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RoneRackal
1.3K posts

RoneRackal
@RoneRackal
Casual Pokemon GO Player from Melbourne 1.25M catches, 400 best buddies Lead admin of https://t.co/jL89KJQoDW
Melbourne Katılım Kasım 2020
299 Takip Edilen1.3K Takipçiler

@bmenrigh_pogo We brute force those:
for (i = 0;; i++)
if (i % 1009 == 694 && i % 1013 == 934 && i % 1019 == 732 && i % 1021 == 95) { return i; }
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RoneRackal retweetledi

@JagexSupport can someone please look into my account "Bluez" false banned for RWT buyer, ive got a 40b bank, 1.2bxp and have played for over 10 years. please just someone look into it.
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@Bluez_osrs @JagexSupport Most legit player I know, would never risk such an account, must be a mistake.
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@JagexSupport Please can you look into my account "Bluez" banned for "rwt buyer". i have never purchased any gp from anyone, i only get traded gp because of pvm splits or if someone owes me money from a lend. I have over 40b in bank value, 1.2b xp and zuk helm. Please
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@bmenrigh_pogo @ITorgsI Yeah even on my pixel5 one year after release, I would have to restart my game every 20 minutes of hardcore catching.
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Yeah and it's especially obvious on under-powered Android phones.
Spinning stops also leaks memory but it seems like the amount it leaks has to do with the number of pokestops nearby at the time of spin. I think it may iterate through a list of stops that keeps growing (just a guess) while processing the spin.
A couple times I've played in Europe in spots with 50+ pokestops in range and spinnable from one spot. Each spin accumulates lag and the game never recovers from the lag, even after leaving the area.
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The game hasn't been this bad in years.
- No AR catching
- Forced to play in 30fps or your throws will go to the moon
- PvP has DRE and 1T lags
- Gifting causes memory leaks
- Raids not catchable sometimes
- Avatar update is a joke
- Support helpful as always 🤡
#FixYourGame

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@bmenrigh_pogo @ITorgsI Also catching Pokemon causes memory leaks, for at least the last 4 years.
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Trainer, as a support AI trained by Niantic to answer your questions somehow worse than the humans that used to do this job, it looks like you are asking about memory leaks. Please choose from the list below of issues affecting the game:
Feeding berries in gyms causes memory leaks.
Visiting remote gyms to berry causes memory leaks.
Healing or reviving Pokmon causes memory leaks (only obvious if you have 100+ fainted/damage pokemon).
Joining remote raids causes memory leaks (but you can't tell right now because the game stops functioning and needs to be restarted after the first remote raid).
Sending gifts causes memory leaks.
Opening gifts causes memory leaks.
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Super clean 2nd KC at Colosseum, 5 stacks of doom total. Definitely got this thing on farm now.
youtube.com/watch?v=Pbd_u-…

YouTube
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@bmenrigh_pogo Let me know how it goes. My figure does depend on spawn density so it's not exactly the most sound figure to go off, but without just testing for an hour I can't think of a way to measure the impact of jumpy mons on catch times
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@RoneRackal I'd go out and test now but it's pouring rain here and was hailing earlier.
Also, the change is depressing as fuck and I don't want to face how bad it is.
But I have some ideas for how to measure my own gameplay so when I have something useful & concrete I'll share 🙂
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"It's just one second!" is a poor counter argument on this recent AR change.
"Just one second" done a million times is "just" a million seconds.
But, even on a smaller scale like 3 hours of community day, 1 second wasted 1200 times is 20 minutes wasted. If the game were down for 20 minutes in the middle of community day people would be outraged.
Frequent short delays matter because they add up to substantial time lost.
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@bmenrigh_pogo I think you're being overly optimistic. The 7 figure is just something I tested in a spawn dense area (spotlight hour) with no AR, over the duration of a single hour of gameplay full concentration. I have no more data beyond that, but I think most players would also take longer.
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I haven't actually timed out the long-term average per-catch time for non-AR encounters which would factor in the time lost due to jumps/attacks. Can you say more about how you got to 7?
I think 7 seconds sounds about right for catching before the animations were sped up (when the zoom animation used to be more than 2 seconds).
If I had to estimate, I think the average non-AR encounter should now be around 5-6 seconds when accounting for the jump/attack. Maybe I'm being overly optimistic?
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@bmenrigh_pogo Oh top of this, chaining excellents at best gives you 900/hr excellents, without AR chaining is impossible capping you near 300/hr excellents, a third of the rate.
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@bmenrigh_pogo Without the lock the average catch on a wild mon is 7 seconds, and this is a lot worse on lured mons. With lock the average catch is 3.5 seconds, doubling your catch rate [2/3]
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@bmenrigh_pogo Niantic doesn't cultivate emergent gameplay, they destroy it. Hell, they don't even cultivate regular intended gameplay lmao.
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@Shinybluezoo @bmenrigh_pogo @KarWaiPogo This is what we used to do for every catch before "remember last Pokeball" was a feature, to use other balls. It ends up being just as quick to catch if you select ball, but it does require more inputs and gets tiresome quickly
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@bmenrigh_pogo @KarWaiPogo It's become so automatic for me to click to select a ball at this point, that I do it on the odd occasion a ball is actually present 🫠
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