, but also the user at the time of the character contract.
  • a reasonable amount of use of characters for a character is provided so that a contract can be made under conditions that are acceptable to the user, thereby increasing not only a positive image of the game but also an interest in the game.
  • the character operating device at least one skill point, at least one level skill point for each of at least one character, the at least Obtaining character information including a total skill point that is the sum of one skill point and a total level skill point that is the sum of the at least one level skill point, and transmitting the character information to a user terminal; Identifying a capability point for the character corresponding to the character selection signal received from the user terminal; Calculating an excess capability point by subtracting a value corresponding to the difference between the total skill point and the total level skill point from the capability point; The character use cost for the remaining ability points and the skill point for the skill point except the excess ability point in the ability point are respectively calculated, and the calculated character use cost for the remaining ability point and the character for the skill point Calculating a character use amount by adding up the use costs; Transmitting the calculated character use amount to the user terminal; And receiving the character contract signal from the user terminal, subtracting the character use amount from the game
  • the transmitting of the character information to the user terminal may include: acquiring the stored at least one character information when receiving a character information request signal from the user terminal; And transmitting the obtained at least one character information to the user terminal.
  • the calculating of the character use amount may include calculating a character use cost for the total skill point; And receiving the capability point purchase signal from the user terminal, and if the capability point purchase signal is set to calculate the character use amount excluding the ability point, the character use cost for the total skill point is used for the character. It is preferable to include the step of setting the amount.
  • the calculating of the character use amount may include calculating a character use cost for a total skill point obtained by adding up all of the at least one skill point; Receiving the capability point purchase signal from the user terminal, and calculating the excess capability point if the ability point purchase signal is set to calculate the character use amount including the ability point; Determining whether there are excess capability points, and if the excess capability points do not have excess capability points, calculating character usage costs for all ability points; And setting the character use cost by adding the character use cost for the total skill point and the character use cost for the ability point.
  • the calculating of the character use amount may include determining whether there is the excess capability point, and if the excess capability point has the excess capability point, use the character for the remaining ability points except the excess capability point in the ability point. Calculating the cost; And setting the character usage cost by adding the character usage cost for the skill point and the character usage cost for the remaining ability points.
  • the excess value point is calculated as the excess capacity point if the value of the excess point minus a value corresponding to the difference between the total skill point and the total level skill point is a positive value. .
  • Character management apparatus of the online game for each of at least one character, at least one skill point, at least one level skill point, the total skill point that is the sum of the at least one skill point and the at least
  • a character information storage unit configured to store character information including a total level skill point that is the sum of one level skill point, and to display the character information on the user terminal when receiving a character information request signal from a user terminal;
  • a capability conversion unit which receives a character selection signal from a user terminal and calculates an excess capability point by subtracting a value corresponding to the difference between the total skill point and the total level skill point from a stored capability point for the selected character;
  • the character use cost and the total skill point character use cost for the remaining ability points excluding the excess ability point from the ability point are calculated, and the character use cost for the remaining ability points and the character use cost for the skill point are added to the character.
  • Character use cost calculation unit for calculating the amount of use;
  • a cyber money manager that receives the character contract signal from the user terminal, subtracts the character use amount from the game point included in the user information for the user, and transmits the user information to the character information storage unit. Characterized in that.
  • the character use cost calculator calculates the character use cost for the total skill point as the character use amount.
  • the character use cost calculation unit calculates the character use cost
  • the capability point purchase signal received from the user terminal is set to purchase the capability point, and if there is no excess capability point, the sum of the character use cost for the total skill point and the character use cost for the ability point is recalled. It is desirable to calculate the amount of characters used.
  • the character use cost calculation unit the ability point purchase signal received from the user terminal is set to purchase the capability point, if there is the excess capability point, the character use cost for the skill point and the remaining ability point for It is preferable to calculate the sum of the character use costs as the character use amount.
  • the ability to be used by the character to be contracted at the time of the character contract is applied to the character use amount, and the excess ability that cannot be used by the character to be contracted is not applied to the character use amount, so that the user By not unreasonably paying the amount of use of the character, not only increases the positive image of the user's game, but also increases the interest in the game.
  • 1 shows an example of an information screen of a character of an online game.
  • FIG. 2 shows another example of an information screen of a character of an online game.
  • FIG. 3 shows another example of an information screen of a character of an online game.
  • FIG. 4 is a flowchart of a method of character operation of an online game according to an embodiment of the present invention.
  • Figure 5 shows a flow of calculating the character usage amount according to an embodiment of the present invention.
  • FIG. 6 is a flowchart illustrating a character usage amount calculation according to another embodiment of the present invention.
  • FIG. 7 is a block diagram of a character operating device of an online game according to an embodiment of the present invention.
  • “communication”, “communication network” and “network” may be used as the same meaning.
  • the three terms refer to wired and wireless local and wide area data transmission and reception networks capable of transmitting and receiving files between a user terminal, a terminal of other users, and a download server.
  • game server means a server computer to which users access to use game contents.
  • a plurality of game programs may be operated in one game server.
  • the game server may be connected to a server that performs middleware or payment processing for the database, the description thereof will be omitted in the present invention.
  • the character refers to all the characters appearing in the game in which users can experience one sport of sports in the online game.
  • the character appears on the game screen and performs certain actions in the game according to the user's operation.
  • the character can be raised in the level while accumulating a certain experience value according to the performance of the game, the character's ability value becomes stronger as the level increases.
  • the ability point represents the sum of skill points that can be imposed on each character.
  • Each character gains experience points as a result of game performance, and these experience points are assigned as ability points in the game.
  • the user may convert the given ability points into various kinds of skill points that can be set in the character so that the character's ability grows to have the desired characteristics. For example, the character is leveled up as a result of the game performance, and each level is earned as an experience point for each character.
  • the user may convert the acquired ability points into skill points to be enhanced.
  • the character's skill may be set in various ways according to the characteristics of each game. For example, when an online game is an online fantasy game, the character's skill may be set as magic, attack, and defense.
  • the online game is an online soccer game
  • cavities, attacks, passes / dribbles, defenses, and goalkeepings representing the skills of the players corresponding to the characters may be set as the character type of the character.
  • each skill may be provided in greater detail.
  • the attack may be provided with detailed skills such as strength and accuracy
  • the joint may be provided with detailed skills such as endurance, stamina, and calm.
  • sports means sports in a general sense, and means sports of all sports that can be executed as online games. For example, soccer, baseball, basketball, tennis, volleyball, athletics, martial arts, and the like can be included.
  • the character use amount and cost does not mean an amount of real money, but means a cyber money or a game point for purchasing a character or item on an online game.
  • Cyber money and game points may be acquired as the game is played, and in some cases, cyber money or game points may be obtained by selling items acquired during the game to a store on the game.
  • the amount of real money and the amount of cyber money may be matched one-to-one, but are generally set differently.
  • cyber money can be converted into game points on an online game. That is, the cyber money and the game points may be exchanged with each other or in one direction.
  • 1 shows an example of an information screen of a character of an online game.
  • 1 is an example of a character information screen displayed on an online game, and is a screen displayed when checking character information or performing a character contract while the game is in progress.
  • the user may select the character information button during the game access screen or the game to check information of the character owned by the user or the character to be retained.
  • the character information screen displays a character name CN, a character image CI, skill points SP1 to SP5, total skill points TSP, and a holding ability ST for each skill.
  • the character name CN is a name given to each character, and is designated in the game, but in some cases, the user may directly designate it.
  • the character image CI represents the appearance of the character displayed in the game, and is generated as a predetermined image in most games. Recently, however, in some games, the user may directly implement the image of the character in various combinations, and when the player of the online sports game is used as the character may be implemented by actualizing the players of the corresponding sports game.
  • Skill points for each skill SP1 to SP5 numerically represent the current skill points for the maximum points that can be set at the current level (hereinafter referred to as level skill points) for each skill.
  • level skill points Each type of skill can be adjusted in various ways according to the settings on the game as described above, the present invention illustrates the skills of the online soccer game as an example of the online game. Skill points for each type shown in FIG. 1 are provided in five skill types: joint, attack, pass / dribble, defense, and goalkeeping, and represent the skill-specific ability of a player corresponding to a character in an online soccer game.
  • the skill points for each type of the currently displayed character are 52, the skill point for the joint is 63, the skill point for the attack is 63, the skill point for the pass / dribble is 70, and the defensive.
  • the skill point for the game is 55, and the skill point for goal keeping is 50. Therefore, the character displayed in FIG. 1 shows that the attack and pass skills are superior to other skills.
  • the level skill point for the joint is 80
  • the level skill point for the attack is 85
  • the level skill point for the pass / drib is 83
  • the level skill point for the defense is 70
  • the level skill point for goal keeping is 75.
  • the skill point in the game represents a character's ability value, and basically, the higher the skill point, the better the game performance ability.
  • the skill points of the character that the user uses to play the game are higher than the level of the game that the user is currently required to play, the character's ability is superior to the difficulty of the game, and thus the interest in the game may be lost.
  • a character level that increases step by step is set according to the difficulty level of the game to be played, and level skill points corresponding to each level are set.
  • the level skill point corresponding to the character level is automatically set, and the user cannot increase the skill point above the set level skill point before the character level increases.
  • the level skill point represents a threshold value that can increase the skill point of the character corresponding to the character level.
  • the level skill point is not set to a collective point value in proportion to the character level, but may be set differently in consideration of the characteristics of the character. That is, as shown in Fig. 1, the character of the attacking tendency has a relatively high level of skill points for attacking and passing / driving skills, while the character of the defensive tendency has a relatively high level of skill points for defending and goalkeeping. Can be set.
  • the total skill point represents the sum of skill points by type.
  • the ability point ST is shown at 50.
  • the capability point is a point at which the user can switch to a skill point, and can be converted to skill points for each type.
  • the ratio is typically converted to a one-to-one ratio. For example, if a skill point 10 is converted to an attack skill point, the attack skill point is increased by 10 to 73, while the ability point is reduced by 10 to 40.
  • the skill points can be increased or decreased. For example, if a user clicks a + button provided on one side of a defensive skill point, the defensive skill point is increased while the total skill point is decreased in proportion thereto. Conversely, if you click the-button, the defensive skill points decrease while the total skill points increase. In this case, the skill point that is decreased by clicking the ⁇ button may not be lower than the set skill point (that is, the previously set skill point) when the character information screen is initially displayed. That is, the-button cannot reduce the skill point for each type in the current character information screen to a point value larger than the point value raised by clicking the + button. This is to allow the user to pay attention to the growth of the character, and to give the user too high degrees of freedom to prevent the balance of the game is broken.
  • Skill points and ability points can be set to real values, but most games set points to positive integers so that users can intuitively identify points. In the following embodiments of the present invention, for convenience of explanation, it is assumed that a point is set to a positive integer.
  • the point difference between the total skill point and the level skill point is 103 points, whereas the ability point is 50 points, so all the ability points can be converted into skill points. That is, the displayed character does not have excess capacity points. Therefore, the contract does not occur in either the amount of skill points except the ability points at the time of character contract, or the amount of skill points and ability points in the amount of use of the character contract. Thus, the user can reasonably contract the character with or without the ability points included.
  • the character usage amount for the character's skill points and the character usage amount for the ability points can be adjusted according to the conversion ratio between the skill points and the ability points, but the ability points can be adjusted by the user who contracts the character. There is an advantage and can be set a little higher.
  • FIG. 2 shows another example of an information screen of a character of an online game.
  • the character of Fig. 2 has a skill point of 75 for a joint, 80 skill points for an attack, 80 skill points for a pass / dribble, 67 skill points for a defense, Finally, the skill point for goal keeping is 72.
  • the level skill point is 80 for the joint, the level skill point for the attack is 85, the level skill point for the pass / drib is 83, the level skill point for the defense is 70, and finally the goalkeeping.
  • the level skill point is 75, which is the same as the character of FIG. 1.
  • the excess ability points will have to be set to be destroyed. This is to increase the level skill points as the character's level rises, and to prevent the use of excess ability points not included in the character use amount at the time of contract.
  • excess ability points can be converted to available ability points. That is, when the level of the character rises, the level skill points for each type increase, and as a result, the size of the ability points that can be used increases. Therefore, in consideration of the situation in which the character is leveled up, the user may pay the above 4140 game points, including the cost of the excess ability points, to perform a contract with the character.
  • FIG. 3 shows another example of an information screen of a character of an online game.
  • the level skill points are 99 level skill points for each type.
  • the level of the character in the game does not increase infinitely.
  • the level of the character has an upper limit, and in the present invention, the highest level that can be set for the character is called a full level.
  • each level skill point for each type is set to 99 skill points. That is, the character of FIG. 3 is a character who has reached the full level, but the skill point for each kind is a character that has not reached the level skill point set at the full level.
  • FIG. 1 illustrates a character without excess capability points
  • FIG. 2 illustrates a character in which excess capability points exist at a set level.
  • both the characters of Figs. 1 and 2 show characters with the possibility of raising the level.
  • the character of FIG. 3 represents the character whose level rose to the maximum level.
  • the character of Figure 3 has 70 ability points.
  • the character of FIG. 3 has been described as having reached the full level in the above assumption. That is, since the character of FIG. 3 is a character that can no longer be leveled up, as a result, the ability ability point 44, which is an excess ability point, is a capability point that cannot be used later. Since these full level excess ability points can no longer be used, even if set to include ability points in the character contract, they should not be reflected in the character use amount. Therefore, when the user of FIG.
  • the full level exceeding ability point also corresponds to the exceeding ability point, but in order to clarify that the level of the character is the full level, the present invention will be described separately from the excess ability point and the full level ability point.
  • 1 to 3 illustrate that the skill points for each skill are displayed numerically, but may also be displayed in various graph forms together with the numerical values. If the skill points are displayed as a bar graph, the user may move the bars on the graph to convert the skill points into skill points.
  • FIG. 4 is a flowchart of a method of character operation of an online game according to an embodiment of the present invention.
  • the character operating method of the online game first obtains the character information (S110).
  • the character information includes a character name, a character image, a skill point for each skill type, a level skill point for each skill type, a total skill point, a total level skill point, and an ability point. And for each type of skill may include a skill point corresponding to the detailed skills and detailed skills.
  • the details of various characters set in the game may be included in the character information.
  • Character information may be included in the character operation apparatus described later. Character information may be obtained when a character information request signal is received from a user terminal.
  • the character operation apparatus transmits the character information to the user terminal of the user playing the game, and the user terminal displays the character information.
  • the character information may be directly transmitted from the character operation apparatus to the user terminal, but is generally transmitted to the user terminal through a game execution server connected to the character operation apparatus.
  • the character that is obtained from the character operation apparatus and displayed on the user terminal may be one character, a plurality of characters may be displayed. Accordingly, the user may check the character information displayed on the user terminal and select a character to be contracted.
  • the character operation apparatus determines whether a character selection signal is received from the user terminal (S130). If the character selection signal is received, the character is selected according to the received signal, and the capability point for the selected character is checked (S140). However, if the character selection signal is not received, the user determines that there is no intention of contracting for the character and terminates the character operation.
  • the excess capacity point is calculated (S150).
  • the character operating apparatus calculates a character use amount including the ability point for the character and the character use amount for the skill point except the ability point, respectively, and display the same on the user terminal (S160).
  • the user terminal When the user checks the displayed character usage amount and selects to perform a contract for the selected character, the user terminal transmits an input signal for the character contract to the character operation apparatus, and the character operation apparatus input signal for the character contract. Receives, and subtracts game points held by the user corresponding to the calculated character use amount to allow the user to pay the character use amount (S180). At the same time that the character use amount is paid, the selected character is included in the user information to be retained by the user, and the user information is also included in the character information.
  • the character operation apparatus obtains character information again (S110). However, if no other character is confirmed, the character operating device ends the operation for the character.
  • the character operation apparatus may indicate that the game point is insufficient to the user terminal.
  • Figure 5 shows a flow of calculating the character usage amount according to an embodiment of the present invention.
  • Character use amount calculation is calculated if the excess ability points (S150), the cost for the total skill points (S161). Since the cost for the total skill points is a cost that must be paid regardless of whether the ability points are included in the case of contracting the character, it is calculated first. Then, it is determined whether the capability point is included in the contract (S162). Whether or not the capability point is included may be determined by the user through the user terminal and transmitted to the character operation apparatus. That is, the character operation apparatus receives the capability point purchase signal from the user terminal and determines whether to include the capability point. If it is determined that the ability points do not include, the calculated total skill points are displayed as the character use amount (S168). However, if it is determined to purchase the ability points together, the excess ability points are calculated (S163).
  • the excess capability point means a capability point that the character holds in excess of the level skill point at the current level as shown in FIG. 2.
  • the cost for all capability points is calculated (166).
  • the competency point cost is calculated 165 excluding the excess competence points. As described above, it is possible to prevent the user from paying at the time of the character contract for the excess ability points that cannot be used, so that the user can use the rational character.
  • the character use amount of the character including the ability point is calculated by summing the skill point cost and the ability point cost (S167).
  • the calculated character use amount is displayed on the user terminal (S168).
  • the character operation apparatus may display the character use amount including the ability point cost and the character use amount except the ability point cost.
  • the cost for the excess capability points can be displayed together, thereby allowing the user to be not misunderstood.
  • FIG. 6 is a flowchart illustrating a character usage amount calculation according to another embodiment of the present invention.
  • the cost for all capability points is calculated (166-1). However, if there are full level over capability points, the capability point cost excluding the full level over capability points is calculated (165). Therefore, the user does not have to pay for the full-level exceeding ability point at the time of the character contract, so that the user can operate a reasonable character.
  • the character use amount of the character including the ability point is calculated by summing the skill point cost and the ability point cost (S167).
  • the character use amount for the character is calculated, the calculated character use amount is displayed on the user terminal (S168).
  • FIG. 5 shows a method for calculating the character usage amount of the character excluding excess points at the character's current level
  • FIG. 6 shows the character usage amount of the character excluding the full level excess points regardless of the character's current level. The calculation method is shown.
  • the user can freely set whether the ability points are included in the character contract, but in some cases, the ability points are included only when the user's current period of use expires and the contract is to be renewed. You can make a decision. In fact, the number of skill points that are not converted into skill points during the game is generally smaller than skill points. In addition, due to the advantage that the user can adjust the characteristics of the character points, a sound game culture may not be established when the contract of the character including the ability points is possible. However, if the ability points are eliminated without being included in the contract terms at the time of re-contract, the user who grows the character may lose interest in the game because the reward for the effort is lost.
  • the usage period for the character may be an offline time or may be a concept of time in the game as the game progresses.
  • a renewal may be required depending on conditions other than the period of use. For example, it can be a contract for the number of times a character is used.
  • FIG. 7 is a block diagram of a character operating device of an online game according to an embodiment of the present invention.
  • the quest providing system for an online game includes a plurality of user terminals 101 to 10n, the Internet 200, a game execution server 300, and a character operation apparatus 400. It is provided. Each of the plurality of user terminals 101 to 10n is connected to the game execution server 300 through the Internet 200, and a game client for playing a game is installed.
  • the game execution server 300 first provides a web page for the user to access, and provides various services such as chat, clubs, shopping malls, etc. to various user terminals 101 to 10n to be connected.
  • various services such as chat, clubs, shopping malls, etc.
  • FIG. 7 a plurality of users access the game execution server 300 through the computers 101 to 10n, but the game execution server 300 may be connected to the game execution server 300 via the Internet 200 in addition to the computer. It may be another terminal.
  • a mobile communication terminal, a television with Internet access, and the like can be used.
  • the game execution server 300 may include a web database that stores items for allowing a user to perform various functions on the web or a game, and stores item information owned by the users.
  • the game execution server 300 sells various items to the users by referring to the web database, and stores the user information in the web database when the user purchases such items.
  • the game execution server 300 provides a game entry screen for the user to select a game condition.
  • the game execution server 300 drives a game client that is pre-installed in the user terminals 101 to 10n, and the user terminals 101 to 10n are driven by the driven game client.
  • the game execution server 300 is connected through the Internet 200.
  • the game client is described on the assumption that it is pre-installed in the user terminal (101 ⁇ 10n), but if not, the game execution server 300 determines this to install the game client for the game at the required time To control.
  • the game execution server 300 may include a game database (not shown) that stores game logic for each game for controlling the game.
  • the game logic refers to rules specified to automatically proceed with the game according to a predetermined rule in the game, and refers to a series of progression in the game.
  • the character operation apparatus 400 may include an information storage unit 410 that stores character information and ability information, a character use cost calculator 420 that calculates a character use cost when a contract for a character is performed, and a user's cyber money or a game.
  • the cyber money manager 430 manages points.
  • the information storage unit 410 further includes a character information storage unit 411 for storing information about each character and an ability conversion unit 412 for converting the capability points into skill points of a specific character.
  • the character information storage unit 411 extracts at least one character information to be displayed on the user terminal.
  • the capability point for the selected character is calculated, and the skill point and the capability point are transmitted to the character use cost calculator 420.
  • the capability converter 412 also calculates the excess capability points.
  • Character usage cost calculation unit 420 receives the skill points, ability points and excess capability points, calculates the received skill points, ability points and excess capability points at a specified ratio, and converts them into game points to calculate the character use costs. do.
  • the character use cost calculator 420 may calculate the character use cost of the character, including the ability points except the excess ability points, and may calculate the character use cost of the character using only skill points except all the ability points. . In addition, the cost of using both characters can be calculated. When the character use amount is calculated, the character operation apparatus 400 transmits the character use cost to the user terminal to be displayed.
  • the cyber money management unit 440 of the character operation apparatus 400 calculates the user's cyber money, that is, the character use cost at the game point. Subsequently, the character information storage unit 411 records user's contract with the user by inputting user information into the character information of the character whose character usage amount is paid. In addition, the character operation apparatus 400 transmits to the user terminal that the contract with the character together with the contracted character information to be displayed.
  • the character operation method and apparatus for an online game of an online game according to an embodiment of the present invention described above may include an application basically installed in a terminal (this may include a program included in a platform or an operating system basically mounted in the terminal). It may be executed by the user, or may be executed by an application (ie, a program) that the user directly installs on the terminal through an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
  • an application ie, a program
  • the character operation method of the online game according to the embodiment of the present invention described above is implemented as an application (ie, a program) which is basically installed in a terminal or directly installed by a user, and can be read by a computer such as a terminal. Can be recorded.
  • Such a program is recorded on a recording medium readable by a computer and executed by a computer so that the above functions can be executed.
  • the above-described program is coded in a computer language such as C, C ++, JAVA, machine language, etc., which can be read by a computer processor (CPU). It may include a code (Code).
  • Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
  • the code may further include memory reference-related code for additional information or media required for a processor of the computer to execute the above-described functions at which location (address address) of the computer's internal or external memory. .
  • the code indicates that the processor of the computer is a communication module of the computer (eg, a wired and / or wireless).
  • the communication code may further include communication related codes such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted and received during communication.
  • a functional program for implementing the present invention codes and code segments related thereto, in view of a device environment of a computer that reads a recording medium and executes the program, etc. It may be easily inferred or changed by.
  • Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.
  • the computer-readable recording medium having recorded the program as described above is distributed to computer devices connected through a network, so that the computer-readable code can be stored and executed in a distributed manner.
  • any one or more of the plurality of distributed computers may execute some of the functions presented above, and transmit the results to one or more of the other distributed computers, and receive the results.
  • the computer may also execute some of the functions presented above, and provide the results to other distributed computers as well.
  • a computer-readable recording medium recording an application which is a program for executing a character operating method of an online game
  • an application may be an application store server, an application, or a web associated with a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server such as a server, or the application providing server itself.
  • the computer which can read the recording medium which recorded the application which is the program for implementing the character operation method of the online game which concerns on each embodiment of this invention is not only general PCs, such as a desktop or a notebook, but also a smart phone, a tablet PC, It may include mobile terminals such as PDAs (Personal Digital Assistants) and mobile communication terminals, as well as to be interpreted as all computing devices.
  • PCs such as a desktop or a notebook, but also a smart phone, a tablet PC
  • mobile terminals such as PDAs (Personal Digital Assistants) and mobile communication terminals, as well as to be interpreted as all computing devices.
  • a computer capable of reading a recording medium recording an application which is a program for executing a character operating method of an online game
  • an application which is a program for executing a character operating method of an online game
  • the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.

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Abstract

La présente invention concerne un procédé et un appareil permettant de gérer les personnages dans un jeu en ligne. Un procédé de gestion de personnages dans un jeu en ligne selon la présente invention concerne une technique dans laquelle les points de jeu ne sont pas utilisés pour des forces en excès qui ne peuvent pas être utilisées pour chaque personnage, ce qui permet aux utilisateurs de gérer les personnages rationnellement. Un procédé de gestion de personnages dans un jeu en ligne selon un mode de réalisation de la présente invention comprend les étapes suivantes: acquérir et transmettre par un appareil de gestion de personnages à un terminal d'utilisateur des informations de personnage pour au moins un personnage, les informations de personnage pour chaque personnage comprenant au moins un point de compétence et un point de compétence de niveau, des points de compétence totale sur points qui est une somme d'au moins un point de compétence, et des points de compétence de niveau qui est une somme d'au moins un point de compétence de niveau; confirmer les points statistiques pour un personnage correspondant à un signal de sélection de personnage reçu d'un terminal utilisateur; calculer les points statistiques en excès qui sont des points dont on a soustrait la valeur correspondant à la différence entre le total des points de compétence et le total des points de compétence de niveau ; calculer les frais d'utilisation de personnages pour les points statistiques restants en enlevant des points statistiques les points statistiques en excès, et calculer une quantité d'utilisation de personnages en ajoutant les valeurs calculées pour des charges d'utilisation de personnages pour les points statistiques et les points de compétence restants ; transmettre la quantité d'utilisation de personnage calculée au terminal utilisateur; et, lorsqu'un signal de contrat de personnage est reçu du terminal utilisateur, soustraire la quantité d'utilisation de personnage des points de jeu inclus dans les informations d'utilisateur relatives à l'utilisateur, et activer le contrat pour le personnage par l'enregistrement des informations sur les informations de personnage.
PCT/KR2012/000246 2011-12-09 2012-01-10 Procédé et appareil pour gérer les personnages dans un jeu en ligne WO2013085102A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
KR10-2011-0132195 2011-12-09
KR1020110132195A KR101325962B1 (ko) 2011-12-09 2011-12-09 온라인 게임의 캐릭터 운용방법 및 장치

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CN107194617A (zh) * 2017-07-06 2017-09-22 北京航空航天大学 一种app软件工程师软技能分类系统及方法

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