Soldato
- Joined
- 8 Jun 2018
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Content Customization Based on Player Skill Level
[0075] In a first implementation of the present specification, the system enables players of different skill levels to play together, in the same level of a gaming session, by providing players of different skill levels challenges tailored to their particular skill level. In embodiments, a multiplayer game environment is simulated by a computing system. The gaming parameters are adjusted within the gaming environment according to skill levels of the different players participating in the game. Adjustments result in each player in a team experiencing a different degree of difficulty or challenge while still experiencing the same content within the same level of the gameplay session and while still being able to cooperatively play as a team. In embodiments, the skill levels of the players are different for at least two or more players.
[0077] The modification of the gaming parameters is based on the skill level of each player. In embodiments, the modification of gaming parameters is executed in real time during a gaming session. In embodiments, the modification of the gaming parameters are executed on a player-by-player basis, based on their skill levels, which may be different for different players. Therefore, the online multiplayer gaming environment generates a gaming environment within which two or more players can play cooperatively as a team within the same gaming environment of the same level of the same game and tailors the experiences in that gaming environment to the specific skill level of each player.
[0081] FIG. 3B illustrates a table providing an exemplary list of parameters of a gameplay session that are modified based on a player's skill level and the corresponding experience for players of different skill levels. For example, in a first-shooter gaming environment, when a first player aims his weapon at a target, a parameter defining the tolerance for how accurate the player's aim must be to hit the target is modified based on the acquired skill level of the player. The computer assigns the tolerance for how accurate the player's aim must be to hit the target differently based on the skill level of the first player. A player having a higher skill level will be assigned a lower tolerance parameter and therefore, will have to be more accurate in aiming in order to hit the target. A player having a lower skill level be assigned a higher tolerance parameter and, therefore, could be less accurate in aiming in order to hit the target. As shown, column 310 of Table 1 lists modifiable parameters such as `degree of accuracy required to hit a target`, column 312 lists the experience of a player having a `high` skill level, which may be `high degree of accuracy required`, column 314 lists the experience of a player having a `medium` skill level, which may be `medium degree of accuracy required`, and column 316 lists the experience of a player having a `low` skill level, which may be `low degree of accuracy required`. Similarly, the table lists other modifiable parameters, such as `likelihood of being targeted by enemy`, where the experience of a player having a `high` skill level may be `high degree of likelihood`, the experience of a player having a `medium` skill level may be `medium degree of likelihood`, and the experience of a player having a `low` skill level may be `low degree of likelihood`. Another example parameter is `difficulty of an in-game puzzle`, where the experience of a player having a `high` skill level may be `high degree of difficulty`, the experience of a player having a `medium` skill level may be `medium degree of difficulty`, and the experience of a player having a `low` skill level may be `low degree of difficulty`. Another example parameter is `bonus chance of finding powerful treasure`, where the experience of a player having a `high` skill level may be `medium degree of chance`, the experience of a player having a `medium` skill level may be `high degree of chance`, and the experience of a player having a `low` skill level may be `very high degree of chance`. Yet another example parameter is `number of challenging enemies in a single encounter`, where the experience of a player having a `high` skill level may be a high number, for example 10-20, the experience of a player having a `medium` skill level may be a medium number, for example 5-10, and the experience of a player having a `low` skill level may be a low number, for example 1-5. Still another example parameter is `gold earned multiplier`, where the earning of a player having a `high` skill level may be `high`, for example 1.5.times., the earning of a player having a `medium` skill level may be `medium`, for example 1.25.times., and the earning of a player having a `low` skill level may be `low`, for example 1.times.. One more example parameter is `friendly-fire damage amount to team-mates`, where the experience of a player having a `high` skill level may be `high degree of damage`, for example 100% of damage, the experience of a player having a `medium` skill level may be `medium degree of damage`, for example 50% of damage, and the experience of a player having a `low` skill level may be `low degree of damage`, for example 0% of damage.
Ok folks it's a lot of information. But the truth is I believe this is going on. With the game altering your aim while you are playing in combination with SBMM is alleged to hurt skilled players.
At least one other person spoke out and says he believes it's single player. However, the patent doesn't limit use of this mechanic to single player.
The problem is that this has been said for about a year now. And, it's finally gaining some traction. There are posts on reddit that have talked about this for sometime now.
https://www.reddit.com/r/modernwarf..._design_proof_of_sbmm_and_how_its_even_worse/
Another problem is that how SBMM appears to work is that those who have a K/D less then 1.2 (or there abouts) will probably not know what you are talking about. This is my personal experience as the game seem to play find until I got over 1.1 k/d or so. Then things became much worst. It's a combo of SBMM (sweater lobbies), hit registration not working, kills streaks that don't work on certain people and difficulty getting your cross hair on an opponent. Which seems to all happen simultaneously.
The problem is that this seems to be used to force people to buy the Season Pass. Which is rumored lessen the effects of their patent. If other publishers like EA get wind of this they could use this to substitute lootboxes for example.
Edit:
http://patft.uspto.gov/netacgi/nph-...&f=G&l=50&d=PALL&RefSrch=yes&Query=PN/9789406
Newest Patent: December 3, 2020
http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/PTO/search-bool.html&r=2&f=G&l=50&co1=AND&d=PTXT&s1=Activision&s2=Multiplayer&OS=Activision+AND+Multiplayer&RS=Activision+AND+Multiplayer
Older Patent from 2019
http://appft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=2&u=/netahtml/PTO/search-bool.html&r=60&f=G&l=50&co1=AND&d=PG01&s1=Activision&OS=Activision&RS=Activision
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