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Throw sensitivity on Desktop machines

Open robertmclaws opened this issue 8 years ago • 7 comments

As I've been working on Live Tile code, I've been debugging the app on my Windows 10 PC, and catching Pokémon is very difficult there. Might consider adding code to check if you are on desktop and adjusting the manipulation sensitivity, so fewer Pokeballs are wasted in testing.

robertmclaws avatar Aug 14 '16 19:08 robertmclaws

What mouse are you using? I am using FinalMouse 2016 (progaming mouse) and it is absolutely fine. Maybe it depends on DPI? The final speed vector.

jakubsuchybio avatar Aug 14 '16 19:08 jakubsuchybio

I'm on a shitty Best Buy corded USB mouse and a 4K monitor at 100% scaling. I have a LOT of pixels to traverse to complete a throw.

robertmclaws avatar Aug 14 '16 20:08 robertmclaws

Hmm, it might be a good idea to make detailed logging for that throw to compare the speeds. Can't think about nothing else how to repro/debug this.

jakubsuchybio avatar Aug 14 '16 21:08 jakubsuchybio

Throw velocity was capped by https://github.com/ST-Apps/PoGo-UWP/commit/e8f4ca049b34944afa544b6aeec58559e4401986

Closing for now.

jakubsuchybio avatar Sep 16 '16 18:09 jakubsuchybio

So, this is a different issue. On certain screen sized, the throw sensitivity is still an issue. And I don't believe that PR actually solved the problem. I just went driving with this build and wasted a crapload of Pokeballs that were launched practically to the moon.

robertmclaws avatar Sep 16 '16 20:09 robertmclaws

i cant catch pokemons too

janmensik16 avatar Nov 15 '16 15:11 janmensik16

@janmensik16 there is no issue with catching Pokémon on mobile. You just have to throw it at a medium speed. If you throw it too slow it will fall too low and waste the ball. If you throw too fast it will fly away, past the Pokémon. It takes a but of practice but you have to be patient. It's not the best system but it works.

Lavince avatar Nov 15 '16 15:11 Lavince