Methods and systems for adaptive tuning of game events
First Claim
1. A computer system comprising:
- a processor;
a memory device holding an instruction set executable on the processor to cause the computer system to perform operations comprising;
defining an in-game event requiring accumulation of a pre-defined set of virtual object types by a target player account in a virtual game, the set of virtual object types having respective drop rates, each drop rate indicating a rate at which objects of the corresponding type become available for accumulation during the in-game event;
causing presentation on a client device associated with the target player account of the virtual in-game event, each virtual object type in the set becoming available at the corresponding drop rate;
during the in-game event, determining one or more player-specific accumulation parameters based at least in part on a comparison between a reference gameplay metric and a corresponding gameplay metric for the target player account in the virtual game, the one or more player-specific accumulation parameters including a respective modified drop rate for one or more of the object types in the set, each modified drop rate being different from the drop rate previously employed in the in-game event for the corresponding virtual object type; and
thereafter, causing presentation on the client device of the virtual in-game event in accordance with the one or more player-specific accumulation parameters, the one or more virtual object types becoming available for accumulation at the respective modified drop rate.
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Accused Products
Abstract
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for defining an in-game event requiring accumulation of a pre-defined set of virtual objects in a virtual game (or online game) prior to termination of the in-game event. The System Tuner determines a head-start subset from the pre-defined set of virtual objects for a target player account based on a difference between a reference player skill level for the virtual game and a player skill level of the target player account. The System Tuner determines, based on the player skill level of the target player account and a pre-defined duration of the in-game event, a drop rate for virtual objects remaining in the pre-defined set of virtual objects. The System Tuner sends the head-start subset and the drop rate to a client device associated with the target player account.
131 Citations
10 Claims
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1. A computer system comprising:
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a processor; a memory device holding an instruction set executable on the processor to cause the computer system to perform operations comprising; defining an in-game event requiring accumulation of a pre-defined set of virtual object types by a target player account in a virtual game, the set of virtual object types having respective drop rates, each drop rate indicating a rate at which objects of the corresponding type become available for accumulation during the in-game event; causing presentation on a client device associated with the target player account of the virtual in-game event, each virtual object type in the set becoming available at the corresponding drop rate; during the in-game event, determining one or more player-specific accumulation parameters based at least in part on a comparison between a reference gameplay metric and a corresponding gameplay metric for the target player account in the virtual game, the one or more player-specific accumulation parameters including a respective modified drop rate for one or more of the object types in the set, each modified drop rate being different from the drop rate previously employed in the in-game event for the corresponding virtual object type; and thereafter, causing presentation on the client device of the virtual in-game event in accordance with the one or more player-specific accumulation parameters, the one or more virtual object types becoming available for accumulation at the respective modified drop rate. - View Dependent Claims (2, 3, 4, 5)
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6. A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including:
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defining an in-game event requiring accumulation of a pre-defined set of virtual object types by a target player account in a virtual game, the set of virtual object types having respective drop rates, each drop rate indicating a rate at which objects of the corresponding type become available for accumulation during the in-game event; causing presentation on a client device associated with the target player account of the virtual in-game event, each virtual object type in the set becoming available at the corresponding drop rate; during the in-game event, determining one or more player-specific accumulation parameters based at least in part on a comparison between a reference gameplay metric and a corresponding gameplay metric for the target player account in the virtual game, the one or more player-specific accumulation parameters including a respective modified drop rate for one or more of the object types in the set, each modified drop rate being different from the drop rate previously employed in the in-game event for the corresponding virtual object type; and thereafter, causing presentation on the client device of the virtual in-game event in accordance with the one or more player-specific accumulation parameters, the one or more virtual object types becoming available for accumulation at the respective modified drop rate. - View Dependent Claims (7, 8, 9)
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10. A computer-implemented method, comprising:
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defining an in-game event requiring accumulation of a pre-defined set of virtual object types by a target player account in a virtual game, the set of virtual object types having respective drop rates, each drop rate indicating a rate at which objects of the corresponding type become available for accumulation during the in-game event; causing presentation on a client device associated with the target player account of the virtual in-game event, each virtual object type in the set becoming available at the corresponding drop rate; during the in-game event, determining one or more player-specific accumulation parameters based at least in part on a comparison between a reference gameplay metric and a corresponding gameplay metric for the target player account in the virtual game, the one or more player-specific accumulation parameters including a respective modified drop rate for one or more of the object types in the set, each modified drop rate being different from the drop rate previously employed in the in-game event for the corresponding virtual object type; and thereafter, causing presentation on the client device of the virtual in-game event in accordance with the one or more player-specific accumulation parameters, the one or more virtual object types becoming available for accumulation at the respective modified drop rate.
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Specification