Suggestion - Add Mechanism to Glyphing To Reduce Hack Cool Down
Several people have suggested this before, but I always thought it would be neat to do something like:
- Apply some metric from the glyph bonus to reduce portal cool down (yo, glyphing is hard...) Or
- Add an additional glyph channel option to let the player specify what to apply the glyph bonus to (hack cool down, shields, resos, I dunno something). Similar to complex/simple and key/no key.
More often than not many faction portals mods are not setup for farming, and with the impending 300 second hack cool down fiasco, this would be an interesting change to offset Niantic's interesting decisions.
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Comments
+1 to this.
I would also love a super-complex modifier that just showed me all five glyphs at once so I didn't have to wait for them to play out. Complex was a godsend but at this point even it feels slow to me.
I've often wished for a glyph modifier that is essentially an ITO+/- but for this single hack only.
super-complex idea +100
Suggestion - "Different Abilities Month"! Twist glyphs around and inside out at random (even between showing it and repeating it) so dyslexics are on equal footing with the other 85% of the population. Open for ideas on how to level the playing ground on color blindness too (10% of men, 7% of women).
I hope they bring back the old glyphspeed to prime. They did something, like 2 years ago, before redacted disappeared, to make the glyphing more simular to redacted. But the speed whas extremly lowered. Took me weeks to feel adjusted.
Ideas:
1) “complex” also gives you faster cooldown. Something like 20 to 30s per correct glyph (I’m assuming the announced 180 s base cooldown)
2) “key” gives you just keys (and faster cooldown)
Maybe they could add an itemfilter, so that all marked gear are recykled at once.
That was suggested when recursions became a thing, to have a 'max item limit' so additional items would be recycled automatically for XM.
That gets us closer to "automating" the game. Thumbs down.
This has the outcome that players are devaluing the game if it were.
These timers, whike a pain, mean that the time spent in of itself is value,
If the time is shorter, the item is devalued.
I can write several pages on game theory and value of games, but like Pokemon go, majority of players are not interested in value. They just want want want, and not pay for anything.
The devaluation of pokemon is the number two reason why I no longer play it. The effort to get hard creatures is too easy.
Ingress requires effort, and time is valuable. Therefore the items, be it keys, have significant value
Effort doesn't need to include time. If you make something purposely include a lot of time for effort, it's not a great return.
Also, it's been stated over and over that Pokémon Go is different. You have player versus event (PvE) compared to player versus player (PvP). The value is just not aligned to what you think with Pokémon Go and it's better to not state anything about it then be of this weird condescending nature because it's different. It just saves wasting energy on something not impacting you.
Why then do we work for money?
It is because we value our time, and need to be compensated appropriately.
I am not being condescending.
Pokémon GO is a collection game, it's value is the effort to get the very rare things, since the Remote Raid pass, the effort (time) the value of the vey rare is actually been reduced to common. The money Niantic gets from those passes is their biggest earner. Players therefore have little regard to rarity now. :(
Ingress is a strategy game, our time is valued.
WE as Ingress players have continued to devalue the items we get Ingress. Even now with the Kinetic Capsules, the ease with which we can get very items has significantly reduced their value as a very rare item. They are actually common now.
Keys to make fields takes time, as does the time to make those fields, we should be valuing the time it takes to build them. If we don't value our time, why are we bothering to play at all?
Ingress is not a job though. It shouldn't be a chore.
Pokémon Go doesn’t have poke stop burnout, ingress does after only 4 hacks. The burnout is far more important than the cooldown time for preventing unlimited item farming.
And standing around waiting isn’t “effort”. You still have to go to the portal and accurately glyph.
I mean it's still a solid 5 minutes but you eventually get less items after a few times if you stay there.
However, PoGo provides inventory outside of spinning photo discs which can really make up even having to go somewhere.