New feature request: uniques mark

24

Comments

  • For ingress there are only 3 individual data streams. Your inventory, your stats and comm. All the other game data about the portal network is not personal. Even clicking a portal detail will give every agent the same result.

    I think the difficulty is in that.

    That being said, I would love love love visual uniques both on the intel map and in scanner. I think that feature is an absolute fan favorite.

  • KarM3LKarM3L ✭✭✭✭

    The markers arnt the issue,, the retrieving the status of said marker is...

  • Great idea, I iked it👏🏻👏🏻👏🏻👏🏻

  • KarM3LKarM3L ✭✭✭✭

    Question, how often and how many portals would client query.......?

  • Real question... does every portal have a unique id?

    If so, couldn't a copy of the visit and capture list be stored client side? If so, couldn't the list be checked and visual indicator be generated client side?

    I'm not sure of the impact of that on local processing, lag or battery... just trying to think outside the box.

    I agree that the visual indicator on the map as exists in PoGo should be the true goal. Niantic shouldn't compromise because this "is just Ingress" when they've set a clear standard of excellence.

  • Hack everything. Cap everything. Problem solved.

  • I can't understand the difficulty of doing this, it seems to me how to turn on a key.

    Tell me Niantic, for why not?

  • KarM3LKarM3L ✭✭✭✭

    so you want every client to have a copy of the portal list,,,, when is it resynced etc, remembering that every piece of data costs to store and transmit

    @Perringaiden how many portals are there?

  • ZeroHecksGivenZeroHecksGiven ✭✭✭✭✭

    I realize that, I would think once the portal has been tapped on, you have now made a “call” for that data and it should be easier to present than on the map itself...

  • I think it is practical. If one has unique counters and hack a new portal, how is it checked client side? Adapt code implemented in PoGo to mark unhacked portals and profit.

    I remember that, at first, PoGo didn't have unvisited stop mark.

  • ZeroHecksGivenZeroHecksGiven ✭✭✭✭✭

    I don’t disagree, but from everything I’m reading, it’s all but impossible. I’d rather have something than what we have now. Would the portal view option get us by for another 6-12 months? I’d like to think so

  • tsux1979tsux1979 ✭✭
    edited January 2021

    About #3:

    So, when the game loads all portals in sight, it could bring that 2 flagbits together, reducing downloaded data. When resyncing, it will keep refreshing all visible data. No need to keep GUID for all captured/hacked portals.


    Edit: well, this is like said in #2.

  • KarM3LKarM3L ✭✭✭✭

    Again,, the data isn't visable in a way the client cant see it.....

  • KarM3LKarM3L ✭✭✭✭

    Pogo relies and an entirely different backend with data that is easierly accessible without extraneous and costly data requests....

  • edited January 2021

    Disregard anything of "How" PoGo does it. The code base is completely different for the server (including different language and different database). PoGo conversion is really only adaptable for the client until they actually move to the Real World Platform (the PoGo server platform).

    If you read Ofer2's comment, the data is currently stored in a hash with a user's ID. Therefore the first step of any change would be to take every single portal in the database, and hash each one with every single player in the database, to determine which portals a given player has actually captured and visited (and probably Scanned and Controlled).

    So 9 million portals, by at least 3 million player accounts. That's 27 trillion combinations. And since it's a hash, you can't decrypt it. You can only go forward.

    And this is only the work to get the current state into a readable form. That doesn't start to discuss formatting the data to be geographically retrievable at performance speeds.

  • it's really disheartening, everybody thinks it's cool, but everybody saying "this is impossible". waiting a response from the Niantic team.



    Don't saying "this is impossible"

  • edited January 2021

    No-one is saying it's impossible.

    But it's also not "turn on a key" by any stretch of the imagination. It requires them to commit development time to it.

  • The two flags could be stored against the portal's other data when it's retrieved yes. Note that the two flags are distinct. One flag would be a tri-state of None, Visited, Captured (since Captured includes visited) and the other would be Controlled (for Scout Controller). They can't be merged without being silly combinations.

  • 4007940079 ✭✭✭

    If NIA could rerun the surveys about the subscription model, I for one would be ticking the “strongly agree” box if they include a question about being willing to pay for my uniques data

  • Lets say that:

    1. Storage is not a problem (attach bitstrings to every portal should increase some MB for every player in db).
    2. Codes could be adapted between games.
    3. Time is enough.

    So it is not impossible. It only depends if Niantic wants to implement. Or it is in development roadmap.


    And just to justify: scout controller inexisted at first in Prime. And now there a lot data related to it. Just give development enough time.

  • edited January 2021

    Development is split between new features and bugs. And I don't think anyone wants to keep the bugs.

  • gazzas89gazzas89 ✭✭✭✭✭

    I'm not a programmer, but surely it can't be difficult to have it that when you open a portal, since it's already now needing to load the info, it can look at you badge info and say "this user has not hacked, make hack yellow, this user has not deployed on this before, make deploy yellow". At least at first, might not work on the actual map, but should be enough and easy to do.

  • @gazel2

    surely it can't be difficult

    You'd be surprised. Especially when you're taking someone else's 10 year old code never designed for the purpose it's being asked of it.

    since it's already now needing to load the info,

    It is not doing this.

  • 1valdis1valdis ✭✭✭✭✭

    @gazzas89 @Bivoltz and you're both wrong. Please carefully follow what Perringaiden writes you and take a look on a comment he linked, from the person who knows how exactly this is implemented, instead of speculating. For your convenience I copy the link: https://community.ingress.com/en/discussion/comment/126507/#Comment_126507

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