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[Youtube] Activision Accused of Hampering Skilled Players By Altering Aiming In Real Time

12360 Views 55 Replies 20 Participants Last post by  EastCoast


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.
[0093] As a result, instead of having people of the same level teaming up, embodiments of the present specification enable people of differing levels to work together within gameplay. Therefore, even though the players may all be in the same environment, the various parameters that define death and success, among others, will change depending on the player's skill level.
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.

One example mentioned by another youtuber, murdashow, states that you get 25 kills and it becomes increasingly difficult to get those last 5 kills in free for all.

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.
1 - 20 of 56 Posts

· Banned
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Discussion Starter · #3 ·
It's cod, who cares. Cod is a kids game anyway, always has been.
You should care. How do you think adaption is made between developers. It's been said for a while now that buying DLC/Season Pass (be it weapon skins, etc) does helps reduce this and SBMM then other companies like EA, etc could follow suite as a way to make more money instead of loot boxes.
 

· Newb to Overclock.net
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Holy, the rabbit hole has no bottom. I've noticed something similar, and it could just be progressive match-matching, but it happens when in the first round I usually go anywhere from 2-1 to 5-1. However, when I do achieve that KD in first match, subsequent matches are nearly impossible to get > 1-1. From a business perspective, COD would benefit from forcing this kind of a casual play environment, where they are able to retain more players. It's basically a forced handicap for the most/more skilled players.
 

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Discussion Starter · #5 ·
Holy, the rabbit hole has no bottom. I've noticed something similar, and it could just be progressive match-matching, but it happens when in the first round I usually go anywhere from 2-1 to 5-1. However, when I do achieve that KD in first match, subsequent matches are nearly impossible to get > 1-1. From a business perspective, COD would benefit from forcing this kind of a casual play environment, where they are able to retain more players. It's basically a forced handicap for the most/more skilled players.
exactly
 

· Registered
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4,108 Posts
If true, the only really interesting part is that they are hiding it. I see zero issue with having a system that levels the playing field out a bit and in fact seems like a nice feature to have. Like I'm terrible at FPS games, and it's not super fun to go 4 - 20 every game. Something like this would almost make me be willing to give them a try again.

There is an altruistic possibility here though that they are hiding it because there is potential for abuse, especially at higher levels, like say if it kicks in at 25 kills, once players hit that 25 kill mark they just go into hiding or something.
 

· Car Nerd
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62 Posts
More conspiracy theories from people with no evidence.

Give me a break.
Its on the youtube so it must be true! This must be why I'm so bad at that game. I knew it couldn't be that I actually suck at it...
 

· Graphics Junkie
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Not like this is the first game to exist with a handicap mode in multiplayer. If gamers don't like it they can play a different game. Just because COD does something, doesn't mean it's going to be a industry standard.
 

· Newb to Overclock.net
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Not like this is the first game to exist with a handicap mode in multiplayer. If gamers don't like it they can play a different game. Just because COD does something, doesn't mean it's going to be a industry standard.
I'm curious what other games have handicaps to tone down skilled players. And... it's not going to be an industry standard, but you're claiming other games are doing it?
 

· Car Nerd
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62 Posts
ROFL
This isn't from youtube its from the patent and trademark office website.

Wow, you actually thought this was just from youtube??
🤣
Well I guess that joke went right over your head. You really shouldn't take games this seriously.
 

· Newb to Overclock.net
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Well I guess that joke went right over your head. You really shouldn't take games this seriously.
Not that I agree necessarily with the parenting style... but RowdyRogan would like a word with you.
 

· Graphics Junkie
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I'm curious what other games have handicaps to tone down skilled players. And... it's not going to be an industry standard, but you're claiming other games are doing it?
Tony hawk on playstation one comes to mind.
 

· LTSC for life crew
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6,699 Posts
Well this isn't so great. There was talk of a similar system being developed years back, around 2006 or so I first heard of adaptive aiming assist. Where the assist would only help for the first few kills and then get progressively less involved beyond a certain point. Almost sounds like they took that idea a step further to handicap the more competitive players.
 

· Registered
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LOL, in most pvp games I've experienced the problem is the developers creating various advantages for hardcore no-lifer grinders (oops, I must mean "skilled players"), making the experience extremely painful for noobs and "casuals".
 
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