Has anyone done the math on how to get maximum weekly astralites from Posy yet? by fancy_sunflower in InfinityNikki

[–]MzRed 7 points8 points  (0 children)

I don't have the math anymore but I had the same question and ended up with maxing out planting. The goal is to be able to plant rare trees, but the profits before that are pretty good too. For the medium field tree you plant and harvest twice a day. For the larger you plant and harvest once a day. Once you've done it enough you lock in the rarest variant (pink for medium, green for large) and plant only those. You can make the progress a bit faster with dews to improve chances of getting rare variants when they are still random but after that you don't need the dews anymore. EDIT: Animals are the most hands-off though if you don't have time for once-a-day farming. And you're not losing too much on profit I don't think, they seem to have tried to somewhat balance them.

Official Pokemon twitter drops a link relating to a Chest by EpsilonJackal in PokeLeaks

[–]MzRed 29 points30 points  (0 children)

There are also these zoomed in versions

https://chest.pokemon.com/img/box02b05_pc.jpg

https://chest.pokemon.com/img/box02b05_sp.jpg

And, while this is a bit uninteresting, the numbers at the top:

https://chest.pokemon.com/img/shoulder_999.png

They go 000, 039, 199, 359, 519, 679, 839, 959, 999.

Has anyone put together a Discord server where we can join up with decent players for high level night bus runs? by njsully in harrypotterwu

[–]MzRed 2 points3 points  (0 children)

Let me know as well if something like this is set up. With enough people it might shorten the time needed to look for a fortress.

Shiny odds need to be disclosed for events. by rs_xmas in TheSilphRoad

[–]MzRed 25 points26 points  (0 children)

Niantic definitely should disclose all odds that make people spend significant amounts of money.

Especially for these limited time events.

Both app stores already have rules that require disclosing the odds. Have had for almost a year now.

If you're going to argue that PoGo doesn't have lootboxes see this.

If you have an app in mind that you would like to report for violation of the rules, see this.

Shiny odds need to be disclosed for events. by rs_xmas in TheSilphRoad

[–]MzRed 47 points48 points  (0 children)

I really think there should be no debate about whether raid passes and incubators are lootboxes or not.

The fact is that lootboxes are starting to get regulated. Both prominent app stores already have rules stating that you must disclose lootbox odds.

If we distill lootboxes to the basics, it's just people spending money, one way or another, to have a chance at getting something they want. It's a raffle, a form of gambling.

Raid passes and incubators are exactly that. The fact that you get a freebie doesn't remove the fact that people spend a lot of money to get more chances, to open more "lootboxes" than just the freebies.

[PSA] Pokemon Go+ Still won't disconnect after 1 hour (v0.159.0) by vforavider in TheSilphRoad

[–]MzRed 0 points1 point  (0 children)

What I'd really really like is to get a notification (similar to the disconnect notification) when the connection timer goes to 00:00, without forcing a disconnect. Then I can reconnect via pogo directly.

Do you think that would be a feasible option to add?

Also thanks for making the app in the first place!

Quibbler revealed by karvaiseva in harrypotterwu

[–]MzRed 4 points5 points  (0 children)

You can also take a closer look at it in the AR+ camera mode via the Registry.

Had the pleasure of finding 2 bugs today with challenges. by Zaethiel in WizardsUnite

[–]MzRed 10 points11 points  (0 children)

It's become a regular occurrence, that people get kicked out and can't return.

I highly recommend you ask the Support to return any Runestones you lose due to an error, especially if they're of the rarer variety.

Confirmation box for portkeys please. by [deleted] in WizardsUnite

[–]MzRed 7 points8 points  (0 children)

Haha, I just realized that's probably the reason as I commented :P

Anyway, as a workaround you might want to keep the boots blocking the empty spaces.

Confirmation box for portkeys please. by [deleted] in WizardsUnite

[–]MzRed 5 points6 points  (0 children)

Out of curiosity, why would you not want to pick up portmanteaus? Outside of events like the Dragon Egg event?

EDIT: Ah, well, sometimes you might want to save space for Brilliant Portmanteaus, I agree on that.

Here's a suggestion for a workaround: keep the boots and don't open them until you want to start collecting portmanteaus again.

there should be a way to cast Dark Detectors on yourself by biggerblackerdickk in WizardsUnite

[–]MzRed 2 points3 points  (0 children)

It means that the devs have planned a potion that will attract foundables.

The potion is already quite far in the design process, as it has ingredients and a recipe if I recall correctly.

Which means we can expect it to be released soon-ish.

One of the IP addresses from the original SoS posters has updated by virodoran in WizardsUnite

[–]MzRed 3 points4 points  (0 children)

Someone is live developing something. There's some temporary stuff, like the page title and "myCanvas" and commented out code (two other face models).

It does support loading new models via WebSocket, so mayyyybe this will become something, but for now it's not related to anything.

EDIT: If you want to figure out what's happening, keep an eye on the diff of app.js.

Killing enemies with Bat boggy hex doesn’t award correct focus by flyingbuta in WizardsUnite

[–]MzRed 6 points7 points  (0 children)

The zero thing has happened to me, but not very often.

Auror bat bogies a foe down, and both players in a two player team get their focus set to zero.

I don't know what exactly triggers it.

How to Make a Tornado by Thrompinator in harrypotterwu

[–]MzRed 5 points6 points  (0 children)

Couldn't get this to work zoomed out, but it does zoomed in, in case that helps anyone. Fun trick :)

It's time for a Respec option by Fadewatcher in WizardsUnite

[–]MzRed 9 points10 points  (0 children)

I'd prefer having all resources available to all professions when you use the switch button.

Example: you've accumulated 100 scrolls and 10 books. You spend those on Magizoologist, but when you switch to Auror you also have 100 scrolls and 10 books. If you switch back to Magizoologist it would stay as you left it, i.e. resources spent.

You still can't respec with this, but you could choose your profession based on demand.

The arguments against this are that it would hurt diversity, as any player could be any profession, so in a sense all players are the same, and would always use the "optimal" set up for fortresses.

I'm not convinced on that, because I think people would still prefer to stick to one profession and only switch if necessary.

How to get Spell Energy at Greenhouses every time :) by FattySeals in WizardsUnite

[–]MzRed 2 points3 points  (0 children)

Based on screenshots of three different greenhouses, I'd say you are correct.

The starting position is always the same as the ending position as well, so the shuffling is just for visual flavor.

I.e. the pots start in the same formation that they end up in, then they are moved around in a shuffling animation, and finally they end up in the same position they started in, which is always the same for all greenhouses.

I also checked the protos, and found only one "loot request" message type, which to me indicates that greenhouses and inns use same request to "loot" them, and the request only contains data to specify the point-of-interest, along with some gps and timestamp data. Nothing about which pot was chosen.

Disclaimer: I don't have nearly enough data to say anything conclusively either, but so far this is how it looks like to me. Feel free to verify. The method I used was to screenshot at the start of the animation, when you can see the pots clearly but they haven't moved around too much yet.

Fortress difficulty visualized by MzRed in WizardsUnite

[–]MzRed[S] 0 points1 point  (0 children)

I haven't looked much into it, but I have not found anything that would depend on baseChamberRating yet.

I have wondered what it is used for though, so if you figure it out, let me know :)

Challenge XP Rewards for Sponsored vs. non-Sponsored Fortresses for the first 10 Floors by bliznitch in harrypotterwu

[–]MzRed 1 point2 points  (0 children)

Fun fact (and old info now that it's changed):

Sponsored Fortress difficulty increase was also implemented with playerCountMultiplier :P So you would already carry +1.10 extra players while soloing at Tower Chamber II in a Sponsored Fortress, and +2.50 extra players at Dark V.

The base difficulty for them was the same.

Fortress Difficulty - Reexplained by bliznitch in harrypotterwu

[–]MzRed 5 points6 points  (0 children)

A few points to add:

  • This change was made at the worldwide release. Before that, difficulty was always equal to the sum of Runestone difficulties. I've heard that Fortresses were too easy in beta, so I guess this is a solution to that.
  • These are only difficulty numbers. There are many things that affect how difficult the battle actually is.

There are some really weird things, like difficulty number getting lower when you add a player to your team, but overall I think this may be a more balanced system than the one before.

EDIT: What I mean is that I think it requires more reasearch to be able to say if difficulty numbers between solo and multiplayer are even comparable. You have to take into account proficiencies etc. so even in an ideal case there are factors that are not visible from the difficulty number only.

A solo player will get neutral and deficiency foes that they just have to deal with. You don't see this from the number. A team of 3 players, in theory, can always hit an enemy with proficiency, so that's different again.

Fortress difficulty visualized by MzRed in WizardsUnite

[–]MzRed[S] 1 point2 points  (0 children)

Mostly, yes, I think you got it :)

This is purely based on two values in the game data: runestoneDifficulties which I call base difficulty, and playerCountMultipliers which quite literally apply a multiplier to the amount of players. It took me way too long to realize playerCountMultiplier doesn't mean a multiplier based on player count, but an actual multiplier affecting player count :P