U.S. patent application number 12/149959 was filed with the patent office on 2009-03-05 for method for adjusting character ability value and server for controlling the same.
This patent application is currently assigned to NEOPLE CO., LTD.. Invention is credited to Yun Jong Kim.
Application Number | 20090061989 12/149959 |
Document ID | / |
Family ID | 39707969 |
Filed Date | 2009-03-05 |
United States Patent
Application |
20090061989 |
Kind Code |
A1 |
Kim; Yun Jong |
March 5, 2009 |
Method for adjusting character ability value and server for
controlling the same
Abstract
A method and server for adjusting a character ability value is
provided. Advantages/disadvantages occurring due to a character's
ability value difference can be adjusted since ability values
associated with the characters can be adjusted in real time when
the characters are matched against each other in a program running
on a client, an imbalance in ability values occurring due to level
differences can be solved by adjusting ability values of objects
associated with the characters, such as a summoned creature, a pet,
a throwing weapon, and projectile, and a combat can be performed
under a condition of equal ability values. Consequently,
participation in a service can be encouraged by arousing a user's
interest.
Inventors: |
Kim; Yun Jong; (Seoul,
KR) |
Correspondence
Address: |
MCDERMOTT WILL & EMERY LLP
600 13TH STREET, N.W.
WASHINGTON
DC
20005-3096
US
|
Assignee: |
NEOPLE CO., LTD.
|
Family ID: |
39707969 |
Appl. No.: |
12/149959 |
Filed: |
May 12, 2008 |
Current U.S.
Class: |
463/23 |
Current CPC
Class: |
A63F 2300/5566 20130101;
A63F 13/34 20140902; A63F 13/795 20140902; A63F 13/12 20130101;
A63F 13/10 20130101; A63F 2300/5553 20130101; A63F 2300/61
20130101; A63F 2300/65 20130101; A63F 13/58 20140902 |
Class at
Publication: |
463/23 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 28, 2007 |
KR |
10-2007-0086744 |
Claims
1. A method for adjusting a character ability value in an online
game control method, comprising: loading a plurality of characters
in a specific combat stage; and adjusting an ability value
associated with at least one character of at least two characters
to a specific ability value when the at least two characters are
matched against each other from the loaded plurality of
characters.
2. The method of claim 1, wherein the adjusting of the ability
value associated with at least one character of at least two
characters to the specific ability value adjusts the ability value
associated with at least one character of at least two characters
to an identical ability value associated with any one character of
the plurality of characters.
3. The method of claim 1, wherein the adjusting of the ability
value associated with at least one character of at least two
characters to the specific ability value adjusts the ability value
associated with at least one character of the at least two
characters to a reference ability value of a predetermined
value.
4. The method of claim 1, wherein the adjusting of the ability
value associated with at least one character of at least two
characters to the specific ability value adjusts, to ability values
associated with other characters, the ability value associated with
at least one character of the at least two characters to an ability
value being generated based on a comparison.
5. The method of claim 1, wherein the adjusting of the ability
value associated with at least one character of at least two
characters to the specific ability value adjusts the ability value
associated with at least one character of the at least two
characters in real time, from a point in time of the combat between
the plurality of characters.
6. The method of claim 1, further comprising: reporting the ability
value associated with the plurality of characters.
7. The method of claim 1, further comprising: establishing whether
to adjust the ability value associated with at least one character
of at least two characters to a specific ability value when the at
least two characters are matched against each other from the loaded
plurality of characters.
8. The method of claim 1, further comprising: adjusting an ability
value of an object, which is associated with the at least one
character of the at least two characters, to a character ability
value associated the object.
9. The method of claim 8, wherein the object is at least one of an
item, a summoned creature, a pet, and a projectile.
10. The method of claim 8, wherein the ability value of the object,
which is adjusted to the ability value associated with the
character that has generated the object, is transmitted via a peer
to peer (P2P) method between clients.
11. The method of claim 1, wherein the plurality of characters are
avatars.
12. A server for adjusting a character ability value, comprising: a
character loading unit loading a plurality of characters in a
specific combat stage; and an ability adjustment unit adjusting an
ability value associated with at least one character of at least
two characters to a specific ability value when the at least two
characters are matched against each other from a loaded plurality
of characters.
13. The server of claim 12, wherein the ability value adjustment
unit adjusts the ability value associated with at least one
character of at least two characters to an identical ability value
associated with any one character of the plurality of
characters.
14. The server of claim 12, wherein the ability value adjustment
unit adjusts the ability value associated with at least one
character of the at least two characters to a reference ability
value of a predetermined value.
15. The server of claim 12, wherein the ability value adjustment
unit adjusts, to ability values associated with other characters,
the ability value associated with at least one character of the at
least two characters to an ability value being generated based on a
comparison.
16. The server of claim 12, wherein the ability value adjustment
unit adjusts the ability value associated with at least one
character of the at least two characters in real time, from a point
in time of the combat between the characters.
17. The server of claim 12, further comprising: an ability value
information unit reporting the ability associated with the
characters.
18. The server of claim 12, further comprising: an ability
establishment unit establishing whether to adjust the ability value
associated with at least one character of at least two characters
to a specific ability value when the at least two characters are
matched against each other from the loaded plurality of
characters.
19. The server of claim 12, wherein the ability adjustment unit
adjusts an ability value of an object, which is associated with the
at least one character of the at least two characters, to a
character ability value associated the object.
20. The server of claim 19, wherein the object is at least one of
an item, a summoned creature, a pet, and a projectile.
21. The server of claim 19, wherein the ability value of the
object, which is adjusted to an ability value associated with a
character that has generated the object, is transmitted via a peer
to peer (P2P) method between clients.
22. The server of claim 12, wherein the plurality of characters are
avatars.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of Korean Patent
Application No. 10-2007-0086744, filed on Aug. 28, 2007, in the
Korean Intellectual Property Office, the disclosure of which is
incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a method and server for
adjusting a character ability value, and more particularly, to a
method and server for adjusting a character ability value for
balancing character ability value.
[0004] 2. Description of Related Art
[0005] An online game refers to a game that can be performed in
real time using a network such as the Internet and the like, and
currently, the online game is propelled along with advancement of
the Internet.
[0006] A user is required to play a monotonously-repeating game by
himself/herself in a conventional game for a single player,
conversely, in the online game, the user can enjoy a game with
other players in real time by establishing a program in a hard disk
drive and connecting to a server. As described, the online game has
become popular since users can enjoy various aspects by sharing
each other's feeling, cooperating with each other, and being
matched against each other via the online game.
[0007] Also, an online game in which hundreds of players
simultaneously participate is referred to as a massive multiplayer
online game or a Massive Multi-Player Online Role Playing Game
(MMORPG), and the massive multiplayer online game is performed via
packet traffic between clients or via a server, based on a
plurality of clients/servers. Currently, various devices in
addition to a computer, such as a cellular phone, a portable game
device, and the like, provide various platforms for online
games.
[0008] In the computer game or the online game, when two players
become opponents and are matched against each other, this is
referred to as a player versus player (PVP) game, or a dual
game.
[0009] However, in a conventional MMORPG in which combat between
characters is performed according to a level or ability value based
on the accumulation of experience points, and even though each
user's ability value is different from other characters, the combat
is performed from a viewpoint of a level comparison according to
the experience points, not from a viewpoint of a user's game
operation and control ability.
[0010] Therefore, in the conventional game program, an interest is
decreased and user's participation in a service may be hindered
since characters with a wide disparity in ability due to a level
difference are matched against each other.
BRIEF SUMMARY
[0011] An aspect of the present invention provides a method and
server for adjusting a character ability value which can adjust
advantages/disadvantages occurring due to a character's ability
value difference since ability values associated with characters
can be adjusted in real time when the characters are matched
against each other in a program running on a client, can solve an
imbalance in ability values occurring due to level differences by
adjusting ability values of objects associated with the characters,
such as a summoned creature, a pet, and a projectile and combat can
be performed under a condition of equal ability values, and
consequently can encourage participation in a service by arousing a
user's interest.
[0012] According to an aspect of the present invention, there is
provided a method for adjusting a character ability value
including: loading a plurality of characters in a specific combat
stage; and adjusting an ability value associated with at least one
character of at least two characters to a specific ability value
when the at least two characters are matched against each other
from the loaded plurality of characters.
[0013] In an aspect of the present invention, the adjusting of the
ability value associated with at least one character of at least
two characters to the specific ability value adjusts the ability
value associated with at least one character of at least two
characters to an identical ability value associated with any one
character of the plurality of characters.
[0014] In an aspect of the present invention, the adjusting of the
ability value associated with at least one character of at least
two characters to the specific ability value adjusts the ability
value associated with at least one character of the at least two
characters to a reference ability value of a predetermined
value.
[0015] In an aspect of the present invention, the adjusting of the
ability value associated with at least one character of at least
two characters to the specific ability value adjusts, to ability
values associated with other characters, the ability value
associated with at least one character of the at least two
characters to an ability value being generated based on a
comparison.
[0016] In an aspect of the present invention, the adjusting of the
ability value associated with at least one character of at least
two characters to the specific ability value adjusts the ability
value associated with at least one character of the at least two
characters in real time, from a point in time of the combat between
the plurality of characters.
[0017] In an aspect of the present invention, the method for
adjusting the character ability value further includes: reporting
the ability value associated with the plurality of characters.
[0018] In an aspect of the present invention, the method for
adjusting the character ability value further includes:
establishing whether to adjust the ability value associated with at
least one character of at least two characters to a specific
ability value when the at least two characters are matched against
each other from the loaded plurality of characters.
[0019] In an aspect of the present invention, the method for
adjusting the character ability value further includes: adjusting
an ability value of an object, which is associated with the at
least one character of the at least two characters, to a character
ability value associated the object.
[0020] In an aspect of the present invention, the object is at
least one of an item, a summoned creature, a pet, and a
projectile.
[0021] In an aspect of the present invention, the ability value of
the object, which is adjusted to an ability value associated with a
character that has generated the object, is transmitted via a peer
to peer (P2P) method between clients.
[0022] In an aspect of the present invention, the plurality of
characters are avatars.
[0023] Additional aspects, features, and/or advantages of the
invention will be set forth in part in the description which
follows and, in part, will be apparent from the description, or may
be learned by practice of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] These and/or other aspects, features, and advantages of the
invention will become apparent and more readily appreciated from
the following description of exemplary embodiments, taken in
conjunction with the accompanying drawings of which:
[0025] FIG. 1 is a diagram illustrating a system for adjusting a
character ability value according to an exemplary embodiment of the
present invention;
[0026] FIG. 2 is a configuration diagram illustrating an ability
value adjustment server of FIG. 1;
[0027] FIG. 3 is a diagram illustrating a method for adjusting a
character ability value according to an exemplary embodiment of the
present invention; and
[0028] FIG. 4 is a flowchart illustrating a method for adjusting a
character ability value according to an exemplary embodiment of the
present invention.
DETAILED DESCRIPTION OF EMBODIMENTS
[0029] Reference will now be made in detail to exemplary
embodiments of the present invention, examples of which are
illustrated in the accompanying drawings, wherein like reference
numerals refer to the like elements throughout. Exemplary
embodiments are described below to explain the present invention by
referring to the figures.
[0030] Descriptions will be based on a game which will be
implemented in a client in an embodiment of the present invention,
however the present invention can be applied to various programs
including a web program for providing a service via a web site.
[0031] A character level development online game which will be
described in the present specification of the present invention
refers to an online game which is capable of developing a character
level when experiences with respect to a user's character are
accumulated, for example there exists a Massive Multi-Player Online
Role Playing Game (MMORPG).
[0032] Also, the character which will be described in the present
specification of the present invention indicates an object which is
embodied in a program or a game of a user client, which can be
controlled by the user, and which corresponds to an avatar, a pet,
and the like.
[0033] FIG. 1 is a diagram illustrating a system for adjusting a
character ability value according to an exemplary embodiment of the
present invention.
[0034] As illustrated in FIG. 1, the system for adjusting the
character ability value according to the present invention includes
an adjustment server 110, a first client 120, and a second client
130.
[0035] In various programs such as a game implemented on each of
the first client 120 and the second client 130 and a web program,
the system for adjusting the character ability value according to
an exemplary embodiment of the present invention is to adjust an
ability value associated with a character in the various programs
or to adjust an ability value of an object associated with the
character.
[0036] The first client 120 and the second client 130 may execute a
program via an establishment process of an additional program.
[0037] The ability adjustment server 110 enables downloading of the
program to the first client 120 and the second client 130, and
performs synchronization between the first client 120 and the
second client 130, and substantially controls execution of the
program.
[0038] Specifically, when executing the program in the clients 120
and 130, the ability adjustment server 110 loads the characters on
the clients 120 and 130 in a specific combat stage, and enables the
loaded characters to be matched against each other, adjusts an
ability value of a specific character when the characters are
matched against each other, thereby solving an imbalance game play
occurring due to ability disparities between each character.
[0039] Also, the ability adjustment server 110 may adjust an
ability value of at least one character of a plurality of
characters to an ability value of other characters, or to a
reference ability value of a predetermined value being determined
by the clients 120 and 130 or a program service provider.
[0040] Also, the ability value adjustment server 110 may adjust the
ability value of the at least one character of the plurality of
characters to a value being generated based on a comparison of an
ability value associated with one character of the plurality of
characters.
[0041] Specifically, the ability value adjustment server 110 may
adjust the ability value of the at least one character of the
plurality of characters in real time, from a point in time of the
combat between the plurality of characters.
[0042] As an example, when a level of a first character embodied in
the program of the first client 120 is `50`, and when a level of a
second character embodied in the program of the second client 130
is `10`, a direct combat between the first character and the second
character, and a combat of an object generated or owned by each
character is unreasonable since there are great ability differences
due to different levels of the first character and the second
character. Therefore, the ability value adjustment server 110 may
decrease the level of the first character to `10` or may increase
the level of the second character to `50` in order to equalize the
levels of the first character and the second character. Also, when
the ability value of the at least one character of the plurality of
characters is adjusted to the reference ability value of the
predetermined value, for example, when the predetermined ability
level is `70`, the first character and the second character may be
evenly matched against each other since both have an ability value
of level `70`. Also, according to the comparison of the ability
values between the characters, the ability values of each of the
first character and the second character may be adjusted to have a
level `30` being an average of ability level `10` and ability level
`50` and thereby may evenly match the first character and the
second character against each other.
[0043] The ability value adjustment server 110 may report an
ability value of each character to the clients 120 and 130 for the
adjusting of the ability value associated with the characters, and
may determine whether to adjust the character ability value based
on the reported character ability value.
[0044] Also, the ability value adjustment server 110 may adjust an
ability value of an object associated with the characters.
Specifically, the ability value adjustment server 110 may adjust
the ability value of the object associated with the characters,
such as an item, a summoned creature, a pet, and a projectile,
thereby solving an imbalance occurring due to the object generated
by each character when the characters are matched against each
other.
[0045] In this instance, the adjusting of the character ability
value or the object may be an adjustment depending on a
characteristic value. That is, it is possible to establish whether
to adjust the characteristics of the characters or the object. As
an example, when a specific character has an ability value of a
poison, it is possible to establish or adopt whether to eliminate
or deteriorate a characteristic of the poison to balance the
ability values of the characters.
[0046] As described above, the ability value of the object, which
is adjusted to the ability value associated with the characters
having generated the objects, may be transmitted via a peer to peer
(P2P) method between clients. Specifically, the ability value
adjustment server 110 performs synchronization only with respect to
data generated from a direct combat between characters, and data
generated using the objects generated by the characters are
directly transmitted between the clients 120 and 130, and thereby
reduces loads by reducing data to be processed.
[0047] As described above, through the adjusting of the ability
value associated with the characters and the ability value
associated with the objects, advantages/disadvantages occurring due
to characters' ability value differences can be adjusted when the
characters are matched against each other.
[0048] FIG. 2 is a configuration diagram illustrating the ability
value adjustment server 110 of FIG 1.
[0049] Referring to FIG. 2, the ability value adjustment server 110
according to the exemplary embodiment of the present invention
includes a character loading unit 210, an ability value
notification unit 211, an ability value establishment unit 212, and
an ability value adjustment unit 213.
[0050] The character loading unit 210 loads a plurality of
characters in a specific stage.
[0051] The ability value notification unit 211 reports ability
values associated with the plurality of characters, and a user may
acquire information about ability values of their own character and
other characters, such as a level, via clients.
[0052] The ability value adjustment unit 213 adjusts an ability
value associated with at least one character of at least two
characters to a specific ability value when at least two characters
of loaded plurality of characters are matched against each
other.
[0053] The ability value adjustment unit 213 adjusts the ability
value associated with at least one character of the at least two
characters to an ability value associated with any one character of
the plurality of characters, adjusts the ability value associated
with at least one character of the at least two characters to a
reference ability value of a predetermined value, or adjusts, to an
ability values associated with other characters, the ability value
associated with at least one character of the at least two
characters to an ability value generated based on a comparison.
[0054] Also, the ability value adjustment unit 213 may adjust the
ability value associated with the at least one character of the at
least two characters in real time, from a point in time of a combat
between the characters.
[0055] Specifically, the ability value adjustment unit 213 may
adjust an ability value of an object associated with the at least
one character of the at least two characters to an ability value
associated with a character associated with the object. In this
instance, the object is corresponds to an item, a summoned
creature, a pet, and a projectile. In this instance, the ability
value of the object, which is adjusted to the ability value
associated with the character having generated the object, may be
transmitted via a P2P method, therefore the ability value of the
object may be directly adjusted, not by way of clients.
[0056] The ability value adjustment unit 212 may establish whether
to adjust the ability value associated with the at least one
character of the at least two characters to a specific ability
value when the at least two characters of the loaded plurality of
characters are matched against each other.
[0057] FIG. 3 is a diagram illustrating a method for adjusting a
character ability value according to an exemplary embodiment of the
present invention.
[0058] The character ability adjustment server 110 reports to
clients 120 and 130 about an ability value associated with a
character, and a user may acquire information, as illustrated in
FIG. 3, about ability values of their own character and other
characters, such as a level, via clients.
[0059] Information 340 such as user names and character ability
values presently existing in the same combat stage are displayed in
an ability value notification screen 310, that is also a level
notification screen Accordingly, a user of a client may determine
whether to adjust an ability value based on the information, and
may proceed with combat.
[0060] An indication 330 is displayed to report that the ability
value is adjusted when the user adjusts the ability value, the user
verifies the completion of the adjustment 320 when the adjustment
is completed, and the user may then proceed with the combat.
[0061] In this instance, a point in time for the adjustment of the
characters may be configured in real time, from the same as a point
in time as proceed with the combat. Specifically, a result of the
adjustment is not adopted prior to the combat with other
characters, however the ability values may be adjusted in real
time, from a point in time of a direct combat with other characters
or a combat using objects such as an item, a summoned creature, a
pet, and a projectile.
[0062] FIG. 4 is a flowchart illustrating a method for adjusting a
character ability value according to an exemplary embodiment of the
present invention.
[0063] A plurality of characters are loaded in a specific stage in
operation S410, and ability values associated with the plurality of
characters are reported to a user in operation S420.
[0064] An ability value of each character is acquired via the
notification, and whether to adjust an ability value associated
with at least one character of the at least two characters to a
specific ability value is established when the at least two
characters of the loaded plurality of characters are matched
against each other in operation S430.
[0065] The ability value associated with the at least one character
of the at least two characters is adjusted to the specific ability
value when the at least two characters of the loaded plurality of
characters are matched against each other in operation S440.
[0066] The adjusting of the ability value associated with the at
least one character of the at least two characters to the specific
ability value may adjust the ability value associated with the at
least one character of the at least two characters to an identical
ability value associated with any one character of the plurality of
characters.
[0067] Specifically, the adjusting of the ability value associated
with the at least one character of the at least two characters to
the specific ability value may adjust the ability value of the at
least one character of the plurality of characters to an identical
value as ability values of other characters, or to a reference
ability value being determined by the clients or a program service
provider.
[0068] Also, the adjusting of the ability value associated with the
at least one character of the at least two characters to the
specific ability value may adjust, to ability value associated with
other characters, the ability value of the at least one character
of the plurality of characters to a value being relatively
comparable and generated based on a comparison, and may adjust the
ability value of the at least one character of the plurality of
characters in real time, from a point in time of the combat between
the plurality of characters.
[0069] Also, the adjusting of the ability value associated with the
at least one character of the at least two characters to the
specific ability value may adjust an ability value of an object
associated with characters, such as an item, a summoned creature, a
pet, and a projectile, thereby solving an imbalance occurring when
the characters are matched against each other using the object
generated by the characters.
[0070] The ability value of the object, which is adjusted to the
ability value associated with the characters, is transmitted via a
P2P method, a server performs synchronization only with respect to
data generated from a direct combat between characters, and data
generated using the object generated by the characters may be
directly transmitted between the clients.
[0071] According to the exemplary embodiments of the present
invention, it is possible to adjust advantages/disadvantages
occurring due to a character's ability value difference since
ability values associated with characters can be adjusted in real
time when the characters are matched against each other in a
program running on a client, can solve an imbalance in ability
values occurring due to level differences by adjusting ability
values of objects associated with the characters, such as a
summoned creature, a pet, and a projectile, and can perform a
combat under a condition of equal ability values, and consequently
can encourage participation in a service by arousing a user's
interest.
[0072] Although a few exemplary embodiments of the present
invention have been shown and described, the present invention is
not limited to the described exemplary embodiments.
[0073] Instead, it would be appreciated by those skilled in the art
that changes may be made to these exemplary embodiments without
departing from the principles and spirit of the invention, the
scope of which is defined by the claims and their equivalents.
* * * * *