Large redundant persistent fields
The cell score is based on fields. But as this game progresses over the years certain areas have these persistent fields. This game allows portals to burn out for hacking portals the same concept can be used for large fields.
I personally have gotten me and my husband 25 million MU by ourselves. Be cuz we have Control Queens who like to do organized fields where I live. So I figured out how to get million MU in a day for my husband and me. Took me 3 days to set up and 2 attempts. 1 black and 2 onyx medals. And no one trusts me anymore. LOL.
The scoring needs to be updated as the game is stagnant going into year 10.
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Fix the restricted access portal problems, and a lot of such things will go away. This games about effort, a team having access to a portal only they can use due to being restricted in access in some way means they need to put in far les effort to maintain status quo.
ìts been suggested many times over the years needs to have more then just MU in the cell-score regions. MU destroyed and a badge could motivate perhaps those static cells where fields are more or the less up all the time, or add drastic decays the longer field(s) are up....
i wonder if they removed keys duplicate from mufgs how things would change to those hard reach portals ?
Fix the restricted access portal problems, and a lot of such things will go away.
This statement always gets brought up. And when I ask "Where are these fields specifically?" they're usually in places like national parks, hiking trails, or even in general suburbs etc.
Places where people can easily get to, but don't want to go to.
The problem is not the portals. It's the lack of players creating an opportunity where someone has generated a ton of fields because they're time-rich, causing other players to quit, making the person creating the fields have an easier job, thus driving more people out of the game.
The issue is not that the fields are hard to take down. It's that they're hard to keep down.
I would can one's people in general can not get to by effort or $.
Military bases, private company areas, playgrounds in closed apartment complexes.
Need to hire a helicopter? Fine. As long as you can legally get to it.
And yes our team would lose a lot of portals if that happened but on balance, better for game.
This would k1ll the game off. Multiplying keys is very useful for cross continent play, coastal defence etc. The game is expensive to play as it is without having to have monthly cross continent travellers.
what do u suggest then ?
I dispute that key dupe in caps is critical.
We did big continental fields before Quantum caps came along.
Most targets are hard to get to so yes, initial key horde is important but it also means you don't need to rethrow too often especially with spoofed link reinstatement.
It will be harder than post quantum but easier than pre quantum.
Personally don't see it as an issue, half of the fun is exploring new places that you wouldn't otherwise visit, alot of us spend alot of our own money paying to travel to lighthouses and islands, if this game could be played from the car and never get you walking or exploring whats the point. Doesn't matter what you implement, you're playing against someone with more time and money they will always win.
I can think of 2 portals in Scotland that are behind customs (or something along those lines). They can technically be reached by Blue team, but it would require either taking a canoe/kayak into a busy river with big boats to get close enough to deal damage but may not take it out fast enough before mass charging, or being able to get a cruise and be lucky to be docked there. I would argue that they could be classed as restricted access portals
well its an issue if new players stop after tutorial when they cant link or field no wonder the game is dead in so many areas where big fields are up year after year.... if niantic want attract new players such issues need to be dealt with somehow..
You can link under fields now, i admit it was a problem before.
well urban areas portals are far wider then 500m only...
And are they used to hold 'permanent fields'? Because a field takes 3 points.
https://intel.ingress.com/intel?ll=48.465692,-122.439692&z=17&pll=48.465692,-122.439692
Other ends hooked up to a hard BGAN portal, fields are thrown from across the border plus myriads of lane holders to linked portal. Only one player can access it because its a no-visit location.
Take a guess why there's no-one other than the fielders left?
There's a large trend of water towers in restricted access locations like military bases and they are majority (95%+) held by only res. Gee wonder why that is.
Wow such small fields though.
Is this one accessible? https://intel.ingress.com/intel?ll=48.689742,-122.28384&z=14
Would have thought signal there.
In our city - The Enl have military access mostly.
I have said for a long time military base portals should not exist, niantic say otherwise. I'm totally on board with that.
Unfortunately that's the game, if you're trapped under a field you can't destroy you'll have to get the train or bus to somewhere else to play. The game is called ingress and controlling areas is a big part of it
yes but its a big step for newer players that simply just stop after the tutorial and niantic is trying to increase to grow the amount of players it will be almost impossible in all those areas.
Usually used as blocker, or for baselines. They arent always used as some of us can block it off to an extent, but it has been used for bafs before (with the baseline going to a pita portal). You asked about if restricted portals are just pita portals, these 2 are arguably restricted rather than pita
Short links under a field ~ is a great solution for many circumstances. Take for example St George Street in Saint Augustine FL, a tourist town. Even people who don't play at home, might pull out the app on vacation. They get lots of unique captures, and now can field it up, even if all or part of DT is covered. (Before: a "when it shows it throws" tourist could mess it up for other visitors, for up to a week. Or local faction competition could cover the city and innocent tourists.)
However, as said before, if you're in suburbia, farmland, or otherwise rural, your closest portal could be 5k away. (I've worked to get one portal every 1k, so my drone can hop around, but it's a struggle and many areas just don't have anything for 5k or more.)
So it would be nice to have an additional solution, for places where everything is spread out. Maybe low-MU fields could drop after a few checkpoints?
This situation is precisely what I'm talking about though. While two portals are 'inaccessible' or 'requires extra effort' most of the third portals in the fields to the portal you linked are easily accessible. I don't think the "Eagle Scout Project Bench", or the "Shrimp Shack" are particularly difficult to access.
The problem is not that fields are 'permanent' but that they're rapidly replaced, using portals for which keys are duplicated in capsules instead of people returning again and again to. Especially for Sat Only portals, where going once then duping keys means unlimited links to it.
The problem isn't the inaccessible portals themselves for most places. It's the unlimited number of keys to those inaccessible places that causes constant rethrows that grind down anyone stuck under those fields. Taking down the fields doesn't drain their key store, because they get regular extras without visiting the portal again.
Agreed. Far better than allowing linking under fields is:
Stop key dupe in caps.
Destabilize fields with links over X length.
0% chance in first cycle
5% chance second cycle - up to a max of say 30% to add in some random fun-ness :)
etc...
This would also encourage more people to go out. If you want those hard to get keys in number, you will need to take a few people with you, go back, etc.
PS: Low signal portal capture is awesome fun and learning about radio propagation etc is really interesting. I now design my own 4G antennas.
So... maybe disallow links TO a portal that hasn't had any in-person activity for a while? A cycle or two?
Think that's too severe, some cost $1000+ to get to.
Pickaxe to a splinter.
The problem is not hard to reach portals. We've always had, and celebrated, hard to reach portals. The problem is that those portals now have unlimited keys, so there's no real value to the keys and thus they're used constantly.