Inventory Limit

Inventory Limit

The following transcript is from the Niantic Project, it is a conversation between Lynton-Wolfe and Calvin. The whole thing is at the bottom, but let’s break it down.

 

Undoubtedly, due to the m-Hacking and other cheat techniques (recently it has become harder to perform) that have been prevalent for quite some time. Players are running around with too many items. They note this here:

Lynton-Wolfe: Unexpectedly high levels of usage are creating localized XM anomalies [...] It seems players have been accumulating _too many_ XM constructs.

 

It quickly obvious that an inventory purge, or at the very minimum, an inventory cap may be on the horizon.

Lynton-Wolfe: I could alter scanner behavior or _purge_ excess inventories of XM objects. That might help. [...] Alternatively we could limit the the number of XM objects that can be accumulated, to avoid the formation of localized anomalies. We could tell agents to _voluntarily_ purge their inventories.

Calvin: Keep that as an option, but not yet.

Luckily, they mention that this will not be taking affect right away, and are allowing those of us with large inventories to self purge.

 

The final part also acknowledges a decrease in the amount of keys that are being dropped.  This is something that agents have been noticing for a few days now. Additionally, they also throw in a cliff-hanger to keep us wondering what’s next.

Lynton-Wolfe: The portal key objects have become more difficult to synthesize. they are _appearing less frequently_. The portal synch encoding has been harder for us to track. Something is definitely altering the XM flow, collecting it away from us, like _something_ is going to be — for lack of a better word — _birthed_.

 

 

The full transcript:

Calvin: What the hell is going on with our Scanner? Some unwitting field agents are reporting problems. Sent at 5:01 PM on Wednesday This chat is off the record


Lynton-Wolfe: Unexpectedly high levels of usage are creating localized XM anomalies.


Calvin: anomalies?


Lynton-Wolfe: It seems players have been accumulating too many XM constructs. The density of XM objects is perturbing the basic functions of the scanner.


Calvin: Have we got a solution that still allows us to add operatives as quickly as possible?


Lynton-Wolfe: I could alter scanner behavior or purge excess inventories of XM objects. That might help.


Calvin: Keep that as an option, but not yet.


Lynton-Wolfe: Alternatively we could limit the the number of XM objects that can be accumulated, to avoid the formation of localized anomalies. We could tell agents to voluntarily purge their inventories.


Calvin: acceptable short term solution. Your last report mentioned some other disruption in the XM fabric based on the latest Keyhole survey.


Lynton-Wolfe: Yes. The portal key objects have become more difficult to synthesize. they are appearing less frequently The portal synch encoding has been harder for us to track. Something is definitely altering the XM flow, collecting it away from us, like something is going to be — for lack of a better word — birthed.

(link to the original)

 

Having several hundred XMPs of each level, might be a bit excessive, no?

Too Many Items

 

 

 

 

 

One comment

  1. I’ve not had a portal key in maybe 40 hacks. Really off-putting when you want to visit a distant portal to get a nice link but know there is little probability that you will get a key.

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