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I completely agree with this. The network issues, and the lack of tolerance for GPS issues would be frustrating but acceptable if they were handled properly. As
by fphhotchips 10y ago
I completely agree with this. The network issues, and the lack of tolerance for GPS issues would be frustrating but acceptable if they were handled properly. As it is they're absolutely infuriating when combined with the way the app just dies when it encounters them. It's incredible that an app that's been in beta for months still has 20 un-recoverable different freeze states that I've found in 72 hours. My girlfriend didn't even know how to kill an Android app before this app, now she can do it in seconds.
The real killer? I love the idea of this app. I'd probably end up spending a bunch of money on it if I kept it around for a couple months, because I don't have the time I need to play it the free way. It's fun (or it at least scratches that grindy type itch), and it's the only game I've ever been able to play with my partner. I'm on the verge of uninstalling right now though, because every time I get the chance to play, the app dies in my hands.
- 2bitencryption 10y agoThere is NO graceful handling of loss of network connection at all. Many times I've been out throwing Pokeballs at a Pidgy, then my phone catches the nearby Starbucks wifi and switches over. In the brief period of no connectivity during the switch, the game loses connection, and just... dies. All actions stop. The animations keep playing on loop, but it's impossible to throw another pokeball, impossible to leave the minigame, etc. This doesn't just happen when in "catch a pokemon" minigame mode. This happens at all screens. The game was programming to expect full, 100% network connectivity, and if it loses that for even a brief moment, the whole thing comes crashing down, requiring a full kill and reset.
- mei0Iesh 10y ago> I'd probably end up spending a bunch of money on it if I kept it around for a couple months, because I don't have the time I need to play it the free way. Can someone explain this? Isn't the value of a game in the playing of it? If a millionaire could pay to have hundreds of Pokemons spawning in their living room so they can get more points than anyone without leaving the house, what would be the point? If you're having fun playing with your girlfriend, but don't have much free time, why would paying to catch up matter? Did they design it to be limited gameplay, where you only get a teaser if you don't play it all the time, requiring that you buy things in order to get any real gameplay time out of it?