KR20140101463A - Method and apparatus for providing information of weapon item in online shooting game - Google Patents

Method and apparatus for providing information of weapon item in online shooting game Download PDF

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Publication number
KR20140101463A
KR20140101463A KR1020130014188A KR20130014188A KR20140101463A KR 20140101463 A KR20140101463 A KR 20140101463A KR 1020130014188 A KR1020130014188 A KR 1020130014188A KR 20130014188 A KR20130014188 A KR 20130014188A KR 20140101463 A KR20140101463 A KR 20140101463A
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item
attack
weapon
user
character
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KR1020130014188A
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윤사임
최민수
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(주)네오위즈게임즈
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Publication of KR20140101463A publication Critical patent/KR20140101463A/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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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

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Abstract

Provided is a technology for recommending a weapon item appropriate for the play tendency of a user. A method for providing weapon item information of a shooting game according to an embodiment of the present invention includes: a step in which an apparatus providing information on a weapon item of a shooting game, which is a game played by at least one user and has a play method of removing an attack target character by attacking the attack target character, which is operated by another user or an artificial intelligence, by mounting a weapon item on a user character, extracts play history information of the user character from a play history database storing information on the history for the user to play the game provided in the shooting game by operating the user character; a step of selecting data on an attack success probability which is data on a ratio of attack success on the attacked target part of the attack target character, as to the total attack number of the user character using the extracted play history information, but selecting the data on the attack success probability for each attack target area by dividing the attacked target part into at least one attack target area; a step of selecting at least one weapon item from a weapon item database of a game server, using the attack success probability for each attack target area; and a step of controlling to output a list of the selected weapon items on an item shop access screen of a user terminal.

Description

TECHNICAL FIELD [0001] The present invention relates to an apparatus and method for providing weapon item information in a shooting game,

The present invention relates to a technique for recommending a weapon item suitable for a user in a game service for providing a game of a shooting game style among users. More specifically, the present invention relates to a technique of recommending a weapon item that matches a user's play propensity to a user's play pattern Analysis and recommended techniques.

In the recent online game, two or more users divide the camp into one team or one team or two teams, and a match game, which aims to win the opponent by playing the game, is popular.

Such a game is typically a shooting game including a fighting action game, a first-person shooter (FPS) game, and the like. In this type of game, the user can manipulate the character and enjoy playing the game by attacking and treating the character played by another user or artificial intelligence.

Generally, in the shooting game, the user installs the items according to the game to play the shooting game. In particular, the items used to kill opponent characters are typically weapon items. When an FPS game is taken as an example, it can be acquired through an action such as purchasing a variety of weapon items such as a gun, a shoe rut, a tank, etc. When a game is played, the player can attach the item to his character, By increasing the accuracy of attack, the game is played to kill the opponent under favorable conditions compared to enemy characters.

In the current shooting game, the above-mentioned weapon item is generally provided to be available for purchase by a user accessing the item shop. However, the weapon items in the current shooting game provide many weapon items, but they can be purchased through a simple menu listing the weapon items.

In addition, numerical values such as attack power, range, and accuracy are disclosed for each weapon item, so it is possible to use each weapon while comparing the weapons. However, since the user must analyze the data one by one, And can be stressful to the user due to excessive information.

Also, for new users entering the game, most of the weapons do not know what weapon to use, so it is difficult to get into the game.

Accordingly, according to the present invention, there is provided a technique for reducing stress on the user's choice of weapon items considering the play propensity and user's level of the users, and enabling the user to easily identify and purchase customized weapon items suitable for the user in the item shop The purpose is to do.

In order to achieve the above object, a method of providing weapon item information of a shooting game according to an embodiment of the present invention is a game in which at least one user plays a game, and an inorganic item is mounted on the user character, A device for providing information on the weapon item of a shooting game, which is a game in which the attacking target character is attacked by attacking a character to be attacked, is a game in which a user manipulates the user character, Extracting play history information of the user character from a play history database storing information on a history of playing the game; Selecting data on an attack success probability, which is data on a ratio of a number of successful attacks to a target area of the attack target character with respect to a total attack count of a user character using the extracted play history information, Selecting data on an attack success probability for each attack target area by dividing a target site by at least one attack target area; Selecting at least one weapon item from the weapon item database of the game server using an attack success probability for each attack target area; And controlling the list of the selected inorganic items to be displayed on the item shop connection screen of the user terminal.

The selecting of the at least one weapon item may include selecting an attack target area having the highest attack success probability for the attack target area among the attack target areas; And selecting at least one inorganic item matched to the selected attack target area from an item matching table that is a table in which the at least one inorganic item is matched for each attack target area.

Preferably, the step of selecting the at least one weapon item selects a predetermined number of weapon items in accordance with the type information of the weapon item, which is information on the criterion classified by the attack power, attack accuracy, or type of weapon of the weapon item Do.

The controlling step may control to output the list of the predetermined number of the inorganic items selected by the type information of the inorganic item to at least one area classified based on the type information of the inorganic item .

And extracting information on the level of the user character before extracting the playability information of the user character.

The step of selecting the at least one weapon item may include extracting the play history information when the level of the user character is less than a predetermined first level and selecting the data related to the attack success probability, And selecting at least one inorganic item previously stored to match the level of the user, ignoring the probability of success.

Wherein the selecting of the at least one inorganic item comprises selecting at least one first inorganic item to match the level of the user if the level of the user character is between a predetermined first level and a second level; And selecting at least one second weapon item using an attack success probability for each of the attack target areas, wherein the step of controlling to output the first inorganic item and the second weapon item comprises: And to output the list of the weapon items including the item item to the item shop connection screen of the user terminal.

The control to output the information may include dividing information on an attack success probability for each attack target area into the attack target areas and outputting the divided information to the item shop connection screen.

The weapon item information providing apparatus of the shooting game according to an embodiment of the present invention is a game in which at least one user is fighting against each other and is a game in which a weapon item is attached to a user character to kill the opponent character by attacking the opponent character The apparatus of claim 1, wherein the user character is a player character, and the game character is a game character. A device for providing information about an item of weapon in a shooting game, A play history information extracting unit that extracts play history information of the playlist; The number of successful attacks against the target area of the attack target character, which is a character manipulated by another user or artificial intelligence, as the attackable character of the user character, with respect to the total attack count of the user character using the extracted play history information A play type information load unit for selecting data on an attack success probability that is data on a ratio of an attack target area to an attack target area by dividing the shot target area by at least one attack target area, An item selection unit for selecting at least one weapon item from the weapon item database of the game server using an attack success probability for each attack target area; And an item list provider for controlling the list of the selected inorganic items to be displayed on the item shop connection screen of the user terminal.

Wherein the item selection unit selects an attack target area having the highest attack success probability with respect to the attack target area among the attack target areas and selects an attack target area from an item matching table that is a table in which the at least one inorganic item is matched It is preferable to select at least one inorganic item matched to the selected attack target area.

Preferably, the item selecting unit selects a predetermined number of the inorganic items according to the type information of the inorganic items, which is information on the criterion classified by the attack power, the attack accuracy, or the weapon type of the inorganic items.

The play history information extracting unit preferably extracts information on the level of the user character.

The item selection unit may ignore the extracted play history information and the selected attack success probability when the level of the user character is less than a predetermined first level and may detect at least one item of weapon stored beforehand to match the level of the user It is preferable to select it.

Wherein the item selecting unit selects at least one first inorganic item to match the level of the user if the level of the user character is between a predetermined first level and a second level, Selecting at least one second weapon item using a probability, and the item list providing unit outputs a list of weapon items including the first inorganic item and the second inorganic item to the item shop connection screen of the user terminal .

According to the present invention, a user manipulates a user character to recommend different weapon items according to the shot target part of the opponent character that has been attacked when attacking the opponent character. Accordingly, the users can confirm the weapon items corresponding to the pattern of their attacks mainly through the item shop, so that it is possible to check the weapon items that match the play propensity without having to check the weapon items individually, It is possible to increase the utilization rate of the game. In addition, since it is possible to confirm items suitable for oneself, it is possible to increase the profit by the item shop service by increasing the purchase rate of the items.

1 is a flowchart of a method of providing weapon item information of a shooting game according to an embodiment of the present invention.
FIGS. 2 to 5 are specific embodiments of a flow for selecting an inorganic item to be output according to an embodiment of the present invention.
6 illustrates an example of a flow of outputting user information according to an embodiment of the present invention.
FIG. 7 is a block diagram of an apparatus for providing item information of a shooting game according to an embodiment of the present invention.
8-10 are examples of item shop access screens displayed on a user terminal in accordance with an implementation of an embodiment of the present invention.

Hereinafter, a method and an apparatus for providing weapon item information in a shooting game according to embodiments of the present invention will be described with reference to the accompanying drawings.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, the present invention will be described in detail with reference to the accompanying drawings. The following examples are intended to illustrate the present invention and should not be construed as limiting the scope of the present invention. Accordingly, equivalent inventions performing the same functions as the present invention are also within the scope of the present invention.

In the following description, the same reference numerals denote the same components, and unnecessary redundant explanations and descriptions of known technologies will be omitted.

In the embodiments of the present invention, " communication ", " communication network ", and " network " The three terms refer to wired and wireless local area and wide area data transmission and reception networks capable of transmitting and receiving a file between a user terminal, a terminal of another user, and a download server.

In the following description, the term " game server " refers to a server computer to which users are connected and connected to use game contents. In the case of a game having a small capacity or a small number of users, a plurality of game programs can be operated in one game server. In addition, in the case of a game having a very large capacity or a large number of real-time connections, there may be one or more game servers for operating one game depending on the functions of the game.

In addition, middleware for the database and servers performing payment processing can be connected to the game server, but a description thereof will be omitted in the present invention.

In the present invention, a level is information indicating a rating of a user, and users can accumulate points such as experience points obtained as a result of game play to raise the level. The level can be represented by numerical information and character information. There may be a minimum level at the time of first use of the game and a level that can be achieved at the maximum level of the game play result.

An item here refers to all the data that can help the progress of the game and can be understood as an item in a game in general. For example, in a role-playing game, an item that allows a character to substitute for a user to obtain more experience value obtained when a monster is suppressed, an item that can change the appearance of a character, etc. correspond to an item can do.

In the present invention, a shooting game is a game in which two or more characters are flanked by one-to-one, many-to-many or many-to-many artificial intelligence, and a user manipulates a character to attack a character played by another user or artificial intelligence Means a game in a play mode.

In the shooting game, various modes of game mode can be used, for example, a method in which a user manipulates a character to clear a predetermined mission, or a case in which a character who has been treated for a certain period of time wins. However, fundamentally, the user plays the game to kill the enemy character by using the attack function of the character.

In the shooting game, the user can operate at least one character, but in the present invention, it is assumed that the user can operate one character for convenience.

In addition, the shooting game of the present invention may include a fighting shooting game, an FPS game, a side scroll action game, and the like, but an FPS game will be described as an example to facilitate understanding of the explanation.

Also, the shooting game of the present invention is implemented as a network-based online game, and thus includes a game in which a plurality of users access a game server through a network to a terminal such as a mobile terminal and a PC to play the game online. In addition, a game in which a game module is downloaded to a terminal such as a mobile terminal, a PC, and the like is executed offline and the user can play the game alone can also be included in the shooting game of the present invention.

The characters that can be manipulated by the user can include character characters such as human-shaped characters, animal-shaped characters, trams, spaceships, and the like. As described above, in order to facilitate understanding, the following description will be made with reference to a military person, that is, a human character, which is a general FPS game character.

In the shooting game, users can play a game by attaching various items to a user character (a character manipulated by the user). Items that a character can wear include items that affect attack power, items that affect defense strength, persistence items, and expendable items.

In the following description, an item of weapon will be understood to include a persistent item and a consumable item that have an impact on the offensive power among the above items.

In the following description, an item shop includes all types of interfaces through which a user can purchase the above-mentioned items using goods contents such as game money or experience points.

Generally, the shooting game can play the game by the user's selection as described above, or by entering the game room created by the matching system of the game server or the like.

When entering the game room, a game room interface can be displayed on the user terminal. The interface of the game room may be provided with a menu for setting various conditions for playing the game such as items, abilities, skills, and characters. In addition, a menu can be provided to select one of the two teams divided in the competition game.

Also, a menu for inquiring basic identification information, game play information, etc. of other users belonging to his / her team or a menu for inquiring information of users belonging to opponent team other than his / her own team may be provided.

The user can enter the game room to play the game, and when the setting of all the conditions is completed, the user can select a menu to inform the user that the game is ready to play. You can also choose a menu that will allow you to exit the game room to find other game rooms or to end the game. The above menu may also be included in the game room interface.

When the user selects the menu that informs the user that the user is ready to play the game in the game room interface, the game server selects all the users in the game server to determine whether all users are ready to play the game. , Users of the two teams will be provided with a game so that they can play the game provided by the game server.

At the end of the game, one team is determined to be the winning team and the other team is determined to be the defeated team, depending on the totals in the game. Of course, depending on the game, both teams may be treated as a draw. In the game mode to play with artificial intelligence, the way of winning or losing or the experience or score acquired by the user character can be generated as result data.

At the end of the game, the user can remain in the game room and continue playing the game or exit the game room to enter the other game room. According to the game, the game room is initialized as soon as the game ends, and all users can enter the standby interface again to select the game room.

Generally, at the standby interface, a list of at least one game room is provided. The user can select a game room from the game room interface displayed on the terminal and decide whether or not to enter the game room. Or a menu for creating a new game room may also be provided.

Status information about the game room may be displayed on the standby interface. The status information on the game room includes information on the game mode or the game mode played in the game room, information on the game mode entered in the game room, information on whether the game is currently being played in the corresponding game room, The number of users or the basic information of users.

Game rooms can be grouped and managed. The unit of the group may be called a channel or a server, and a game room of a predetermined number of times may be created in one channel. Or, it may be controlled so that a predetermined number of users enter one channel.

The game room group of the channel or the server can be classified and managed based on the user's level or class. That is, the user can connect to another channel or server according to his or her own level or rating, and can create a game room through a standby interface of the channel or the server, or play the game by entering the created game room.

Hereinafter, descriptions of technical terms generally used in the game technology will be omitted in addition to the items related to the competition game mentioned above.

1 is a flowchart of a method of providing weapon item information of a shooting game according to an embodiment of the present invention.

Referring to FIG. 1, an apparatus (hereinafter referred to as an apparatus) for providing weapon item information of a shooting game according to an exemplary embodiment of the present invention includes an information processing unit (S10) of extracting information.

The user's play history information refers to all data related to the game played by the user while using the shooting game service. The play history information may be managed for each user in a play history database provided in the game server.

The play history information includes, for example, basic information of the user, the number and time of the game played by the user, the level information of the user character, the number of victories or defeats of the user, the number of attack target characters, , The number of successful attacks, and so on.

If the play history information of the user is extracted through step S10, the device selects the information on the number of times the user character has been attacked and the number of times that the attack succeeds to the attack target character among the play history information.

Specifically, in the present invention, a site where a user determines that an attack has been successful during an attack, that is, a shot target area, is divided into at least one attack target area with respect to an attack target character.

For example, if the human shape character is an attack target character, the shot area can be distinguished by the head, torso, arms, and legs. In the case of the tank shape, the area to be shot can be divided into areas such as wheels, main gun, and cockpit.

The device selects data on the probability of attack success as data on the ratio of the number of successes to the shot target part of the attack target character among the play history information extracted through step S10. The data on the attack success probability can be calculated and stored in the play history information, or the device can directly calculate the total attack number information and the attack success frequency information.

At this time, in the present invention, the apparatus performs step S20 of selecting data on the attack success probability for each of the above-mentioned attack target areas. That is, the ratio information about the number of times that the attack target is successfully attacked and the damage target is imposed on the attack target character is selected for the information on the number of attacks by the user for each attack target area.

For example, in the case of a human-shaped character, attacks on three attack target areas by 46% probability of attack success (also called accuracy rate) on the head, 50% probability on the trunk, 53% Success probabilities can be selected.

Thereafter, the device performs step S30 of selecting an item to be used for attack, that is, an inorganic item, according to the attack success probability information. That is, at least one weapon item (for example, two weapon items) can be selected from the weapon item database of the game server by using the attack success probability for each attack target area.

For this purpose, the device or the game server can identify items for each attack target area by inputting an administrator terminal as an item that can cause the greatest damage to each attack target area. The matched data can be stored in an item matching table. sure. One item can be simultaneously matched and stored in a plurality of attack target areas.

The device selects at least one weapon item using the attack success probability for the attack target area using the stored item matching table.

When the item is selected, the device performs step S40 of controlling the list of the selected items to be displayed on the item shop connection screen of the user terminal.

The item shop connection screen means a screen that can be displayed on the display unit of the user terminal including all the interfaces for purchasing the items. On the item shop connection screen, the user can check the list of weapon items matching the attack success probability by the above function.

According to the technical features of the present invention, users can be recommended when purchasing an item that is suitable for their own play propensity and an attack propensity in a shooting game. Accordingly, it is possible to reduce a user's stress due to many weapon items, which are the problems of the shooting game mentioned above, and the user can further enhance his / her play style, that is, the merit, It is possible to increase the game utilization rate.

On the service provider side, since the items highly likely to be purchased by the users are recommended for each user, the purchase of the items by the user can be promoted, and the profit through the item sales service can be increased.

FIGS. 2 to 5 are specific embodiments of a flow for selecting an inorganic item to be output according to an embodiment of the present invention.

Specifically, FIGS. 2 to 5 are diagrams showing an example of a concrete flow of selecting an inorganic item using the attack success probability for each attack target area described in FIG.

First, referring to FIG. 2, the apparatus performs a step S20 of selecting an attack success probability for each attack target area.

Thereafter, the apparatus compares the attack success probability with each attack target area, and performs a step S31 of selecting an attack target area having the highest attack success probability.

In step S31, it is possible to select a predetermined number (for example, two) of attack target areas in the attack success probability order in another embodiment of the present invention.

When the step S31 is performed, a step (S32) of selecting at least one inorganic item matched to the selected attack target area from the item matching table, which is a table in which at least one inorganic item is matched for each attack target area, is performed.

In this case, various criteria such as sales volume, price, and ability value can be used as criteria for selecting the weapon item.

The criteria for matching at least one weapon item per attack target area may vary depending on the game.

For example, in a shooting game (FPS game) in which a human character is used, the attack target area may be divided into a head, a trunk, an arm, and a leg as mentioned above. In this case, even if the damage is small in the head depending on the game, damage greater than the body, arms, and legs may be applied, or if the head is hit once, the effect of applying the heading shot effect may be applied . On the other hand, the size of the trunk, arms, and legs can be set to be much larger than that of the head.

At this time, the weapon item having high accuracy regardless of the attack power and the attack rate per second may be effective in the attack target area corresponding to the head. On the other hand, weapon items with high attack speed and attack power per second may be effective, even if accuracy is relatively low, in the target area of the torso, arm, and leg.

Accordingly, the weapon items can be matched to the attack target areas by input from the outside so as to match the attribute information of the weapon items such as attack power, attack speed per second and accuracy.

Meanwhile, various types of weapon items may exist depending on the game. The type of weapon item means information about the criterion classified according to the area where the weapon item is mounted on the character, the type of the weapon item, the attack power, the attack accuracy, and the attack speed.

For example, in the general FPS game, weapon items that a human character can attach include items such as main weapon items (rifles, machine guns, cannons, sniper rifles, etc.) and secondary weapon items (pistols, Can be set.

In the embodiment of FIG. 3, in consideration of the item type, the apparatus performs step S33 of selecting a predetermined number of inorganic items for each type item of the inorganic item.

For example, depending on the attack success probability of each target area of the user, it is possible to select 2 items among the main weapon items and 2 items of the secondary weapon items, or to select 2 items for the main weapon items by the rifle, machine gun, You can select one item. Likewise for secondary weapon items, you can choose two items from each of the pistols, swords, and grenades.

After step S33, the device controls to display a list of items selected in one of the item shop connection screens. At this time, the apparatus distinguishes one area based on the type information of the weapon item, and controls to output a list of a predetermined number of weapon items selected for each type information of each weapon item to an area corresponding to each type Step S41 is performed.

Through this, users can more clearly ascertain which type of weapon is more appropriate than the current state, and can further maximize the effects of the present invention mentioned above.

On the other hand, in the case of users who have newly entered the game, there is not enough accumulated play history, and most of the users are not adapted to the control of the game itself.

Accordingly, in the embodiment of FIG. 4, a technical feature for performing a function of recommending an inorganic item in consideration of level information of a user is described.

Referring to FIG. 4, the apparatus performs step S11 of extracting information on the level of the user character before performing the step of extracting the play history information of the user character operated by the user.

At this time, if the level of the extracted user character is less than the predetermined first level, the device selects at least one item matching the level information of the user and ignores the play history information of the user (S34).

That is, when the level of the user is less than the first level (for example, 5 levels or first-degree bottles), even if the play history information is not extracted at all or the play history information is extracted by another embodiment, And selects at least one item stored in advance to match the level of the user.

For example, for users who are determined to be new users, i.e., those whose level is lower than the first level, data such as accuracy, attack power, and the like are substantially meaningless, and an easy-to-operate inorganic item may be more helpful for playing.

Accordingly, by performing the step S40 of selecting and storing the weapon items to match the level to the users and exposing the weapon items to the item shop connection screen of the user terminal, the user is more interested in the play .

On the other hand, users between new users and skilled users have some understanding of games, but there are many cases where they are not familiar with playing yet.

In this case, referring to the embodiment of FIG. 5, the apparatus extracts play history information of the user character (S10) and performs a step S11 of extracting level information of the user character.

At this time, the apparatus performs step (S12) of determining whether the level of the user character is a level between the first level of FIG. 4 and a second level higher than the first level (for example, 10 levels or corporal illness) If it is determined in step S12 that the level of the user character is between the first level and the second level, the first inorganic item is selected as the inorganic item matching the level information of the user (S13).

Thereafter, the attack success probability information is selected from the play history information of the user character for each attack target area (S20). Using the attack success probability for each attack target area as shown in FIG. 1, Step S30 is performed.

Thereafter, the device performs step S40 of controlling the list of selected items including both the first and second items to be displayed on the item shop connection screen of the user terminal.

As a result, for users who have not yet mastered their abilities but accumulate play history information for new users, some of them can recommend weapons that can be easily used, some recommend weapons according to the play history information, Users may also be able to recommend weapon items that suit themselves.

6 illustrates an example of a flow of outputting user information according to an embodiment of the present invention.

Referring to FIG. 6, the server selects an attack success probability for each attack target area, and selects at least one weapon item using the attack success probability (S30). Thereafter, when outputting the selected weapon item to the item shop connection screen, the apparatus first performs step S35 of controlling the information on the attack success probability selected for each attack target area to be displayed on the item shop connection screen of the user terminal, (S40) to output information on the item.

Through the embodiment of FIG. 6, the user can directly confirm his or her play propensity and receive information on the weapon item suitable for the play propensity.

Accordingly, the reliability of the function according to the embodiment of the present invention can be improved, and the purchase rate for the inorganic item can be further increased.

FIG. 7 is a block diagram of an apparatus for providing item information of a shooting game according to an embodiment of the present invention. In the following description, the parts overlapping with those of the description of Figs. 1 to 6 will be omitted.

7, a weapon item information providing apparatus 10 (hereinafter, referred to as a device) of a shooting game according to an embodiment of the present invention includes a play history information extracting unit 11, a play type information loading unit 12, An item selecting unit 13, and an item list providing unit 14.

The device 10 may be hardware or a processing device included in the game server 30, or may be a kind of server provided separately. The game server 30 performs a function of providing a user with all services related to game use through communication with the user terminal 20, and stores all data necessary for providing a service.

That is, basic information including level information of a user, play history information of a user, item information, item matching table information, and the like, which are required in the present invention, can be stored in the game server 30.

The play history information extracting unit 11 extracts play history information of the user character from the play history database stored in the game server 30. [ Of course, as described in the embodiment of FIG. 4, when the level of the user is less than the first level, the play history information may not be extracted.

The play type information load unit 12 uses the extracted play history information to perform data on the attack success probability, specifically, data on the attack success probability for each attack target area.

The item selecting unit 13 performs a function of selecting at least one of the weapon items from the weapon item database using the data on the probability of attack success.

At this time, as in the embodiment of FIG. 2, the attack target area having the highest attack success probability may be selected, and the weapon items matched to the attack target area selected from the item matching table may be selected.

In addition, a predetermined number of inorganic items can be selected for each type item of the weapon item.

As in the embodiment of FIG. 4, if the level of the user character is less than the preset first level, the at least one inorganic item may be selected which is stored to match the level of the user, ignoring the attack success probability.

If the level of the user character is between the predetermined first level and the second level, the first inorganic item is selected to match the level of the user, and the second inorganic item is selected using the attack success probability for each attack target area. You can choose.

The item list providing unit 14 performs a function of controlling to output a list of the selected item in the item selecting unit 13 to the item shop connection screen of the user terminal 20. [ The item list providing unit 14 may control to output information about the attack success probability for each attack target area of the user character in addition to the list of selected weapon items as mentioned in FIG.

8-10 are examples of item shop access screens displayed on a user terminal in accordance with an implementation of an embodiment of the present invention. In the following description, the description of the parts overlapping with those of the description of Figs. 1 to 7 will be omitted.

FIG. 8 shows an example of an item shop connection screen 100 of a user terminal having a general user character whose level is equal to or higher than a second level.

Referring to the screen 100, information 101 about the total total (the number of treatments (Kill) and the number of treatments (Death)) of the user is displayed. 6 and 7, the attack success probability, that is, the hit rate, is displayed for each attack target area (head, torso, limb).

In this case, since the hit rate with respect to the head is high in the embodiment of FIG. 8, the recommend item list 103 contains the weapon items I21, I13, I13, and I13 suitable for mainly attacking the head area for each weapon type (rifle, pistol, I49) is displayed.

9 shows an example of an item shop connection screen 110 of a user terminal having a user character whose level is lower than a first level.

I1, I2, I10, I11, I40 and I41 matched to the level of the user are displayed for each weapon type (rifle, sniper rifle, pistol) on the recommendation item list 111 .

FIG. 10 shows an item shop connection screen 120 of a user terminal held by a user character whose level is lower than a first level and a second level.

Referring to the screen 120, the recommended item lists 121 and 122 are divided into two areas. In the recommended item list 121, items (I9, (13, I40) I15, and I47 stored as suitable for attacking the torso area having the highest hit rate of the user are stored in each of the weapon type (rifle, gun, gun) , Pistols, sniper rifles).

As can be seen in the embodiment of FIGS. 8 to 10, users can check weapons suitable for the pattern played by the character to be operated by the user, in other words, according to the attack success probability.

The method of providing the weapon item information of the shooting game according to the embodiment of the present invention described above can be applied to an application installed in the terminal by basically an application (which may include a program included in a platform or an operating system basically installed in the terminal) And may be executed by an application (that is, a program) directly installed on the terminal by a user via an application providing server such as an application store server, an application, or a web server related to the service. In this sense, the method of providing the weapon item information of the shooting game according to the above-described embodiment of the present invention may be implemented in an application installed in a terminal or directly installed by a user (i.e., a program) And recorded on a recording medium.

Such a program may be recorded on a recording medium that can be read by a computer and executed by a computer so that the above-described functions can be executed.

As described above, in order to execute the method of providing the weapon item information of the shooting game according to each embodiment of the present invention, the above-mentioned program may be stored in a computer language such as C, C ++, JAVA, And may include coded codes.

The code may include a function code related to a function or the like that defines the functions described above and may include an execution procedure related control code necessary for the processor of the computer to execute the functions described above according to a predetermined procedure.

In addition, such code may further include memory reference related code as to what additional information or media needed to cause the processor of the computer to execute the aforementioned functions should be referenced at any location (address) of the internal or external memory of the computer .

In addition, when a processor of a computer needs to communicate with any other computer or server, etc., to perform the above-described functions, the code may be stored in a computer's communication module (e.g., a wired and / ) May be used to 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 or received during communication.

The functional program for implementing the present invention and the related code and code segment may be implemented by programmers of the technical field of the present invention in consideration of the system environment of the computer that reads the recording medium and executes the program, Or may be easily modified or modified by the user.

Examples of the computer-readable recording medium on which the above-described program is recorded include ROM, RAM, CD-ROM, magnetic tape, floppy disk, optical media storage, and the like.

Also, the computer-readable recording medium on which the above-described program is recorded may be distributed to a computer system connected via a network so that computer-readable codes can be stored and executed in a distributed manner. In this case, any of at least one of the plurality of distributed computers may execute some of the functions presented above and transmit the result of the execution to at least one of the other distributed computers, and transmit the result The receiving computer may also perform some of the functions described above and provide the results to other distributed computers as well.

In particular, a computer-readable recording medium storing an application, which is a program for executing the method for providing the weapon item information of the shooting game according to each embodiment of the present invention, includes an application store server, (E.g., a hard disk) included in an application provider server such as a related web server, or an application providing server itself.

A computer that can read a recording medium on which an application that is a program for executing the weapon item information providing method of the shooting game according to each embodiment of the present invention is read may be a general PC such as a general desktop or a notebook computer, A mobile terminal such as a personal computer, a personal digital assistant (PDA), and a mobile communication terminal. In addition, the present invention should be interpreted as all devices capable of computing.

In addition, a computer that can read a recording medium on which an application, which is a program for executing the weapon item information providing method of the shooting game according to an embodiment of the present invention, is read is a smart phone, a tablet PC, a PDA (Personal Digital Assistants) , The application may be downloaded from the application providing server to the general PC and installed in the mobile terminal through the synchronization program.

While the present invention has been described in connection with what is presently considered to be the most practical and preferred embodiments, it is to be understood that the invention is not limited to the disclosed embodiments. That is, within the scope of the present invention, all of the components may be selectively coupled to at least one. In addition, although all of the components may be implemented as one independent hardware, some or all of the components may be selectively combined to perform a part or all of the functions in one or a plurality of hardware. As shown in FIG. The codes and code segments constituting the computer program may be easily deduced by those skilled in the art. Such a computer program can be stored in a computer-readable storage medium, readable and executed by a computer, thereby realizing an embodiment of the present invention. As a storage medium of the computer program, a magnetic recording medium, an optical recording medium, or the like can be included.

It is also to be understood that the terms such as " comprises, "" comprising," or "having ", as used herein, mean that a component can be implanted unless specifically stated to the contrary. But should be construed as including other elements. All terms, including technical and scientific terms, have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs, unless otherwise defined. Commonly used terms, such as predefined terms, should be interpreted to be consistent with the contextual meanings of the related art, and are not to be construed as ideal or overly formal, unless expressly defined to the contrary.

The foregoing description is merely illustrative of the technical idea of the present invention, and various changes and modifications may be made by those skilled in the art without departing from the essential characteristics of the present invention. Therefore, the embodiments disclosed in the present invention are intended to illustrate rather than limit the scope of the present invention, and the scope of the technical idea of the present invention is not limited by these embodiments. The scope of protection of the present invention should be construed according to the following claims, and all technical ideas falling within the scope of the same shall be construed as falling within the scope of the present invention.

Claims (15)

In a shooting game in which at least one user plays a game in which the attack target character is attacked by attacking another user or an attack target character which is a character manipulated by artificial intelligence by attaching an inorganic item to the user character, An apparatus for providing information about an item of weapon,
Extracting play history information of the user character from a play history database storing information on details of a game played by a user by operating the user character in the shooting game;
Selecting data regarding an attack success probability, which is data on a ratio of the number of successful attacks to a target area of the attack target character with respect to the total attack count of the user character using the extracted play history information, Selecting data on an attack success probability for each attack target area by dividing a target site by at least one attack target area;
Selecting at least one weapon item from the weapon item database of the game server using an attack success probability for each attack target area; And
And controlling the selected item list to be displayed on the item shop connection screen of the user terminal.
The method according to claim 1,
Wherein the step of selecting the at least one weapon item comprises:
Selecting an attack target area having the highest attack success probability for the attack target area among the attack target areas; And
And selecting at least one weapon item matched to the selected attack target area from an item matching table that is a table in which the at least one weapon item is matched for each attack target area. Delivery method.
The method according to claim 1,
Wherein the step of selecting the at least one weapon item comprises:
Wherein the predetermined item of weapon item information is selected according to the type information of the weapon item, which is information on the criterion classified by the attack power, attack accuracy, or type of weapon of the weapon item.
The method of claim 3,
Wherein the step of controlling the output comprises:
And controls to output a list of the predetermined number of weapon items selected in accordance with the type information of the weapon item in at least one area classified based on the type information of the weapon item. Way.
The method according to claim 1,
Before the step of extracting the play history information of the user character,
Further comprising: extracting information about a level of the user character based on the level information of the user character.
6. The method of claim 5,
Wherein the step of selecting the at least one weapon item comprises:
If the level of the user character is less than a predetermined first level, extracting the play history information and selecting data regarding the attack success probability, ignoring the selected attack success probability, And selecting at least one item to be stored in advance.
6. The method of claim 5,
Wherein the step of selecting the at least one weapon item comprises:
Selecting at least one first inorganic item to match the level of the user if the level of the user character is between a predetermined first level and a second level; And
And selecting at least one second weapon item using an attack success probability for each attack target area,
Wherein the step of controlling the output comprises:
And to output a list of weapon items including the first weapon item and the second weapon item to the item shop connection screen of the user terminal.
The method according to claim 1,
Wherein the step of controlling the output comprises:
Wherein information on the attack success probability for each attack target area is divided for each attack target area and outputted to the item shop connection screen.
A game in which at least one user plays a game in which a target item is attacked by attacking an attack target character, which is a character manipulated by another user or artificial intelligence, by attaching an inorganic item to the user character, An apparatus for providing information about an item of weapon,
A play history information extracting unit for extracting play history information of the user character from a play history database storing information on details of a game played by a user by operating the user character in the shooting game;
Selecting data regarding an attack success probability, which is data on a ratio of the number of successful attacks to a target area of the attack target character with respect to the total attack count of the user character using the extracted play history information, A play type information load unit for dividing a target area by at least one attack target area and selecting data on an attack success probability for each attack target area;
An item selection unit for selecting at least one weapon item from the weapon item database of the game server using an attack success probability for each attack target area; And
And an item list providing unit for controlling the list of selected items to be displayed on the item shop connection screen of the user terminal.
10. The method of claim 9,
Wherein the item selecting unit comprises:
Selecting an attack target area having the highest attack success probability for the attack target area among the attack target areas and selecting the attack target area from the item matching table as a table in which the at least one inorganic item is matched for each attack target area Wherein the at least one weapon item matching the at least one item is selected.
10. The method of claim 9,
Wherein the item selecting unit comprises:
Wherein the weapon item information providing unit selects a predetermined number of weapon items according to the type information of the weapon item, which is information on the attack power of the weapon item, the attack accuracy, or the criterion classified by the weapon type.
10. The method of claim 9,
Wherein the play history information extracting unit comprises:
And extracts information on the level of the user character.
13. The method of claim 12,
Wherein the item selecting unit comprises:
The at least one weapon item stored in advance to match the level of the user is selected by ignoring the extracted play piece information and the selected attack success probability when the level of the user character is less than a predetermined first level The weapon item information providing device of the shooting game.
13. The method of claim 12,
Wherein the item selecting unit comprises:
Selecting at least one first inorganic item to match the level of the user if the level of the user character is between a predetermined first level and a second level and using the attack success probability for each attack target area, Selecting at least one second weapon item,
The item list providing unit,
And to output a list of the weapon items including the first weapon item and the second weapon item to the item shop connection screen of the user terminal.
In a shooting game in which at least one user plays a game in which the attack target character is attacked by attacking another user or an attack target character which is a character manipulated by artificial intelligence by attaching an inorganic item to the user character, An apparatus for providing information about an item of weapon,
Extracting play history information of the user character from a play history database storing information on details of a game played by a user by operating the user character in the shooting game;
Selecting data regarding an attack success probability, which is data on a ratio of the number of successful attacks to a target area of the attack target character with respect to the total attack count of the user character using the extracted play history information, Selecting data on an attack success probability for each attack target area by dividing a target site by at least one attack target area;
Selecting at least one weapon item from the weapon item database of the game server using an attack success probability for each attack target area; And
And controlling the selected item list to be displayed on the item shop connection screen of the user terminal. The computer-readable recording medium storing the program for implementing the item item information providing method of the shooting game, media.
KR1020130014188A 2013-02-08 2013-02-08 Method and apparatus for providing information of weapon item in online shooting game KR20140101463A (en)

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Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20190043846A (en) * 2017-10-19 2019-04-29 주식회사 넥슨코리아 Game service providing apparatus, method and computer program for providing item package
CN112138395A (en) * 2020-09-15 2020-12-29 北京智明星通科技股份有限公司 MOBA game-based real-time recommendation package-out method, system and equipment
KR20210017216A (en) * 2019-08-07 2021-02-17 주식회사 넥슨코리아 Apparatus and method for providing game
KR20210144065A (en) * 2020-05-21 2021-11-30 경일대학교산학협력단 Device and method for tracking game items using blockchain
CN117861229A (en) * 2023-12-15 2024-04-12 网易(杭州)网络有限公司 Information processing method and device in game and terminal equipment

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20190043846A (en) * 2017-10-19 2019-04-29 주식회사 넥슨코리아 Game service providing apparatus, method and computer program for providing item package
KR20210017216A (en) * 2019-08-07 2021-02-17 주식회사 넥슨코리아 Apparatus and method for providing game
KR20210144065A (en) * 2020-05-21 2021-11-30 경일대학교산학협력단 Device and method for tracking game items using blockchain
CN112138395A (en) * 2020-09-15 2020-12-29 北京智明星通科技股份有限公司 MOBA game-based real-time recommendation package-out method, system and equipment
CN117861229A (en) * 2023-12-15 2024-04-12 网易(杭州)网络有限公司 Information processing method and device in game and terminal equipment

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