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AsiaCel
[AIDS] ACCELERATIONIST INCEL DEATH SQUAD
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- Nov 24, 2017
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Many modern games are designed around engagement optimized matchmaking, aka EOMM. That's why there are days where your shits won't hit at all or damage I'd paindully low.
From matchmaking to even hit detection, they are designed to make you win 50% or the times. Research has shown that players spent most time and money when they're at this state; those who won significantly more or always lose are likely to spend less.
Here is a patent of this. Refer to 0082.
uspto.report
From matchmaking to even hit detection, they are designed to make you win 50% or the times. Research has shown that players spent most time and money when they're at this state; those who won significantly more or always lose are likely to spend less.
Here is a patent of this. Refer to 0082.
![uspto.report](/proxy.php?image=https%3A%2F%2Fuspto.report%2Fpatent%2Fapp%2F20190091575%2FUS20190091575A1-20190328-D00000.png&hash=34185dffd83930f09e41b620136c875b&return_error=1)
Methods and Systems for Improved Content Customization in Multiplayer Gaming Environments Patent Application
U.S. Patent Application 20190091575 for Methods and Systems for Improved Content Customization in Multiplayer Gaming Environments
![uspto.report](/proxy.php?image=https%3A%2F%2Fuspto.report%2Fimg%2Ftrademark_logo.png&hash=6ae38e2f8e5f5aa163faf464cbcbb5e0&return_error=1)
0082] 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 1x. 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.