PoGo-UWP
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Sometimes all throws fail to hit the pokemon
Sometimes all throws fail to hit the Pokemon, i.e. a good throw makes the ball to fall on the bottom of a pokemon instead of hitting it, and a more powerful throw makes the ball to overtake the pokemon. It seems the game temporary loose the sensibility of the touch due some non-responsive events happen in background. Due this bug the player loose a lot of balls
Yep, I'm seeing the same behavior. I want this issue left open so it can be tracked. You cannot drop or launch balls like this in the real app, so the mechanic needs to be normalized and fixed if we're going to keep using it.
Yep sorry for my hasted response. Let's track #750 with this too.
Here is what I think the behavior should be:
- If the swipe height or velocity is too low, it should not even trigger the catch request to be sent to the API. It is WAY too easy in this app to just drop a pokeball, and it still gets used. This does not happen in the official app.
- If the travel arc is calculated above x (not just velocity, but height and distance), it needs to be capped. Whatever cap was implemented is not good enough.
- There is also a bug where the API request is fired before the ball finishes animating, resulting in the animation stuttering before it completes.
- There is a bug where the Pokémon re-appears on the screen even if it has been caught. If the Pokémon has been caught, it's visibility should be set to Collapsed.
- There is a bug where, if you travel too far away from the Pokémon when you're catching it, the "catching" UI will just hang with the Pokeball wobbling. At that point you have to "flee" the encounter yourself, and the Pokémon is not caught.
There is sometimes a situation, probably related to the issue, when pokeball instead of just dropping smoothly it gltches. Then it behaves as described in first post. I think it's related to turning on battery-saving mode (the OS one, not app one), however I also noticed it that it happened after using berry.