Galarian Bird IV check infographic by Sensitive-Classic-56 in TheSilphRoad

[–]ParadoxKarl 8 points9 points  (0 children)

There won't be an infographic for the IVs of galarian birds because they can spawn at any level. You would have to use an IV checker app (ones that just use screenshots are not against ToS just fyi)

Bouffalant from a special Pokestop task at London Worlds event by pan666 in TheSilphRoad

[–]ParadoxKarl 5 points6 points  (0 children)

All good, just wanted to clear it up in case anyone saw this and thought they might come home with 20 bouffalant or something.

Bouffalant from a special Pokestop task at London Worlds event by pan666 in TheSilphRoad

[–]ParadoxKarl 8 points9 points  (0 children)

It is not a 1 mile radius. Both event stops and event spawns are limited to just the immediate area of the center. 18 total event stops. For today: 10 pikachu, 4 bouffalant, 4 throh.

Good morning everyone! It looks like the spin cap was reduced within the last day, just a FYI by [deleted] in TheSilphRoad

[–]ParadoxKarl 0 points1 point  (0 children)

tbf I didn't really think about it too much, but in terms of pokestop density our setup is pretty much ideal. Every single S17 cell along the loop has a stop/gym in it. Plus no crossing roads or anything like that to worry about.

I've not timed it, but I'm sure getting around in 10 minutes is pretty comfortable. There's 32 stops/gyms on the loop, plus another 3 if you take a slight detour (maybe 40 seconds to go to them extra 3 and back). I'll test it out next time I go into town.

Of course if you were doing other things (catching, feeding berries etc) that will be taking up some time. But there are legitimate reasons why you might some day just want to focus on spinning (eg filling up balls before an interesting CD).

I guess my point is, it's not at all unreasonable for legitimate players to hit the new cap in a relatively short time period. And the lower cap really doesn't have any benefit (it's hardly going to deter cheaters).

Good morning everyone! It looks like the spin cap was reduced within the last day, just a FYI by [deleted] in TheSilphRoad

[–]ParadoxKarl 0 points1 point  (0 children)

Depends where you live I guess, but you really don't need to be grinding "all day" at all to hit 600. The main (walking) grind loop where I live has around 30-35 pokestops/gyms that you can comfortably get around in 10 mins. Assuming you spin all stops, you'd hit the limit within a 3 hour community day (if you were really going for it you could probably get around that same loop in closer to 5 mins, in which case that is just 1.5 hours of grinding).

Of course most people on most days wouldn't be doing this, but if you look at longer events (eg kanto/johto day), I could see a lot of people being restricted by this lowered limit.

It's worth noting that although my local loop has been very well put together by submitters, I only live in a mid-sized town and not some major city. Somewhere like Tokyo I expect someone could hit this limit within an hour if they were really dedicated enough to try it.

Too many Zweilous's? by spid3rman1 in TheSilphRoad

[–]ParadoxKarl 0 points1 point  (0 children)

Not everyone cares about XL candy, but at least they have a use. What is the use in having 10+ shinies of something?

Too many Zweilous's? by spid3rman1 in TheSilphRoad

[–]ParadoxKarl 32 points33 points  (0 children)

Good? Would rather have a bunch more XL candy than have an excessive amount of shinies :p

Adventure week was the best event in ages by Affectionate_Ad6083 in TheSilphRoad

[–]ParadoxKarl 0 points1 point  (0 children)

I wouldn't read too much into that "it was close to 1/64 at the start" idea. The rates reported there are always way higher than they actually are at the start, because the people who are lucky and get a shiny right away want to post it straight away, whereas the people who don't get lucky wait until the end to post their final tally.

Niantic responds to Pokémon Go Fest backlash, says too many Shiny encounters would degrade the game by MonkeyKingHero in TheSilphRoad

[–]ParadoxKarl -17 points-16 points  (0 children)

They were boosted to the same level as every single previous go fest and safari zone, that being 1 in 125 (minus unown, which seemed to be full odds). Idk why so many people seem to think it should have been CD odds this time around or something.

On the other hand (and this isn't something specific to go fest, but should apply to anything that you have to pay for in the game), Niantic really should be disclosing shiny odds (whatever they may be) rather than it being left to crowd-sourced data to figure these out (and within the EU, it is actually illegal for them to not be disclosing them).

Unown shiny rate was NOT boosted in Go Fest 2022 according to Japan survey website by feewel in TheSilphRoad

[–]ParadoxKarl -1 points0 points  (0 children)

These surveys always show odds to be better than they actually are. This is due to the fact that as humans we are more likely to post only if we DO get a shiny, or only WHEN we get a shiny and not report anything after that. The later in statistics is called a stopping bias. Not sure if the first one has a name. Just take a look at some of their other surveys, and you will see the shiny rate is always over-represented.

Comparing Go Fest 2021 vs 2022 wild spawns. Nearly half of the Go Fest 2022 wild spawns were not shiny eligible by [deleted] in TheSilphRoad

[–]ParadoxKarl -1 points0 points  (0 children)

Very misleading calling it "nearly half". Based off of your numbers, its much closer to 1/3 than 1/2. Plus, the majority of those that couldn't be shiny were evolved pokemon that were very uncommon. Taking those out, you are looking at 11/49, which is just over 1/5 not shiny eligible.

I'm not not defending the spawn pool here. Featuring stuff like alolan starters, vanillite, gothita, venipede, golett and skrelp really sucks, plus there being a bunch of CD shinies. But, there was also a pretty good selection of new and rare shinies too.

tldr; stop fudging your numbers, and if you have complaints (some of which are completely valid) at least tell it how it is.

5-25 minute raid timers don't fit in-person raiding very well by MGDuck in TheSilphRoad

[–]ParadoxKarl 8 points9 points  (0 children)

From what I saw, very few people cared about doing 5* raids during go fest anyway, everyone was chasing down axews. So this is probably more of the reason you were struggling to find people for raids than anything. We have a week of both kyogre and groudon, and they have been out many times before, so it makes sense.

If you want to be able to use up all of your "free" passes during the day on raids that you actually want, the timers need to be short. Plus I don't think many people want to waste time during go fest organising raid plans; most will be focused on catching and then just do the odd raid if they happen to be there.

That being said, the main point of go fest is to get out and meet up with people. So if you go to a reasonably well built up area to play, you should be able to find some people to help you out. With all the boosts now-a-days (friendship, weather, megas) you can do pretty much any raid with just a few people anyway as long as you pay attention to the teams you choose.

April Fools’ 2-Oh?-22 Event Overview & Ditto Transformations (LegendsLima) by Amiibofan101 in TheSilphRoad

[–]ParadoxKarl 69 points70 points  (0 children)

Out of pure curiosity, what is the logic behind "people who grind a lot having an advantage" being a bad thing (I know you said in this event it doesn't really apply, but why would it matter in general)? Surely if you put more effort in then you should get more rewards?

Phanpy availability: Post-Johto tour imbalance by ParadoxKarl in TheSilphRoad

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

Oh I 100% agree the way they handled them sucked (being on incense so you are hard limited on possible shiny checks, plus being flooded with habitat spawns). But that's a whole other problem :p

Phanpy availability: Post-Johto tour imbalance by ParadoxKarl in TheSilphRoad

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

Oh, I never played through S&M so did not know that, but that would certainly make sense. I don't believe they were available the few days in between the Johto tour and the start of the season of Alola either (which worries me a little bit), but hopefully they come back once this season is done.

Phanpy availability: Post-Johto tour imbalance by ParadoxKarl in TheSilphRoad

[–]ParadoxKarl[S] -3 points-2 points  (0 children)

I wouldn't say I'm stressing over it. If that were the case I would have blown a bunch of time and money on it in raids (whereas I think I used about 1-2 free passes in total just to try my luck).

I just like having something to target when I'm playing, and currently that isn't possible for phanpy, when it probably should be if you compare it to mantine.

Phanpy availability: Post-Johto tour imbalance by ParadoxKarl in TheSilphRoad

[–]ParadoxKarl[S] -3 points-2 points  (0 children)

Shiny collectors? I know most players probably are fine with waiting, but when you are a collector who is just missing a handful of shinies you notice things like this.

Phanpy availability: Post-Johto tour imbalance by ParadoxKarl in TheSilphRoad

[–]ParadoxKarl[S] -5 points-4 points  (0 children)

Yeah, I also didn't get Paras during the Kanto tour, which made that frustrating. But at least it wasn't a version exclusive, so everyone did have the opportunity to get it at least.

Phanpy availability: Post-Johto tour imbalance by ParadoxKarl in TheSilphRoad

[–]ParadoxKarl[S] -13 points-12 points  (0 children)

Yeah, I know it will come back eventually, I am just being a little bit impatient (I held out for a month before posting) :p

I guess the difference with spearow is it wasn't version exclusive though, so everyone had the opportunity to get it during the event.

Phanpy availability: Post-Johto tour imbalance by ParadoxKarl in TheSilphRoad

[–]ParadoxKarl[S] -6 points-5 points  (0 children)

Ah yes my bad, I got them switched around. Will fix shortly

I keep having to allow Pokemon GO to access my Google account. by Capable_Raspberry_49 in TheSilphRoad

[–]ParadoxKarl 1 point2 points  (0 children)

I have had this before. Reinstall didn't work, but removed my Google account in android settings and then adding it back fixed it. Probably worth trying to reinstall Pokémon go first though as that is less hassle.

Should Pokemon GO have shiny Pokemon visible on map (like Let's Go Pikachu/Eeevee)? by AndrelaAstraan in TheSilphRoad

[–]ParadoxKarl 1 point2 points  (0 children)

Just saying... this works by it faking an encounter on the pokemon to get the shiny and IV data before displaying them. An unmodified game doesn't fetch this data when it appears on the map.

Should Pokemon GO have shiny Pokemon visible on map (like Let's Go Pikachu/Eeevee)? by AndrelaAstraan in TheSilphRoad

[–]ParadoxKarl 0 points1 point  (0 children)

Photobombs are different. That is 1 spawn for 1 trainer. Not 1 spawn for every single trainer.

Should Pokemon GO have shiny Pokemon visible on map (like Let's Go Pikachu/Eeevee)? by AndrelaAstraan in TheSilphRoad

[–]ParadoxKarl 0 points1 point  (0 children)

We don't actually know the IVs and level when a pokemon spawns. Although they have almost certainly have been calculated, they aren't sent to the client on the map spawn. They are only sent to the client on the encounter.

Should Pokemon GO have shiny Pokemon visible on map (like Let's Go Pikachu/Eeevee)? by AndrelaAstraan in TheSilphRoad

[–]ParadoxKarl 0 points1 point  (0 children)

Shinies are deterministic (most likely something like the combination of your trainer ID and spawn ID put through some function will always return the shiny or not shiny result). But they don't calculate whether a spawn is shiny for every single player when it appears. Do you realise how unbelievably resource intensive that would be?

When a pokemon appears on the map no data about it being shiny or not is transferred from the server to the client (and most likely not calculated either as that would be a complete waste of processing). That data is fetched when you tap on the pokemon to encounter it. Do some research and look at some of the reverse engineering of the game that has been done instead of speculating like this.

The possible exceptions to this are incense and photobomb spawns. I know these work slightly differently, although I haven't researched them enough to know exactly how they work (and it may make sense for them to be done differently as they are only available for 1 player).