650 lines
59 KiB
Plaintext
650 lines
59 KiB
Plaintext
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Episode: 1233
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Title: HPR1233: Playing Ingress
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr1233/hpr1233.mp3
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Transcribed: 2025-10-17 22:04:38
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---
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In today's edition of Thought Kindness, the pseudonymous epicanus of the asylum for the
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sufficiently nerdy discusses observations from beta-testing Ingress. Google's new location
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and driven capture the flag game. Next, on it, I mean, hacker public radio.
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Hello, once again, everyone. Before I get started, for everyone worrying about how
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Bunnies is doing, it's fine. For anyone who hasn't heard my previous submissions, Bunnies
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is my Linux laptop, which I got from a Linux company called O'Hava Computers. O'Hava
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actually just helped me out with getting the wireless networking going again after the
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internal card it came with apparently started going senile, so I figured they deserved another
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quick unsolicited plug because they're awesome. I know, I've mentioned them every episode so far,
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but I promise they're not paying me to do it or anything. Though, hey O'Hava, if you're listening
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and want to pay chill, let me know. Today's episode is already getting pretty long, so I'll just
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leave it at that and get on with it. Originally, I'd planned that my next episode was going to be on
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the subject of geotagging, but something else came up, and so instead today, I'm going to start by
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describing one of the most unoriginal and brain-desolvingly tedious video game concepts you've ever heard.
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Yeah, I know, this is the second and maybe third episode in a row where I said I was going to do
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geotagging, but then ended up putting it off. I swear, I'm not trying to make this a running gag
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or anything. Besides, today's episode is somewhat related. But first, the game. Imagine I'm trying
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to sell this concept to a major video game company. It's like a capture-the-flag thing, right?
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And like, there's two teams and players sort of decide which team they're going to join at random,
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and when they first start playing. And instead of trying to take a flag from somewhere and return with
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it, it's like you have flag poles and you hang flags on them. But the other team cuts them off and
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hangs their own flags, and you like take turns taking down each other's flags and hanging up your
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own. And if you do it enough, you can get bigger flags, but then your opponent gets bigger flag
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cutters, and so it's the same thing, but like harder. But also, you do it forever because you don't
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actually win or anything. You just keep doing it. Wake up! Stop snoring! This is awesome! Because
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also, there's lots of these flag poles, and you scroll around all over the game world so you can
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put up your teams' flags on the flag poles and cut down the opposing teams' flags. Woo! No, wait,
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don't call security on me. There's more! See, if your team has three flag poles at the same time,
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and the flags are big enough that you can see them from the other poles, and you can say that the
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triangular area between the flag poles belongs to your team for special team points. No, the special
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team points don't do anything, but it's special team points! Well, I mean, the other team players
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keep getting your flags anyway, and you lose the points again, but still, isn't that more awesome
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than any three other awesome things? No? Okay, maybe not. That actually sounds pretty friggin stupid.
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Okay, now let me describe something that is pretty nifty. It's exactly the same thing, except
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the video game flag poles are real places, and instead of scrolling around on a screen,
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players get off their lazy butts and actually go there. Also, the playing field is the entire world,
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or at least that portion of it with some sort of internet access available. That brings us to
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Ingress, the location-based game being developed at Google by their Niantic Labs group,
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and which is currently in what they're calling invitation-only beta testing.
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I had actually forgotten that I'd put in for a beta testing invitation early on until it showed
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up at my Gmail account back in mid-December of 2012, about a month after the testing started. As
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of when I record this episode, I've been playing, testing, and investigating the game for about three
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months, and what you will hear today is a somewhat organized collection of observations and opinions
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I've developed so far. This was originally going to be all one episode, but it started getting pretty
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long, so I decided that rather than bore everyone for two hours, I'd split it up into sections.
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You're listening to the first section now, which is simply about playing the game.
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The second section will be about what I think is the more interesting topic, which is playing
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with the game. I may even extend into a third episode on the fluffier subjects of the philosophy
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of the two factions, and the story in which the game is set, and how I'd design a game to cover
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features that don't fit in English, but which I would have liked to see and so on. At least,
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that's the plan at the moment. While I suspect that English started with some sort of fairly ordinary
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concept involving hidden computer nodes in some sort of international cyber-war scenario,
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it seems that sometime early on, the premise of the game went way out there, and is now the stuff
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of comic books, okay, graphic novels, and science-flavored fantasy stories. Going back to my description
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of the hypothetical boring game, in Ingress, the virtual flag poles are called portals, which,
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according to the backstory for the game, are special places where some mysterious influences
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pushing from some unknown dimension and ingressing upon our world. Somehow, this influence appears
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to inspire or compel people to mark these places with memorials, displays, or artistic expressions,
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which is the explanation for most of the portal locations being statues or other public artwork,
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monuments, exotic architecture, historical sites, and so on. There's an ongoing archive of
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various media being added daily at NianticProject.com that is fleshing out the game's story.
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But to give you an extremely abridged and non-canonical version, these portals are a source of
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exotic matter, which is a phrase I can't say without picturing a little trademark symbol at the end.
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Anyway, this stuff turns out to have impressive but somewhat unpredictable effects on the minds of
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people who can sense it. The story talks in very vague terms about mysterious hypothetical
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beings from another dimension that it calls shapers, which might be influencing and guiding people
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sort of like the muses of Greek mythology. This happens through the influence of this exotic
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matter, which everybody now just calls xm, because evidently it's cool to avoid using whole words,
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especially when you can pretend one of them starts with an x. Anyway, scientists working for
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a secret project discovered all this accidently exposed themselves to a bunch of it during an
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experiment, inspiring some of them to go rogue and run off and explore further for their own agendas,
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while the mysterious National Intelligence Agency, or NIA, tries to keep things under control while
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pursuing their own sinister agenda of world domination or whatever the heck it is there up to.
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The players of the game are agents of one of the two rogue teams or factions. One of these is
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referred to as the Enlightened. This is the faction that sees the beneficial inspirational potential
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of xm and wants the technology available to uplift all of humanity before it gets suppressed by
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the other faction and completely owned and controlled by the NIA alone. This other faction is
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the Resistance, who have been convinced that this is all some sort of frightening and nefarious
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mind control scheme by ancient aliens from another dimension, and so they want to use it to
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control the minds of people in such a way as to scare them away from what the Enlightened are trying
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to do. I should admit that this is slightly different from the way the official game documentation
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describes it. There, this situation is presented with something of a deluded weak-minded hippies
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helping nefarious aliens from another dimension in slave humanity versus brave freedom fighters
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who are awesome and cool like Batman and everyone will greet them as liberators' angle,
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which I honestly think is skewing the balance of participation in the faction slightly,
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possibly by design. That's kind of silly given that both factions' players' goals are exactly
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the same in terms of how the game is actually played. Meanwhile, the role of the NIA is played
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by anionic labs itself, giving the developers an in-game persona to correct problems and explain
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adjustments to the game world during the beta testing. Either way, the explanation for why the
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players are running around messing with their phones is that the Ingers application actually
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involves secret exotic matter technology leaked from the NIA labs, which allows the players to
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interact with all this unseen stuff from another dimension. Getting back to the mechanics of the
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game, players literally run around collecting virtual XM from around portals and scattered in
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other places and then interact with these portals to gain virtual items made of XM, with which the
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game is played. Well, okay, maybe not literally run. I mean, you can walk or bicycle or drive or
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unicycle or in some cases even kayak, but I mean players do literally go outside and move around
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to do this, not just scroll around on a screen. The virtual flags that go on the virtual flagpole
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portals are called resonators, which claim the portal for the player's faction and increase
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the strength of the portals. The virtual flag cutters are exotic matter pulse burst weapons,
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which are actually just called XMP bursters because using hold words is for dorks. When you set
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them off, they damage and destroy nearby resonators belonging to the other faction, and once you've
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destroyed all the opposition's resonators on a portal, you can put your own faction's resonators
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on it. Each portal can have up to eight resonators, then the opposition can come back and do the
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same thing and claim it back, repeat as necessary. That right there is pretty much the entire core
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of the whole competitive part of the game, and I swear it's a heck of a lot more fun than I just
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made it sound. Other than the special effects, if you think of claiming a portal as checking in,
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deep down, the game can be thought of as a slightly more competitive version of any other,
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hey, everybody look where I am right now, app. The XKCD webcomic actually described the game as
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four square with space noises, which is both amusing and not too far off, though naturally there's
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a bit more beyond that. For one thing, levels. Players, resonators, XMPs, and media, which I'll talk
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about later, all have levels that go from one to a maximum of eight right now, though rumor has it
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that's going to be extended. For players, level is the familiar concept from many other games,
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where it determines in a general way how capable the player is, based on the earning of experience
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points. Oh, sorry, I'm using whole words again, I mean XPs, there now I sound cool again.
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In Ingress, the player's level is formally referred to as access level, and this level goes up
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as the player accomplishes tasks to earn what they're calling action put AP. The player's level
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really just affects two things. The maximum amount of raw XM that the player can collect and
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carry around at one time, and the maximum level of XMPs and resonators that the player can actually
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use. XM in Ingress is more or less analogous to energy or fuel, or to what a traditional
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zap-death magic and swordfight game would call mana. It gets used up for just about anything that
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gets accomplished in the game. It also sort of fills the role of what most games would call hit points
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or health, except that instead of virtually dying and losing the game, if you run out your scanner
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just doesn't work right and you can't do anything else until you've collected more of it to
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recharge yourself. I'll come back to the uses of XM later. For resonators, the level determines
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how much damage it can withstand, and influences the effective level of the portal itself that it's
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attached to. For XMPs, it determines the maximum damage they can do to the opposition's resonators.
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Since the effect of XMPs is a circular wave spreading out and dissipating from where the
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player is standing, kind of like that special effect in Star Trek and Star Wars movies,
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it also determines the maximum range of effect. A portal's level is based on the average of all
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the resonators attached to it, including the missing ones. That is, the total levels of attached
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resonators divided by 8, rounded down to a minimum of 1. For a portal, the level determines the
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range of levels the items you get from it can be, and determines the range at which it can link
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to other portals. Well, yeah, linking, that's one of the bit more beyond that things. Hang on,
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I'm working my way over to that. There are exactly three things a player can do with a portal when
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they encounter one. Well, three and a half. For portals that are unclaimed or are controlled by
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the player's faction, the player can attach items to it from their inventory. As I assemble
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this information, there are exactly two items that can be attached. Resonators and portal shields,
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which I didn't mention yet because they don't have levels. Attaching one or more resonators to
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an unclaimed portal is just how you claim it for your faction. The other interaction a player
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can initiate with a portal is referred to as hacking. Hacking portals is how you gain exotic
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objects for your inventory. A player can hack any portal repeatedly, but no more often than once
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every five minutes, nor more than four times in four hours. You can hack any portal no matter
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which faction if any controls it. However, if you hack a portal controlled by the opposition,
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it may also attack you draining some of your XM. On the other hand, hacking an opposition portal
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earns you some action points, whereas hacking unclaimed or friendly ones gets you none, so at least
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there's that. In all cases, the result is anywhere from zero to several exotic matter objects added
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to the player's inventory. In addition to XMPs, resonators, media, and portal shields that I've
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already mentioned, hacking may also get the player a portal key, which will bring me to the subject
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of linking, which is the third thing that players can do with a portal. But first, I'm going to skip
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tracks and go off an aranting tangent about the use of the word hack here. Let me start by proposing
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a definition. Hacking is the art of finding novel or unexpected uses for a system. That's the
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definition I use anyway, or welcome to disagree with me. I have a big problem with them using this
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word for this activity in the game, though maybe not for the reason you might think. It's obviously
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not because I think hacking means doing bad things, so we shouldn't say what that's what players
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are doing because I don't think that. It's not even because I think other people think hacking
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means doing bad things so we shouldn't say that's what players are doing. In fact, I think the
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solution to that particular problem is dimension hacking more often in as many contexts as possible.
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It's even plausible that whatever pressing the hack portal button symbolizes within the game
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world, it might even fit my own definition in letter if not in spirit. No, my complaint isn't
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philosophical or political or even semantic. It's aesthetic. While it seems to be impossible to
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find anyone who can or will say exactly what sort of in-game action pressing the hack portal
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button is supposed to represent, the background story material seems to imply that in some way,
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it involves activating incomprehensible technology to invoke some sort of magic psychic powers
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in connection with ineffable, transdimensional alien intelligence to gain uncanny knowledge of
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how to shape exotic matter into new forms with which to control the unseen world. Calling that
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hacking just seems like a ridiculously utilitarian understatement. By analogy, imagine if this were
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a fantasy-themed augmented reality combat game where the players wander the world, gathering
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virtual ancient mystical powers with which to destroy their rival players from the other team.
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And then, when the rivals meet, they invoke these ancient mystic powers which command vast
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cosmic forces to smash their way deep into their opponent's minds to dissolve their very souls!
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Okay, got that pictured in your mind? Okay, now imagine that the button in the app that
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represents this activity is labeled stab opponent. Okay, rant over. I've actually got some
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suspicions about what that hack portal button really represents, but that's a fluffier
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topic to save for a later episode. Meanwhile, back to linking. A key for a particular portal can
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be used for two things. One use is that a player can use a portal's key to remotely send some of
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their XM to recharge the portal's resonators, which without a key you need to be there on-site
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in person to do. Recharging resonators is the half part of the three and a half things I
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mentioned. I'm calling it half an interaction because if you want to be pedantic enough,
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you're really not interacting with the portal itself, but just the resonators attached to it.
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Once resonators are attached, they actually decay at a rate of 15% of their capacity per day,
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so in order to keep them from decaying to nothing and disappearing after a week,
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players need to periodically feed XM to them to recharge them. When an opposing factions player
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attacks a portal's resonators with XMPs, all the XMP really is doing is instantly draining off
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more of the resonators XM, so recharging is also how you repair damage from attacks. You can't
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replace completely destroyed resonators by remote, but if you have a portal key, you can at least
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recharge the remaining ones back to full capacity after an attack. A portal's key can be reused for
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this purpose as often as you want. The other thing you can do with a portal key is form links between
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portals. To link two portals, both of them must have a full valence of eight resonators.
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The portal the player is standing at needs to be of high enough level that the other portal
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loops is within its range, and the player needs to have at least one portal key for the portal at
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the other end. For this, the key itself is used up to form the link between the two portals.
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If three portals are linked to each other, the triangular area within the links becomes a
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quote-control field. For linking range, if you really want to know the detail, the range over which a
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portal can link is its exact portal level including fractions, meaning the sum of the portal's resonator
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levels divided by eight, to the fourth power times 160 meters. In Ingress, the two factions
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collectively are competing in a sort of meta-game where they're both struggling to apparently inflict
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exotic matter-mediated mind control in the general populace. That's what the control fields are for.
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The factions' own scores are rated in mind units, which are calculated from estimates of the real
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world population that lives within the virtual field. The faction score has no direct effect on the
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player, but links and fields do have strategic value, because links cannot cross other links and
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fields cannot be formed inside of existing fields. So you can use placement of links to thwart
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the opposition's attempts to make links, or if you're not careful, thwart yourself, which can be
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a problem since forming links and fields is a major way to earn AP. Actually, there is one other
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thing you can do with a portal key, though it's not strictly part of the game. You can check
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on portal locations you have keys for, even if the portal is unclaimed or owned by the opposing
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faction. With the portal key, you can see the little thumbnail picture of the real world portal
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location. You can see the condition of any resonators attached to the portal. If applicable,
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you can see who the current owner of the portal is, which is to say the code name of the player that
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last initiated a claim on the portal, and you can see additional information about the real world
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site of the portal if there is any available. For example, if it's a historical monument,
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there may be a few paragraphs about whatever historical event the monument is there for.
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So, in addition to being a game piece, a portal key is also a virtual souvenir, which I think is
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kind of neat. There are two other kinds of items you can currently get right now as I record this.
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In addition to the eight resonators a portal can have, a portal can have up to four quote
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mods, unquote. Right now, the only mod that exists is portal shields. These reduce the
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amount of damage that XMPs do to the portal's resonators. Portal shields don't have level ratings,
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but they do come in common rare and very rare variants, which are worth a quote mitigation,
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unquote, rating of 6, 8, or 10 respectively. Before you ask no, I don't know exactly what those
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numbers mean, and so far I've not found anyone willing or able to say. The common consensus, though,
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is that these are probably percentages. The official word is that this mitigation rating does stack
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up, so there is benefit to putting four portal shields on a portal, but each additional shield
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after the first is less effective than the previous one in some way that is never clearly explained.
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My guess is that each shield's effect is applied successfully, so that if you had, say,
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two shields with a rating of 10 each, instead of damage being reduced by 80%, it's really 90%
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of 90%. Portal shields last until all of the resonators decay away or until they are destroyed by
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opposition XMP attacks. The last type of item currently appearing is media. These are currently
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really just website links to images, audio clips, and video that go with the background story,
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most are all of which I believe can be found at nianticlabs.com. Hypothetically,
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each of these may have some sort of clue hidden in them to a so-called passcode,
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which can be typed into the scanner to give you free bonus game inventory stuff until they're
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redeemed. I've not yet encountered this aspect of it myself, and I've seen people complaining
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that by the time they get their own copy of the media and puzzle out the clue if there is one,
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too many people have beaten them to it, and the passcode comes up as already redeemed and therefore
|
||
|
|
worthless. These days, the way to get passcodes seems to be to watch on the internet for someone
|
||
|
|
to publish that they've decoded one, and jump into the app to type it in as quickly as possible.
|
||
|
|
You'll have about 5 to 10 minutes, and if you're quick enough, you'll get a few hundred points
|
||
|
|
of XM, probably about 200 action points, and one or more things at a dear inventory.
|
||
|
|
Not a huge reward for the difficulty in obtaining it, but still, this is kind of a nice touch
|
||
|
|
and something that I could see being made more effective use of later. Now about all that XM,
|
||
|
|
you collect and say while playing. That gets eaten up if you're attacked by an enemy portal,
|
||
|
|
which will happen if you either hack the portal or attack its resonators with XMPs.
|
||
|
|
The higher the level of the portal, the more XM they drain. Don't actually worry too much about
|
||
|
|
this. The amount of drain is actually pretty small for lower level portals,
|
||
|
|
and again, you don't die or anything if you lose it all, you just end up needing to walk around
|
||
|
|
and collect more XM before you can do anything else. Also remember that portals themselves normally
|
||
|
|
have large amounts of XM for collection associated with them. You also use up XM in the actual
|
||
|
|
hacking process itself, which costs you 100 points of XM per level of portal, or three times that
|
||
|
|
for opposition-controlled portals. I like to think of this as pulling out a lot of exotic
|
||
|
|
matter from your stockpile, and then, under the guidance of the mysterious forces from the portal,
|
||
|
|
you form that matter into whatever items you end up with. The level of the portal tends to dictate
|
||
|
|
the level of the items you get. Typically, most of the items will be the same level as the portal.
|
||
|
|
Therefore, if you are hacking a level 3 portal, you can expect to see level 3 XMPs and level 3
|
||
|
|
resonators showing up as a result, though items may sometimes be a little lower or higher level
|
||
|
|
than the portal itself. You might also get nothing. Enemy-controlled portals resist this process,
|
||
|
|
and you get less from them as a result. Also, remember that unclaimed portals are still technically
|
||
|
|
level 1 portals, so you can also get items from them, including portal keys.
|
||
|
|
If you're into the spirit of the game at all, most of your XM will end up being spent recharging
|
||
|
|
your portals, or other portals belonging to your faction. Resonators decay at 15% of their capacity
|
||
|
|
per day regardless of their level, but higher level resonators have higher capacity,
|
||
|
|
so it can take quite a bit of labor to collect XM to keep a higher level portal near full strength.
|
||
|
|
There are two ways to recharge a portal's resonators. When accessing the portal from the scanner
|
||
|
|
screen, either by remote using a portal key or in person, one of the buttons there is labeled
|
||
|
|
recharge resonators. Using this to recharge the portal will put exactly 1000 points of your XM
|
||
|
|
into recharging that portal's resonators, spread evenly among any that aren't at capacity.
|
||
|
|
It's worth remembering that if you're charging by remote, the efficiency goes down with distance.
|
||
|
|
The penalty isn't too bad, but it's an extra cost to be aware of. I was maintaining some portals
|
||
|
|
that are about 500 kilometers away at one point, and the efficiency for me was about 70%.
|
||
|
|
The other way to recharge can only be done in person at the portal. From the same screen,
|
||
|
|
there's a button labeled upgrade portal. In addition to replacing existing resonators with higher
|
||
|
|
level ones and installing portal shields, from this screen, you can select and recharge individual
|
||
|
|
resonators directly. There's currently a token action point award of 10 points every time you
|
||
|
|
recharge something, so you can get a few points taking your time to maintain portals. If you're not
|
||
|
|
into the spirit of the game, and are instead just insecure about the size of your player level,
|
||
|
|
you might just let the resonators rot away for a week until the portal reverts to being
|
||
|
|
unclaimed and then go rebuild it again for more action points. You gain action points to increase your
|
||
|
|
player level by either building or destroying. You get points for attaching resonators to a portal,
|
||
|
|
attaching portal shields or other hypothetical mods that may be added to the game later,
|
||
|
|
creating links between portals and forming control fields. There are additional bonus action
|
||
|
|
points awarded for putting the first resonator on an unclaimed portal, which also makes you the
|
||
|
|
owner of the portal, and for putting the eighth resonator on a portal to give it the full collection.
|
||
|
|
Destroying gives you 60% of what building is worth. So, for example, attaching a resonator to a
|
||
|
|
portal is worth 125 points, destroying a resonator is worth 75. Building a link is worth 313 points
|
||
|
|
for some odd reason, and forming a control field is worth 1250. So if you damage or destroy the
|
||
|
|
resonators on a portal at one corner of a field, enough to make the links fail, you get 187 points
|
||
|
|
for destroying one link, 187 points for destroying the other link, and 750 points for also destroying
|
||
|
|
the field. As you can imagine, if the portal whose resonators your attacking has multiple links and
|
||
|
|
is the corner of several fields, you can score a lot of points all at once by successfully attacking
|
||
|
|
it. As I mentioned before, you also get a flat 100 action points for hacking a portal that belongs
|
||
|
|
to the opposition faction. I count this as a form of building since you're really sort of manufacturing
|
||
|
|
items out of raw XM. It's worth noting that as I write this, level plays no role of any kind in
|
||
|
|
determining action point rewards, destroying a level 1 resonator or a level 8 weight resonator
|
||
|
|
gets you 75 points either way. Finally, more game jargon and numbers and blah, blah, blah, blah, blah.
|
||
|
|
Yeah, I hope this hasn't all been as tedious for you listening as I fear it might be.
|
||
|
|
Let me just throw in a couple of strategic observations I've made while playing the game,
|
||
|
|
and then I can wrap this up and start working on the next episode with the more subtle stuff.
|
||
|
|
Most of the strategy is commonly known, but some of it might just be me being full of crap.
|
||
|
|
You'll have to test and judge for yourself when you play. One of the first strategic elements
|
||
|
|
that you'll end up considering and dealing with is the placement of resonators. Ingress takes
|
||
|
|
exact location into account when taking control of a portal from the opposition, and where an attacker
|
||
|
|
is physically standing directly influences how much an XMP burst will damage each of a portal's
|
||
|
|
resonators. So far, this is the only element of the game that makes particularly precise use of
|
||
|
|
location. The common wisdom is that when you take control of a portal, you should spread your
|
||
|
|
resonators out as far as possible. Trying to control exact placement of individual resonators in
|
||
|
|
their circular pattern around the portal is somewhat awkward, but controlling the distance is easy.
|
||
|
|
When you attach a resonator to a portal, it will appear at the same distance from the portal as
|
||
|
|
you were when you attached it. Out to the maximum range of about 35 meters or so. The intent here is
|
||
|
|
that by spreading the resonators out, it minimizes how badly multiple resonators can be damaged by a
|
||
|
|
single XMP burst. For example, if you're standing right at the portal location itself when you deploy
|
||
|
|
all eight resonators, the resonators will all be right next to the portal and an attacker standing
|
||
|
|
there will be doing near maximum damage to every single one for each individual XMP burst they set
|
||
|
|
off. If they're spread out as far as possible, the attacker has the choice of standing at the portal
|
||
|
|
and doing relatively low damage to all of the resonators or standing at the location of one
|
||
|
|
resonator at a time and doing near maximum damage to it, but relatively little or none to the others.
|
||
|
|
Put simply the ideas that spreading out the resonators make sure opponents work harder.
|
||
|
|
Although you can't place resonators precisely, they do end up arranged along the cardinal
|
||
|
|
compass directions around the portal, north-south east-west, north-east-north-west-south-west.
|
||
|
|
From the portal information screen, if you select upgrade portal instead of just pressing deploy
|
||
|
|
resonators, you can actually pick and choose which resonators to put in which direction.
|
||
|
|
For this part, you don't have to walk around, only your distance from the portal matters.
|
||
|
|
This might be useful if you're mixing up resonator levels on a portal.
|
||
|
|
One restriction I haven't mentioned yet is that there are limits on how many resonators of a
|
||
|
|
particular level an individual player can attach to the same portal. One player can attach up to
|
||
|
|
eight level one resonators, up to four each of levels two three or four, two each of level five or
|
||
|
|
six resonators, and just one each of levels seven and eight. Geez, more tedious details.
|
||
|
|
Slap yourself awake, this won't take long. One effect of this is that by yourself,
|
||
|
|
after first level you can't actually build a portal level as high as your player level.
|
||
|
|
In order to accomplish that, you'll need to collaborate with another player.
|
||
|
|
However, an individual fourth level player could mix, for example, two level four resonators,
|
||
|
|
four level three, and two level two to build a third level portal.
|
||
|
|
In this example, you might want to try to put the harder to replace fourth level resonators in a
|
||
|
|
hard-to-reach spot. For example, if the portal is an entrance to the south side of a large building,
|
||
|
|
you might want to stick your fourth level resonators on the northern end of the portal so that
|
||
|
|
they're virtually inside the building. This can't make them immune to being damaged,
|
||
|
|
but it does limit how close an attacker can get to them and somewhat limits the damage they
|
||
|
|
can do. In my own opinion, which more hardcore players may or may not agree with,
|
||
|
|
this does make a fairly large difference when dealing with lower level attackers,
|
||
|
|
but for mid to high level attackers, this trick becomes more of an annoyance than a serious burden.
|
||
|
|
As the increasing range and damage of higher level XMP bursters, not to mention the tendency
|
||
|
|
for higher level players to hoard hundreds of XMPs so they never run out, makes the extra
|
||
|
|
few meters less and less meaningful. Because of this, I like to consider psychological
|
||
|
|
defenses when I place resonators. One of the minor unavoidable annoyances with Ingress is the fact
|
||
|
|
that players can effectively buy advancement. I don't mean directly from Niantic Labs,
|
||
|
|
but indirectly from any gas station. Players who can afford time and money to drive around will
|
||
|
|
advance much more quickly and easily than some poor Schmuck who has to walk or bicycle everywhere,
|
||
|
|
unless you happen to live in a place like London, Boston or San Francisco where there may be
|
||
|
|
hundreds of portals to work with nearby. One side effect of this is that there are a lot of
|
||
|
|
players who are lazy and impatient. If I'm capturing an apportal that isn't immediately at a street
|
||
|
|
or sidewalk or parking lot, I'll sometimes intentionally bunch up some or all of the resonators
|
||
|
|
close to the portal, such that an attacker has a hard time doing much to them without getting out
|
||
|
|
of their car and walking up closer. As I said, I don't think this makes much practical difference,
|
||
|
|
but I think this may tend to put off a lot of the potential opposition who may just drive on by,
|
||
|
|
not feeling like it's worth the effort of exposing themselves to the cold,
|
||
|
|
cruel elements outside of their comfy car seat. Otherwise, if I just conventionally
|
||
|
|
spread the resonators out as far as possible, the one or two sticking out so that a casual
|
||
|
|
drive-by opponent can virtually park right on top of one and destroy it easily might bait them
|
||
|
|
into stopping to do it, at which point, well, they've already parked and started attacking,
|
||
|
|
can't stop now, might as well go ahead and get out and walk over and finish the job.
|
||
|
|
I'd like to think I'm seeing signs that this actually works as a defense,
|
||
|
|
but in truth, I haven't been playing enough yet to really tell for sure.
|
||
|
|
Other than this specific situation, all you really need to worry about as far as location
|
||
|
|
is managing to get within 40 meters of a portal or a patch of XM so that you can interact with it.
|
||
|
|
As far as I can tell, getting any closer makes no difference in the results of portal hacking or
|
||
|
|
XM collection. The one other major strategic element that comes to mind is the formation of links
|
||
|
|
and fields, which I mentioned briefly earlier. Building links and fields is an extremely useful
|
||
|
|
way for a player to earn action points and increase their level, since any player of any level
|
||
|
|
who has a portal key can make links. As I mentioned earlier though, links cannot cross other links,
|
||
|
|
and you also can't form links from a portal that is completely inside of a control field.
|
||
|
|
In addition to potentially accidentally cutting yourself off or other members of your faction,
|
||
|
|
you can use this intentionally to slow down advancement of the opposition. By building a link
|
||
|
|
across an opposition controlled area, you can cut off potential action point earning links
|
||
|
|
that they could form, and if you manage to build a field that covers their area,
|
||
|
|
you can stop them from getting additional points from linking and field building completely,
|
||
|
|
at least until they get around to attacking the portals you use to make your links.
|
||
|
|
Conversely, since destroying links and fields is worth bonus action points,
|
||
|
|
you may want to avoid making links and fields in areas that are likely to be attacked.
|
||
|
|
If you have a collection of portals that you farm for equipment,
|
||
|
|
keeping them unlinked makes them a less attractive target.
|
||
|
|
Of course, if things are getting boring, you might want to intentionally make as many links
|
||
|
|
as possible in hopes of baiting the opposition into showing up and giving you something to do.
|
||
|
|
At this point, I think I've covered all the basic elements of the main game,
|
||
|
|
or at least I'm not convinced that if I keep shoveling details at you, it'll do much to improve
|
||
|
|
the explanation. There are more strategic details involved in how links and fields work,
|
||
|
|
and how you can coordinate with other players, and how you can exchange items from your inventories
|
||
|
|
and so on, but I think it'll probably make more sense if you google that stuff up or ask around
|
||
|
|
what you start playing. If I board you to sleep while I was joining on about the rules,
|
||
|
|
don't worry about it too much, it's actually pretty easy to pick up when you start playing.
|
||
|
|
Speaking of starting playing, I should probably talk about faction choice for a moment here.
|
||
|
|
Once you've gotten the ingress application installed and your account is connected so that you
|
||
|
|
can play, there is a series of training missions that covers the basics of gameplay.
|
||
|
|
After the training missions, you'll have a chance to choose which of the two factions you want to
|
||
|
|
join, so don't let the fact that the resistance appears to be the default, throw you off.
|
||
|
|
After the training missions, you get a pep talk along the lines of
|
||
|
|
join the resistance, everybody's doing it, you gotta join the resistance if you want to be human,
|
||
|
|
but then another voice comes on, and more or less says the resistance is the tool of the man
|
||
|
|
to keep humanity down and you should join the enlightenment. Then you get a screen with a blue,
|
||
|
|
join the resistance button on top, and a green, join the enlightenment button at the bottom.
|
||
|
|
Choose carefully, because if you change your mind, you have to petition Nyantik Labs to let you
|
||
|
|
switch, which can take a few weeks, and involves pretty much resetting your player account back to
|
||
|
|
nothing. Also, if they let you do it at all, you only get to do it once. There are a few
|
||
|
|
considerations when it comes to making this choice, but really there are just two ways to choose.
|
||
|
|
First, once you've got your account activated and have the game running, pull up a web browser
|
||
|
|
on your computer and go to www.engress.com slash intel. That's the Gameworld map, which is an
|
||
|
|
overlay for Google Maps. Look up the areas that you're likely to be spending the most time playing
|
||
|
|
in, presumably your home or perhaps where your work or go to school, and see which faction is
|
||
|
|
currently dominant. Then, if you're into the spirit of the game, you ignore what you see and
|
||
|
|
just join the good guys. If not, and you don't care if you end up working for the bad guys,
|
||
|
|
you'll generally want to join whichever faction is less dominant where you're going to play,
|
||
|
|
because having more opposition will give you more opportunities to earn action points and level
|
||
|
|
up faster. As I said before, the gameplay goals of the two factions in the game itself are exactly
|
||
|
|
identical, despite the melodramatic presentation of the conflict, so your choice won't change what
|
||
|
|
you'll actually be doing. It's up to you and your personal philosophy to decide whether the good
|
||
|
|
ones are the ones individually seeking to reveal the hidden shoes for the benefit of all humanity,
|
||
|
|
or the ones willingly working together in lockstep with a secret, quasi-governmental
|
||
|
|
organization to hush everything up and take control of themselves. What are you looking at me like
|
||
|
|
that for? Somebody has to try to balance out the presentation here. I do have some additional
|
||
|
|
observations on the two factions, but I'll save them for later when I get deeper into the parts
|
||
|
|
that might be of less interest to the just want to play the game crowd in the next episode or so.
|
||
|
|
I think this more or less covers the regular gameplay, or at least as much of it has been
|
||
|
|
implemented up to this point, so I think I'll wind up today's episode here, and no wait,
|
||
|
|
I haven't had a chance to complain properly yet, so let me do that first. I should point out that
|
||
|
|
I really enjoy Ingress a great deal. It's a delightful implementation of a location-based game,
|
||
|
|
and has completely sucked me in. At this point, it's even got me occasionally posting sort of
|
||
|
|
in-character comments on Google Plus threads that all most amount to fanfiction, and I usually despise
|
||
|
|
the idea of fanfiction. It's also given me a good excuse to more thoroughly explore areas that I
|
||
|
|
live in and visit far better than their previous attempt with their field trip app, and I've actually
|
||
|
|
learned quite a bit about my new hometown's history, and started noticing even more than before
|
||
|
|
the kinds of things that most people just walk past without paying any attention to. As an amateur
|
||
|
|
geodata nerd, I'm also especially jealous of the people working at Niantic Labs for getting
|
||
|
|
to work on this game. Hey, if anybody there at Niantic Labs ever hears this and you're hiring,
|
||
|
|
let me know. Anyway, the point is that I'm winding up this piece of audio with a bunch of complaints
|
||
|
|
just because this is a convenient place in the audio to do it, rather than because I don't like it.
|
||
|
|
Ingress does have a number of flaws, limitations, and frustrations I've run into. Much of this has
|
||
|
|
to do with the fact that this software is in Google beta testing, and is expected to need fixing
|
||
|
|
and adjusting. Reportedly, beta testing is expected to go on for about a year and a half before
|
||
|
|
general release. If you find yourself playing Ingress before late 2014, you will almost certainly
|
||
|
|
be acting as a software tester for something that isn't quite finished. I really ought to go a
|
||
|
|
step further and say if you're playing in the year is till 2013, chances are good that what
|
||
|
|
you'll be testing isn't even really in beta yet. A quick review of how most software developers
|
||
|
|
seem to use the terminology. Software that is beta normally means that the programmers have
|
||
|
|
finished putting in all of the planned features, but the features have not been fully tested and
|
||
|
|
may still have some bugs that need to be found by people trying the software out. As of right now,
|
||
|
|
in early 2013, Ingress has not even reached that point yet. There are plenty of planned features
|
||
|
|
that are still not even implemented, and even the basic rules of player still subject to
|
||
|
|
potentially dramatic changes based on how the game goes. This state is usually referred to as
|
||
|
|
alpha testing, where enough of the software is working to be useful, but doesn't even have all
|
||
|
|
of its parts written yet. That being the case, my first complaint isn't about Ingress, it's about
|
||
|
|
some of the players. As often seems to be the case, there is an annoying portion of the player
|
||
|
|
population that seems to think beta testing means I get to play a cool new thing for free with
|
||
|
|
no obligation at all, and the whining from these game consumers who don't really want to
|
||
|
|
participate in actually coping with the growing pains and making the development easier can get
|
||
|
|
really irritating at times. This isn't unique to Ingress at all, of course, but Google being a bit
|
||
|
|
more of a famous mainstream name, it seems like they certainly have more of these people playing
|
||
|
|
than a typical open source project in alpha testing would. Just something to be aware of,
|
||
|
|
if you think you're going to be frustrated and angry, if nionic labs allow us flaws to exist
|
||
|
|
longer than you'd like, just wait a year or so until it's closer to general release before
|
||
|
|
you start playing. This is not to suggest that there aren't legitimate complaints going on
|
||
|
|
currently, even among the winers. Here are some. Probably the two most common general complaints
|
||
|
|
that pop up can be condensed down to either it's too hard for me to win, or it's too easy for
|
||
|
|
someone else to win. The whiner version of the former usually involves someone complaining that
|
||
|
|
they got on a car and drove some distance to assault some collection of opposition portals,
|
||
|
|
and they weren't able to take it all over and make a bunch of their own fields from it,
|
||
|
|
and it's just no fair because if they drove all that way, they should be entitled to take over
|
||
|
|
everything. While that complaint is being bitterly relayed in one comment thread online, next to it,
|
||
|
|
there's likely to be someone else complaining about the latter issue, saying that they spent days
|
||
|
|
of hard work traveling around taking over portals and collecting portal keys to build a big field,
|
||
|
|
and then some weeny from the opposition just showed up and blasted the virtual crap out of it
|
||
|
|
in under five minutes and destroyed all their hard work, and it's just no fair because if they put
|
||
|
|
all that effort into it, they should be entitled to have people prevented from undoing it for a while.
|
||
|
|
I've got to admit, I've got a little bit of sympathy for that one,
|
||
|
|
and both sides of the situation have reasonable people objecting along with the whiners.
|
||
|
|
It is true that right now destruction is much easier than building up. My cynicism about
|
||
|
|
resonator placement earlier is a reflection of my experiences with this. Some recent gameplay changes
|
||
|
|
have actually made both sides of this issue more prominent. For one thing, when the game started,
|
||
|
|
resonators decayed by 10% per day instead of 15. For someone stretched to keep their existing
|
||
|
|
portals charged, this makes it much harder to avoid losing portals to natural decay and having
|
||
|
|
to go rebuild them when they finally fail, and means keeping links and fields going as substantially
|
||
|
|
harder, especially if they span long distances. They've also recently changed the behavior
|
||
|
|
of portal shields. Originally, portal shields stayed on a portal until all of the resonators were
|
||
|
|
destroyed. Now, the shields end up destroyed during the attacks, leaving a portal's resonators
|
||
|
|
unprotected as the attack continues. Combine this with the fact that players have noticed that you
|
||
|
|
don't have to wait for one XMP burser to go off before queuing up the next one to fire,
|
||
|
|
and it means that any moderately well-equipped player can drive up and park in front of a portal
|
||
|
|
location and push the Fire XMP button 10-15 times in a few seconds, wait half a minute or so for
|
||
|
|
them all to go off and see if any resonators are left before doing it again. The fact that it seems
|
||
|
|
to be typical to do it this way, instead of getting out of the car and carefully walking around
|
||
|
|
to position one's XMP detonations near resonators in an optimal fashion, suggests that most players
|
||
|
|
tend to be well-stocked up on equipment before they hit portals and don't need to take their time.
|
||
|
|
Since attacks like this are finished so quickly, there's really no way to actively defend
|
||
|
|
a portal, unless perhaps you happen to be standing right there within 40 meters when it happens,
|
||
|
|
in which case you can frantically hit the deploy resonator button to try to replace them as fast
|
||
|
|
as the opposition can destroy them again, and hope they run out of XMPs before you run out of
|
||
|
|
resonators. You can also hypothetically use the remote recharge capability of portal keys to recharge
|
||
|
|
resonators while they're being damaged, but that depends on being alerted to the attack,
|
||
|
|
getting the ingress application started, scrolling over to the portal key, selecting it,
|
||
|
|
and hitting recharge resonators repeatedly and getting all of that done faster than the enemy
|
||
|
|
can rapid fire the Fire XMP button. Good luck with that. On the other side of the issue,
|
||
|
|
when you are the one doing the attacking, if you've shown up well equipped, it's very likely you'll
|
||
|
|
successfully take over the portals you're after. However, you're likely to find yourself frustrated
|
||
|
|
when your subsequent hacking of these portals gets you few or possibly no portal keys with which
|
||
|
|
to build links and fields. This is another gameplay change that happened not long after I started
|
||
|
|
playing. Originally, the way portal key availability worked is that when you hacked a portal,
|
||
|
|
if you didn't have a portal key for that portal, you'd nearly always get one,
|
||
|
|
but if you did have one, you wouldn't. I assume the idea was that if you used the key to
|
||
|
|
make a link, you'd need to go revisit the portal a second time in person to get another key to
|
||
|
|
be able to recharge the portal's resonators by remote. Of course, there's an obvious loophole,
|
||
|
|
because you can drop items to put them on the virtual ground for someone else to pick up,
|
||
|
|
so players would show up at a portal, drop their portal key, hack, get another key, then pick up
|
||
|
|
the key they dropped before. Five minutes later, they'd come back, drop the two keys, hack,
|
||
|
|
get a third key, pick up the other two, and so on. Now, portal keys show up at random,
|
||
|
|
just as other items do, and they're not common. It's pretty typical to drive to a remote area in
|
||
|
|
hopes of picking up portal keys so that you can link to portals there, only to hang around until
|
||
|
|
you've hacked all you can and end up with no portal keys anyway. If you started early in the game,
|
||
|
|
when you could decide to spend an afternoon virtually painting a whole rival city with your
|
||
|
|
faction's color, and be confident of having plenty of portal keys to build a control field
|
||
|
|
when you got there, this might seem like a frustrating change. As annoying as this destruction
|
||
|
|
favoring situation can be, I think it's actually necessary right now because of another common
|
||
|
|
complaint. Right now, the player advancement curve is very oddly skewed. A new player,
|
||
|
|
starting at level 1 in an area where opposition players got a head start and are a few levels
|
||
|
|
ahead or more, may find themselves it's surrounded entirely by higher level portals belonging to
|
||
|
|
the opposition. Since hacking opposition portals tends to be costly in XM and usually provides far
|
||
|
|
less return in terms of equipment gained, and if the portals are higher level than the player is,
|
||
|
|
may often end up providing equipment that is of too high a level for the new player to even use,
|
||
|
|
a new player in an established area may be literally incapable of mounting any kind of
|
||
|
|
effective action against the opposition, and has to rely on hacking enemy portals 100 times to
|
||
|
|
get from level 1 to level 2, which gets pretty tedious, especially if there are only a few
|
||
|
|
portals in the area. Hacking 200 times to get from level 2 to level 3 would seem almost
|
||
|
|
intolerably tedious, and beyond that, the idea of advancing entirely from action points earned
|
||
|
|
from hacking enemy portals a few times a day is pretty much infeasible. On the other hand,
|
||
|
|
once a player reaches somewhere around fourth or fifth level, if he or she can manage to stock
|
||
|
|
up enough equipment of an appropriate level, they can probably take control of just about any
|
||
|
|
opposition portal. The situation is almost as bad if a new player starts in an area controlled by
|
||
|
|
their own faction, in which case it's not nearly as difficult to build up a good stock of equipment,
|
||
|
|
but it's possible that there will be no way to earn action points at all, except for getting a
|
||
|
|
token 10 points at a time for spending half of the new player's XM recharging portals.
|
||
|
|
The adjustments that make portal ownership more volatile helps with this, because it makes it more
|
||
|
|
likely that a new player can find an neglected, partially decayed opposition portal to attack,
|
||
|
|
or a spare friendly portal that might decay away and need to be rebuilt from neutral and then
|
||
|
|
relink to the local network for more points. A great deal of both sides of this problem is also
|
||
|
|
being alleviated by the rapid growth in the number of portals available in the world.
|
||
|
|
Even as recently as a month ago as I record this, portals were so scarce that it was usually
|
||
|
|
pretty easy for whichever local faction got a head start to control and monopolize all of their
|
||
|
|
local portals. Now, the addition of new portals is being ramped up, and the huge number makes it
|
||
|
|
more likely that you can find an neglected or even unknown portal to claim for your own,
|
||
|
|
and makes it less urgently necessary for the opposition to use up their inventory trying to
|
||
|
|
destroy every single portal that your own faction can manage to claim. I'll get to the useful and
|
||
|
|
exciting topic of how new portals get added to the game first thing next episode, but for now
|
||
|
|
I'm not done complaining yet. Speaking of portal issues, another problem that comes up is misplaced,
|
||
|
|
non-existent, or inappropriate portals. I'll be talking more about this next episode as well,
|
||
|
|
but in short, you can still find a lot of portal locations that just plain don't make sense.
|
||
|
|
Post offices supposedly located in the middle of an empty field,
|
||
|
|
fire departments sitting in front of some random stranger's house,
|
||
|
|
a block away from the actual fire department, 10 different portals for the same tourist attraction
|
||
|
|
scattered over the space of a whole block, portals named Untitled, or which appear to be random
|
||
|
|
pictures of trees or squirrels or fast food restaurants, otherwise legitimate portals that appear
|
||
|
|
to be in a restricted area and so on. For today's episode, just be reminded that portal locations
|
||
|
|
are all game features, and therefore all of these issues are actually bugs to be reported.
|
||
|
|
There is a page at support.google.com slash ingress with a contact us button where you can report
|
||
|
|
these problems so they can be fixed. I'll cover this in detail next episode. One last complaint for
|
||
|
|
now. Google pays its employees lots of money. All right, that's not actually a complaint,
|
||
|
|
other than maybe a bit of petty jealousy on my part. Seriously, are you guys hiring out there?
|
||
|
|
But it's what I infer from the game right now. It would seem that Google employees involved with
|
||
|
|
ingress can all afford phones with 1280x800 resolution and unlimited 4G data plans and external
|
||
|
|
battery packs. At the time I'm recording this, the current release of the game is version 1.21.3,
|
||
|
|
so if they fix all of this in 1.22.0, don't make fun of me I swear I'm not making this up.
|
||
|
|
The game actually works pretty nicely at the recommended minimum of 800x48 resolution,
|
||
|
|
but even there you'll occasionally see places where the screen elements are smashed together
|
||
|
|
oddly because somebody somewhere keeps forgetting that screens are not a print medium,
|
||
|
|
and it doesn't make a lot of sense to design everything with a fixed number of pixels.
|
||
|
|
You'd think web heavy companies would get this by now. Maybe somebody needs to apply the
|
||
|
|
boot of encouragement to the seat of complacency somewhere in Google's Android department and finally
|
||
|
|
get native SPG support into the operating system. And tell them to hurry up with native
|
||
|
|
opus codec support while they're at it. Sorry, getting off track there. Those of you with
|
||
|
|
phones that are decently fast but have screens with lower resolution than 800x48 are likely
|
||
|
|
to find this game unplayable. As the fixed size elements, the user interface is made from
|
||
|
|
smash into and overlap each other. You didn't hear this from me, but if you search around,
|
||
|
|
there are unsanctioned, unofficial repackages of ingress made with lower resolution graphics that
|
||
|
|
reportedly play just fine on these phones. In addition, somewhere around release 1.20.0,
|
||
|
|
the amount of data that the client exchanges with Google server seems like it has exploded.
|
||
|
|
The app doesn't appear to cache much of anything, so every time you go through your inventory,
|
||
|
|
it seems to re-download all of the portal pictures for your portal keys,
|
||
|
|
and it isn't able to pre-download and cache road vectors, and so it's constantly re-downloading
|
||
|
|
map data. It is also probably relaying additional location data beyond what it did before,
|
||
|
|
as part of Niantic Lab's efforts to spot cheating, which is a problem I've thankfully not run
|
||
|
|
into, but plagues players in some areas. The upshot of this is that you can easily eat hundreds
|
||
|
|
of megabytes of data just driving around playing ingress. And if you're in a place like the US,
|
||
|
|
with you serious charges for data and horribly restrictive data caps, this can become a major problem
|
||
|
|
for you. It also seems like it causes major performance problems at times, as I'll often notice
|
||
|
|
that, if some game action seems delayed, my data indicator seems to be showing a constant
|
||
|
|
stream of data at the same time, as though the game were pausing to finish exchanging some big
|
||
|
|
wad of data with the server before letting me continue. I'm hoping the next release of the client
|
||
|
|
improves this problem, but in the meantime, the best you can do is try to always start the game
|
||
|
|
when you're in wireless land range, and wait for it to download your local data before moving
|
||
|
|
onto cell network data. Ingress will also mercilessly devour your battery while it's running.
|
||
|
|
I see many people blaming this on the GPS, but I'm pretty confident that's not the problem.
|
||
|
|
Instead, it's the constant data transmission and the graphics heavy screen updates that do it.
|
||
|
|
If you have a good, reliable phone, just having an external charger to run off of should take
|
||
|
|
care of it for you. If you have the misfortune of having to try to play it on a crappy Samsung
|
||
|
|
mesmerized with its flaky prone to failure radio chipset that needs to need almost constant
|
||
|
|
rebooting after an hour or two of use if it gets overheated, such as when the CPU is working hard,
|
||
|
|
running Ingress while I'm trying to get it charged back up, and the charging circuitry is
|
||
|
|
generated the same time, trying to keep the battery fed, and you just want to throw the dang thing
|
||
|
|
out the window, but it was the only one that was available from the only carrier in my area with
|
||
|
|
halfway decent coverage that could be upgraded to cyanogen mod, and you can't afford to upgrade
|
||
|
|
to a Galaxy S3 at which knowing my luck will probably have crappy hardware problems do, and anyway,
|
||
|
|
curse you Samsung, what are you doing to me? I'm sorry, or was I? Oh yeah, anyway, in summary,
|
||
|
|
Ingress is extremely resource-heavy for a simple capture of the flag sort of game.
|
||
|
|
The graphics and sound are pretty nice though. Did I mention the sound was in high-quality
|
||
|
|
augborbous format? No? Oh, well I will in the next episode. I will mention that version 1.21.3
|
||
|
|
had just come out as I was finalizing this material, and the performance is noticeably better than
|
||
|
|
the previous version 1.20.0, with several interface design flaws corrected, and possibly a reduction
|
||
|
|
in the amount of data it insists on exchanging with the servers at all times, but the new version
|
||
|
|
seems to have its own new issues as well. Such has some very odd behavior with the GPS,
|
||
|
|
where it seems to occasionally wander along strange paths while you're standing still,
|
||
|
|
and other times refuses to notice when you've moved. I suspect this is a side effect of their
|
||
|
|
cheater detection methods, which I'll speculate on next time also. Finally, if you have serious vision
|
||
|
|
impairment, you're probably completely out of luck. Ingress is entirely dependent on the graphics
|
||
|
|
for control, and I'm not sure there's any feasible way to design around that. That should
|
||
|
|
about do it for my complaints related to basic gameplay for now. Next episode, I'll move on from
|
||
|
|
playing the game to playing with the game, starting with how to get new portal locations added to
|
||
|
|
the world, how to get bad ones fixed, how cheating happens, and why you shouldn't murder cheaters
|
||
|
|
when a simple 5 or 6 kicks to the groin will suffice. I don't really like cheaters. Some hints
|
||
|
|
hidden in the game on where the game may be going, and what things you and Google may learn from
|
||
|
|
both inside and outside of this project. Also, a few more complaints, along with more praise.
|
||
|
|
If you like what you've been hearing, please let me know by whatever channel you feel is
|
||
|
|
appropriate. If there's interest, I may even do a third episode related to this topic before
|
||
|
|
I move on to others. I'm actively working on the second episode in this series even now,
|
||
|
|
and hope to have it up within the next week or two. The more interest there is, the harder
|
||
|
|
I'll work on getting it out more quickly. Now, if you'll excuse me, there's a strange buzzing
|
||
|
|
in my head that seems to be coming from something about a block from here and I am compelled to
|
||
|
|
investigate. So until next time, don't forget to hack your what the crap this is in my material,
|
||
|
|
this is Thomas Gideon's script. Where did mine go? Wait, what was he supposed to be presenting
|
||
|
|
it as next talk? Oh god, I've got a warning before it's too late!
|
||
|
|
You have been listening to Hacker Public Radio or Techer Public Radio does our
|
||
|
|
We are a community podcast network that releases shows every weekday Monday through Friday.
|
||
|
|
Today's show, like all our shows, was contributed by a HPR listener like yourself.
|
||
|
|
If you ever consider recording a podcast, then visit our website to find out how easy it really is.
|
||
|
|
Hacker Public Radio was founded by the Digital Dark Pound and the Infonomicom Computer Club.
|
||
|
|
HPR is funded by the Binary Revolution at binref.com. All binref projects are crowd sponsored by
|
||
|
|
Lina Pages. From shared hosting to custom private clouds, go to LinaPages.com for all your hosting
|
||
|
|
needs. Unless otherwise stasis, today's show is released under a creative commons,
|
||
|
|
attribution, share a life, free does our lives.
|
||
|
|
And another HPR is in the can. Dang it Laporte, keep your hands off my stuff.
|