I don't care much for the game, but details of why the servers weren't (aren't?) able to handle the traffic interests me immensely.
I don't care much for the game, but details of why the servers weren't (aren't?) able to handle the traffic interests me immensely.
For instance they don't cache pokestop images, my phone keeps redownloading the same images from pokestops and gyms, if it just cached the top 10 most visited pokestops and gyms that would be a decent reduction in data use.
Also it would help if they offloaded some of the work of the GPS onto the local phone steptracking/direction trackers it would help.
I can understand if they don't want to send coordinates of "nearby pokemon" down to the clients because that would inevitably get hacked, but the phone has to repeatedly poll.
If the phone tracked more locally it could not poll GPs until it detects locally that it's moved enough, so if you weren't moving you wouldn't be updating your position very often.
Also I read something that reckons that the game servers are currently all hosted in the US, which would explain the laggy battle experience in Europe. (Freezing at 1hp left, never being quite sure what's hit your character or good times to attack).
That's how the Android Location service works, unless you intentionally bypass it. You ask the location service to update you when it determines the user has moved X feet.
There's just a staggering difference between the number of 9s offered by game companies vs more reliable parts of the industry. Shit most online games still don't have login servers that scale easily to meet dynamic load.
It's "good enough" for the week of the sale, upgrading all the servers for a week of super heavy traffic just to see them idle the rest of the year isn't a great business plan
Which is 100% untrue for Overwatch. They've clearly learned their lessons.
I suppose that would enable further cheats such as not wasting pokeballs on ones you know will fail by peeking into the future.
The throw itself is client-side though, so I suspect it's already possible to cheat with "perfect throws" every time.
For example, they don't cache anything client side (even Pokestop assets), nor do they timeout/retry/prefetch after a network disconnect during a Pokemon capture (which is very annoying on spotty 3G networks). Last but not least, battery consumption is insane. Don't go out without a spare battery! Backend side, I also noticed a few cases of "blinking pokemon" in the nearby grid. Surely symptomatic of synchronisations issues between instances of distributed systems (dirty reads?).
I enjoy the game a lot, but regarding the number of issues, it's still a beta.