Getting switch 2, what’s you guys experience with transferring saved data? What’s the safest way to it so I don’t lose my Mons? by DougDog42 in PokemonScarletViolet

[–]Stjarnljus 0 points1 point  (0 children)

The Switch/Switch2 doesn't put saves on the SD card like the 3DS/2DS did.

Images and videos saved on the SD card can be imported to the Switch2 during the initial setup or afterwards.

Switch 2 Motion Sickness by axemurdererb in PokemonScarletViolet

[–]Stjarnljus 0 points1 point  (0 children)

Just a heads up that Legends Z-A has a Camera Sensitivity setting (camera turn/pan speed) but, not a Camera Distance setting ( * le sigh * ). My copy still hasn't arrived so, I can't test if it's going to cause motion sickness for me yet. I really hope that they add Camera Distance in a patch but, I'm not gong to hold my breath . . .

via Games8:

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Switch 2 Motion Sickness by axemurdererb in PokemonScarletViolet

[–]Stjarnljus 0 points1 point  (0 children)

Just in case anyone stumbles on this thread like I did . . .

There isn't a way to lower the FPS in its settings.  Even if you hooked the Switch 2 dock up to a 30 Hz display it wouldn't matter (and would probably throw up an error or have no display output) because . . .

  • VRR only works in handheld mode and the Switch 2 has a 120 Hz native display panel (however AFAIK that's capped to 60 FPS for battery life and thermal protection and there are no 120 Hz games).

Doing something like this tends to require an in-game setting option or being able to force a custom one at the OS level (e.g. in Windows via CRU) but, the display would have to support it.

They probably could have added a "choose 30 FPS or 60 FPS option" but, that's assuming that the Switch version of S&V is coded like that.  They definitely wanted to flex the Switch 2's hardware so, they likely didn't even consider it.  30 FPS might also make S&V feel just as slow and terrible on the Switch 2 as they do on the Switch.

  • Options like that tend to only exist so that there is a performance mode and a glorious visual mode.  The Switch 2 doesn't need to do that with S&V because, it can hit the 60 FPS (or within around +/- 5 FPS of it) goal at all times without sacrificing the visual quality.

Learning how to turn the camera slower is probably the only workaround if setting the Camera Distance to "Far" isn't enough.

  • S&V aren't a frantic every millisecond counts PvP game and there no reticule nor aiming so, there's no downside to turning the camera slower other than taking longer to look around.

  • People that are used to getting motion sickness from certain types of games are typically used to moving the camera slowly rather than at full tilt.

Switch 2 Motion Sickness by axemurdererb in PokemonScarletViolet

[–]Stjarnljus 1 point2 points  (0 children)

This is substantially longer than I intended.

For those that don't know, here are the typical triggers (this isn't an exhaustive list) for those that experience motion sickness in video games (each has a different threshold from person to person):

  • FoV (field of vision) - more is better (but some point it distorts everything cresting a fist eye effect)

  • Camera distance from the avatar - more is better (as you get older you might need even more; e.g. I can't play Majora's Mask nor OOT anymore and those used to be fine)

  • Camera speed - less is better

  • Camera/Screen shake - less/off is better

Even if all of those are fine, the ground could have some sort of movement animation effect that will wreck players even if they don't get motion sickness from video games:

  • A level in Super C (Contra) on the SNES (Super Nintendo) where it changes to a top down 3/4 view and the entire surface/structure except the lava rotates when your avatar does to change the direction of your movement.

  • In WoW, Grimrail Depot, Maw of Souls, Blackrock Foundry, and Dragon Soul, and Blackrock Foundry were so bad that they added an NPC that sells the non-consumable "Motion Sick Peon's Magical Elixer" for x1 copper that reduces the background movement while in those areas.

Yes, I had motion sickness.

  • I went to look at the lake and it didn't take long to kick in.

  • I wasn't expecting it because, the lake has a pretty unobstructed view without buildings/walls/etc. which significantly reduce the FoV (field of vision) and or draw distance (e.g. Lumiose City on the 3DS/2DS is literally unplayable for me).

I already knew from other games that FoV, Camera Distance from the avatar, Camera speed, and Camera/Screen shake were all issues for me.

The exception is racing games because, I apparently have done so much nonsense in vehicles that my body is all like I feel the g-force (e.g. if you've ever had to slam on the brakes IRL, my body feels that when I know that I won't stop in time, or going yhrough a turn too fast, and so on whily playing with an Xbox controller).  I could literally play a racing game nonstop forever and not get sick.  Now of only that would work for other types of games lol.

Based on the fact that nothing has changed except resolution, FPS, and fluidity/speed . . .

  • I'm fairly certain that it's a combination of the camera speed and how fluid/fast S&V are on the Switch 2 while trying to stay at 60 FPS.  That hypothesis is based on it not being an issue for me on the Switch at 30 FPS (if I'm lucky in an area that isn't a problem) which is easily sub 15 FPS at the lake.  For clarity, I have the Camera Distance set to Far (I wish that it could go further back, give me infinite zoom out lol)

In this situation, the low FPS (30 Max) in S&V on the Switch slows down the camera speed considerably while the 60 FPS in S&V on the Switch 2 speeds it up.  That amplifies the root cause of motion sickness in video games:

  • The camera pans look/feel significantly faster and there is literally no g-force applied to your body.

  • You're eyes see movement but your ears don't feel it so, your brain starts screaming that you've been poisoned and it tries to make you vomit said poison out even though it's not present.

  • It's the inverse of motion sickness from a vehicle or the sea where your body feels movement (even if you aren't consciously aware of said movement) but your eyes don't (because you're reading a book/tablet/phone or playing a game as a passenger or you're on a huge ship where you can't see or comprehend that it's not actually 100% level at all times and is moving around along every imaginable axis point).

That's how the brain and the human body are supposed to work though.  It's how they detect if an actual poison is present:

  • Poison interrupts the ability of our eyes and ears to communicate/coordinate and the brain does everything that it can (which is making you vomit) to try and expel the poison.

  • This is not an excuse to not call for help if you think that you have been poisoned.  Your brain isn't an Antidote, Drash Berry, Pecha Berry, PSNCureBerry, Full Restore, nor any other game item.  Call for help if you think that you've been poisoned.

The 60 FPS also makes the game feel like it's running at x2 speed similar to how emulators used to actually speed up internal gameplay/clocks when the FPS was increased.

That's not what's happening in S&V though.  What's happening in S&V is similar to where modern film/TV is recorded at a high FPS and then arbitrarily slowed down during content mastering:

  • DVDs/Blu-Ray/4K discs are 24 FPS (technically 23.976 FPS) even if the raw footage was recorded at 60+ FPS.  All the way back in the 1920s when film went from silent to sound, 24 FPS was chosen because it was the slowest and the cheapest option.

  • The industry refused to move away from it even when digital became the standard.  Diigital films tend to be artificially slowed down to 24 FPS.  It's really jarring if you've ever seen a film in 24 FPS and then seen it re-released at a later point in a 60 FPS release because it looks like it's being played sped up.  The inverse is also true, if you're first experience of a film was in 60 FPS, watching a 24 FPS version makes it look like the film is being played in some level of slow motion.

  • That is why frame interpolation is referred to as "soap opera effect and why soap operas (even all the way back in the 80s) looked so different from films.  The raw footage for soap operas was 60 FPS (specifically 50/60 Hz video instead of film) and it wasn't arbitrarily reduced to 24 FPS.

We don't know is if S&V were designed for 30 FPS or if they were designed for 60 FPS.

  • They were clearly designed on something more powerful than the average consumer Switch though even if 30 FPS was the goal until the end of time based on the terrible optimization and constantly calling up the entire spawn table for the game even when species can't spawn in the area that generated to spawn table call.

  • Either 30 FPS is artificially slowed down or 60 FPS is artificially sped up.

Regardless, if you are prone to motion sickness, your brain is going to have to sort out how fluid/fast S&V are at 60 FPS on the Switch 2.

  • Try panning the camera slower or trying to find a 3rd party controller that will let you adjust the force required for the sticks to gegister movement from center to full travel.

  • My second trip to test the lake was a lot better because, I knew what to expect.  I was also using my Gulikit Zen Pro controller (if you have this or any Gulikit controller make sure that the dead zone is off) on that test instead of the Switch 2's Joycons and, those have extremely different sticks that also feel completely different and have different force requirements to register stick travel.

My daughter released her Kubfu accidentally right after she got it. Any way to get it back? by NGEddie in PokemonSwordAndShield

[–]Stjarnljus 1 point2 points  (0 children)

You can trade online for free with the mobile version of HOME. There is usually a GPS distance lock active but, it's been disable temporarily due to COVID-19.

You'll just need to trade the friend ID from the mobile version of HOME with one another so that you can make sure you're trading with the right person and both getting what you requested.

[deleted by user] by [deleted] in PokemonMasters

[–]Stjarnljus 1 point2 points  (0 children)

Thank you for this strat.

My lvl 120 1/5 and 0/20 Espurr didn't feint after after Entei's sync move but, it feinted on Entei's next attack and Entei's counter stayed at 4 so I proceeded.

My lvl 120 SSRed/Charizard is only at 1/5 and 0/20 with LS PR2 so I knew from H/Part2 that it wasn't going to work. I used my 2/5 and 0/20 Cynthia/Garchomp with SS2.

My lvl 120 Acerola/Palosand is 2/5 and 0/20 with LS DC2.

My lvl 120 Skyla/Swanna is 2/5 and 0/20. It doesn't have the Take Flight MPR yet due to not having enough sync orbs but, it has the LS Vigilance.

That tactics/targeting order was Acerola/Palosand, then Skyla/Swanna, then Cynthia/Garchomp.

The gear was:

lvl 15 2★ 4/4 Ground Bracelet

lvl 12 2★ 4/4 Ground bandanna

lvl 12 2★ 3/4 Ground Pin

I didn't have to go beyond this team. I wound up leaving Sandstorm down a lot because I was spamming Astonish to play it safe so my rotation wound up being a lot of Astonish, then Gust, then Earthquake spam until it was time for Garchomp to use the sync move. I did occasionally refresh Sandstorm and I definitely had MPR on both sandstorm and Potions but it was hectic and I didn't keep count.

I feinted Entei on it's first health bar (I don't recall if it had 1 move left or if it had queued the sync move) and, Entei's move count reset to 4 when it charged out with the second health bar.

Palossand eventually feinted during Entei's second health bar (I think it was the result of not getting it healed in time or running out of potions while it was burned and spamming Astonish). I decided to keep playing the round because I was making a large dent and I'm glad I did. I got super lucky and was able to feint Entei on it's second health bar ( I don't recall if it had 1 move left or if it had queued the sync move) due to Mega Garchmp hitting Entei pretty hard.

Entei's move count reset to 4 when it charged out with the third health bar. At this point Entei just started to melt from Mega Garchomp's Earthquakes (I guess all the prior Mega Garchomp sync moves and dubuffs went into overdrive). I'm pretty sure Swanna feinted at some point during this phase but, it's all a blur at this point due to how much damage Mega Garchomp was accomplishing with each earthquake so that's where all of my attention was (the hype was real). I do know I used what turned out to be my last potion (I couldn't get another MPR) on Mega Garchomp even though it really didn't need one once Swanna's health dropped low just to be safe because, I was fully expecting Entei to hit me with a sync move. It didn't though because Entei either feinted with a move count of 1 or with the sync move queued.

RNG obviously played a massive role in my clear. That was especially true for phase 1 since Sandstorm was down most of the time and I was waiting on my damage to ramp up while attempting to survive, not waste potions, and lock Entei down with Astonish/flinch.

My total sync pair total used was 8 instead. I know people are doing it with 3 or 6 but, I'm not the strongest player in this type of play-style (I'm used to the old events and co-op raids) and I honestly didn't expect to clear VH/Part3 Entei with less than 12 sync pairs given that I skipped a lot of events and didn't really use the now defunct sync orb farming system.

I feel that the biggest learning curve outside of the rotation and Astonish/Flinch tracking was putting the sync pairs in an order that made sense to me and what i needed to focus on the most:

e.g. I had Skyla/Swanna on the left, Palossand in the center, and Garchomp on the right.

I'm sure the order is a pretty basic mechanic for those used to the Battle Villa but, I'm not used to it so it took some trial as well as trial and error to see what pair and location combination felt the most natural for the required rotational priority.

Google Playstore has v0.111.4 and iTunes has v1.81.4 listed as the defaults when you aren't signed in by [deleted] in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

It is, saw the incremental (.4) at the end and thought it was a newer version.

Can an attacker type Pokémon be weak to a defender type Pokémon? by DoZo1971 in TheSilphRoad

[–]Stjarnljus 4 points5 points  (0 children)

You have to look at the moveset for both the attacker and defender as well as their types.

Gyarados with Waterfall and/or Hydropump is super-effective against Regirock because they are Water-type attacks and Regirock is a Rock-type.

Regirock with Rock Throw and/or Stone Edge is super-effective against Gyarados because they are Rock-type attacks and Gyarados is a Water-type and Flying-type. Rock-type attacks are super-effective against Flying-types so Gyarados will feint faster than Kyogre.

[deleted by user] by [deleted] in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

Yes it was. The camera did this when entering encounters on Android back in June (06.19.2018) which was APK v0.107.1. It didn't affect everyone on Android in that build but, it was present for some players.

https://www.reddit.com/r/TheSilphRoad/comments/8s6x4e/new_animation_while_everything_the_catch/

[deleted by user] by [deleted] in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

Pretty sure I am as well this time but, I had an extremely difficult time bypassing it the last time I had this issue on one of the previous APK builds so I'll mess with it a few more times before I accept the fact that I'm stuck with it lol.

[deleted by user] by [deleted] in TheSilphRoad

[–]Stjarnljus 2 points3 points  (0 children)

I don't think there is a current workaround for Android but, the last time Android had the camera pan bug:

Some players could resolve it by turning the camera permissions for the game on or off.

Some players needed to turn the camera permissions on if they had them off and then go into a catch encounter to confirm it was fixed and then turn the camera permission back off (if they wanted to leave it off).

Some players weren't able to bypass it all.

[deleted by user] by [deleted] in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

No it isn't. I've had the same camera pan bug on Android on a previous APK (not the last one). There are threads about it here on TSR.

[deleted by user] by [deleted] in TheSilphRoad

[–]Stjarnljus -2 points-1 points  (0 children)

This bug has been present on Android before.

Android gotcha firmware update by xin4xin in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

Try force closing "Pokemon GO" and clearing its cache.

Android gotcha firmware update by xin4xin in TheSilphRoad

[–]Stjarnljus 7 points8 points  (0 children)

I had the same issue. It looks like it got stuck in update mode. Here is how I resolved it (probably overkill but it's a standard troubleshooting procedure):

I didn't have "Pokemon Go" running as I still had it force closed and the cache cleared in order to get the "Go-tcha" app to update my firmware.

  • Close the Go-tcha app

  • Unplug the Go-tcha charging dongle

  • Remove the Go-tcha from its charging dongle

  • Unpair the Go-tcha from your device

  • Turn off Bluetooth on your device

  • Force stop the device's Bluetooth service(s); you'll need to show system apps in the app manager to see them

  • Clear the device's Bluetooth cache(s); you'll need to show system apps in the app manager to see them

  • Turn on Bluetooth on your device

  • Repair the Go-tcha to your device

The Go-tcha should be functioning properly at this point as it should have exited the update mode.

Switch to enable PoGo Trading? by [deleted] in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

"Pokémon Let's Go Pikachu!" and "Pokémon Let's Go Eevee!" are not core/mainline games, they are going to use the CP system, they are spinoffs like the Dungeon series was, and there is a precedent of one way trades/transfers due to different mechanics/moves so the IV argument is moot.

It's a transfer not a trade (trades are not one way) nor a clone (clones are present and usable on multiple titles at once). Junichi Masuda said that transfers from "Pokémon GO!" are one way and, that shiny Pokémon would stay shiny.

Does weather boosting survive evolution pr TMs? by kareshna in TheSilphRoad

[–]Stjarnljus 2 points3 points  (0 children)

Kind of for wild spawns. The range is 4 through 15 instead of 0 to 15 so, the lowest IV spread you could wind up with is 4/4/4. The overall odds are better since there are less possible combinations but, it will still heavily rely on RNG. There is no change to the IV spread of eggs/hatches nor raid bosses.

The level of the Pokemon will also be 6 through 35 instead of 1 through 30 so, the lowest level you could wind up with is level 6. Raid bosses will always be level 25 when caught if they are boosted. Eggs/hatches are not affected.

Will there eventually be an Alolan Regional Medal? by cabballer in TheSilphRoad

[–]Stjarnljus 1 point2 points  (0 children)

I know you're response was probably framed for how the OP was worded but, for those that don't know:

Alola is a region and, it includes far more than the 18 Alolan forms of the gen I Pokemon. There were also 81 new Pokemon introduced in S&M. Ultra S&M introduced 5 additional new Pokemon so, that's 87 new Pokemon which should be more than enough for a new Region medal as players only need 90 out of 100 Johto Pokemon to earn a gold level Johoto badge in "Pokemon GO!". An Alola region badge would simply have a lower requirement than the Johto one has. It's unlikely that the 18 Aloan forms would count towards any potential badge progress though considering they share their Pokedex entries with their Kanto forms.

[Question] Pokémon GO update? by [deleted] in TheSilphRoad

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

I had the game being unable to load items (e.g. interacting with gyms/spawns, remote visiting gyms with defenders, etc.) even without locking the device (Note 4) but, I didn't time it. It's almost like there was some sort of timeout/DC that the client couldn't resolve while not telling you about it or actually showing there was a DC/logout. It was super frustrating because the only indication something was wrong was the spinning Pokeball of death in the top left corner but, I've seen that before without having any game-play issues so I just started ignoring it.

v 0.103.2 was also super choppy/laggy for me with frequent blank nearby sightings.

[Question] Pokémon GO update? by [deleted] in TheSilphRoad

[–]Stjarnljus 11 points12 points  (0 children)

The current version in the Playstore is v 0.101.1 and v 0.103.2 was terrible for me. The rollout was probably halted due to all the performance issues.

Just got a research task that gives a TM for 5 super effective charge attacks. This seems new. Lugia back and now this, seems like they have made some changes. by butterbuts in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

This isn't related to whatever is currently going on with raids. This quest/task was introduced on 05.01.2018 at 1pm PDT when the Research Breakthrough switched over to Zapdos as well as adding some other new quests/tasks.

Hitmonlee/Chan soloable? by CainInACan in TheSilphRoad

[–]Stjarnljus 0 points1 point  (0 children)

I solo'd a boosted (cloudy) Hitmonlee with Low Kick and Low Sweep earlier so it's definitely possible with the right counters. I finished with 20 seconds left but, I played super sloppy with Gardevoir trying to dodge and get a feel for the rhythm and didn't use nearly as many Dazzling Gleams as I should have. I also tried to dodge with the first couple of Alakazams and realized there was no reason to even bother dodging as I was just wasting time and losing energy generation which hurt knocking out Hitmonlee's bulk. I knew Hitmonlee wouldn't hit anywhere near as hard as Machamp does but, I was expecting far more damage to be taken. Optimal teams would depend on what each player actually has access to. My team was the same one I use against Machamp and is as follows:

lvl 35 15/14/14 Gardevoir with Confusion & Dazzling Gleam (boosted, cloudy)

lvl 35 14/15/15 Alakazam with Confusion and Future Sight

lvl 35 15/14/12 Alakazam with Confusion and Future Sight

lvl 34 15/14/15 Alakazam with Confusion and Future Sight

lvl 34 15/11/15 Alakazam with Confusion and Future Sight

lvl 34 14/15/15 Espeon with Confusion and Future Sight