A little over a year ago now, Pokemon GO launched for Android and iOS. The initial “bubble” has burst in terms of general popularity (it was a pretty huge bubble though…), but there is still a dedicated group of players (millions all around the world). There’s still a good chance today that if you see someone acting in odd ways, like standing in random locations or driving oddly through a park…they’re probably playing this game.
I covered all of the basics gameplay in this post last July. Since then, there have been numerous enhancements and changes. I’ll highlight those items, and go more in-depth into the “tools” and other useful websites associated with the game.
What’s changed since the first few months since launch?
Late in ’16, the first significant content update occurred in the form of being able to walk a “buddy”. Every Pokemon falls into either the 1km, 3km, 5km, and newly formed 20km tier. By walking that amount, you generate one “candy” for your Pokemon’s family.
Full list can be found here. Or here. The first list is presented better, but doesn’t seem to have been updated for “Legendaries”; which are 20km.
What’s the point? Candy is one of two critical pieces of powering up a Pokemon (other being Stardust), and depending on where you live, it’s the only real way of ensuring you’ll be able to find *any*.
Which buddy should you walk? It depends on your goals, which is either Pokedex completion or gym usefulness. Porygon, Mareep, and mons you don’t generally see a lot in your area may be useful for the former. Snorlax and Chansey are good picks for gyms. Personally, I just walk Chansey as it’s the best defender in the entire game.
There are two hidden uses for walking specific buddies
- Walk Pikachu 10km and he’ll stay on your shoulder
- Walk Eevee 10km and depending on whether you evolve him during day / night, you’ll get either Espeon or Umbreon (it’s the only way to evolve a 2nd mon after using the Sakura / Tamao name trick for Eevee!)
The buddy system is a critical, critical feature for players not in multiple biome areas (like cities).
Around the same time as the buddy update, the Appraisal system was introduced. Basically, it grants you a sneak peek into the internal system known as the IV system (Individual Values). This is a staple in all main Pokemon games. It’s always never been really that formally discussed.
When you touch a mon on the main screen to bring up its menu, on the bottom right, you’ll see an ability to “Appraise”. Your personal trainer will tell you a series of notes regarding it. Namely: what’s its overall ability (four buckets: crap, meh, good, amazing), what it’s best stat is (or stats), and how big / tiny it is (not used in any way at the moment).
Here is a good website to deduce what your trainer is saying (depends on your team). Each mon has only 3 values: Attack, Defense, and HP, and each can be on a scale from 0 – 15. A “perfect mon” is a 15/15/15 (100% IV). A perfect mon is the only mon that can be exactly identified from the game’s appraisal system. All others follow the main series base stats formula. See section below on IV analysis for more information on how to exactly identify your mons CP.
Why is this important? IV is the only metric that determines how good your Pokemon is. Generally speaking, you should not level up anything less than 80%. In the old gym meta-game, IVs were absolutely critical in ensuring that you had the best gym placement; not anymore, but we’ll get into that. Still, it’s recommended to keep just the mons that are in the “amazing” bucket, as it does little good to power up junk!
This has been the major content update so far in the game. There have been numerous events. Here is a list of all completed and upcoming events so far.
The following things have been changed during events:
- Increased spawn rate
- Increased item drop rate
- Egg Incubators drop once a day from stops
- Double EXP
- Triple Catch EXP
- Double Candy
- Buddy walk distance down (1/4, 1/3)
- 60 minute / 6 hour Lure increases
- Specific Pokemon changes
- Entire world sees same: Halloween
- Different spawns, but heavily biome dependent (Water, Rock/Fire, Grass events)
- Items on sale
- Special boxes
- % off items like Lucky Eggs, Balls, Item/Pokemon upgrades
- Egg Hatching changes
- High chance for “babies”
- High chance for current event Pokemon
- Shiny Pokemon released (only two so far: Magikarp / Pikachu)
Events have been the reason to continue playing, at least for me. They have generally occurred every month or so.
What have been the best events so far? It depends on your goals, but I believe the best events have been double candy events, which have been: Halloween, Valentine’s Day, and the “we f’ed up Pokemon GO Fest in Chicago”. The latter, that just concluded, had a combination of pretty much every reward offered so far, and it was the *first* event that has had the Pinap Berry available; which means x4 candy. Insane. Those looking to level, I highly, highly recommend simply stockpiling enormous amounts of candy, and then using a Lucky Egg during x2 EXP events (which turn into x4 EXP events; during the catch bonus, it was x6!!).
The theme so far has been…well…there hasn’t been a “duplicate” event yet. There has been a different gimmick in every one so far (although some have been very similar).
Gen 2 release, new regionals, and Pinap / Nanab Berry
Right after the Valentine event concluded, Gen 2 was released. This meant 100 new Pokemon never encountered before (well…more like…90-ish). 2 Pokemon have not been released: Smeargle and Delibird. Gen 2 has 5 Legendary Pokemon; one has been released during event (Lugia). Heracross and Corsola are regionals based on whether you live above or below a certain latitude line (Florida sees both).
In addition to new Pokemon, two new berries were introduced:
- Pinap Berry: Double candy if caught
- Nanab Berry: Decreases movement by certain % (not 100%)
The world rejoiced with the introduction of the Pinap Berry! There was great rejoicing. It is one of the best things in the entire game, and is absolutely amazing in double candy events (only one so far!).
Nanab…? Not so much. It is generally something that is thrown away by 90% of players (well, post gym overhaul, we’ll get to that). It’s only really useful for low CP mons that you know you can catch and you want the First Ball Bonus.
First Ball Bonus
I don’t recall when this was introduced, but I think it was shortly after Gen 2 released. Not much here, it just seems like it’s a way to speed up leveling for low levels. First ball bonus yields 50 more EXP. You effectively get 50% more EXP a catch if you catch with the first ball. It’s a huge carrot to throw better. The advanced section will go in-depth on *how* one throws better. However, all you need to know here is try and catch everything on your first throw!
Gym System Overhaul
This was the last major update that occurred in the summer of ’17. The previous gym system consisted of being able to drop up to 10 Pokemon into a tower that needed to be up by members of the controlling team by something known as Prestiging. You could hold infinite number of gyms, and every 21 hours you could “collect”, with caps of 100 Pokecoins and 5000 Stardust (10 coins per gym / 500 Stardust per gym).
Yeah, that’s gone.
It was replaced with gyms that now hold up to 6 mon, they can be added to immediately by the controlling team (Prestiging was completely eliminated), and “decay” over time by losing motivation. Motivation is increased by feeding berries to your Pokemon. Only the controlling team can feed berries. Every ten minutes of gym control yields 1 Pokecoin. Up to 50 a day (down from 100). I believe the maximum number of held gyms at once is 20.
To compensate for drop from 10 to 6 mons in a gym, numerous other gyms were created. Also, and perhaps the best update of all, gyms now act like Pokestops that you can spin. Gyms have “levels” as well. The more you interact with a gym: fight, spin, raid, defeat, place, berry, the more it’ll level up, up to a Gold tier. Gold gyms drop a significant amount more items. A blank gym will drop 2 items. A Gold gym will drop at least 5. Team control adds 1 more item. It’s been implied that the more higher level badges you have at gyms, the more likely you are to get exclusive Raid Passes (but who knows, it seems Niantic has scrapped it’s original plan…we’ll see soon enough).
In the first few days, even more significant changes were made. Originally, mons over 3000 CP were met with a harsh CP decay; they would be at 0 within hours. Niantic, the game’s creator, labeled that a bug, and made it so that all Pokemon now decay at that harsh rate. The concept of territorial control is effectively dead as gyms can now be cleared within 20 minutes. Previously, towers would take an hour to solo. Gyms that aren’t engaged with in 10 or so hours can now be wiped by anyone…with little effort.
What has the gym update meant? Less stagnation, more casual engagement, less rewards. As someone that was always in 10 gyms, the update sucked. I imagine for everyone else it’s a welcome change. The big change has been reward reduction: Stardust bonus is completely eliminated (which is absolutely killing powering up…Stardust is in very short supply…) and now you can only get 50 coins a day. Fighting gyms at midnight is now the most effective method of ensuring coins. You need to hold a gym for 9+ hours to max to get 50 coins, and it doesn’t matter how many gyms you’re in. Say you hold 20 gyms and they all are defeated on the same day (which is almost guaranteed), you’ll still only get 50 coins. Lame. You pretty much have to play every day if you want coins now; which I guess is what the developer wants.
Right after the gym overhaul…Raids were introduced. Raids are pretty simple to explain. Every gym has a chance of randomly turning into a Raid, with tiers ranging from 1 to 5 (Legendary). When a gym becomes a Raid, a countdown appears. Raids are either immediately created or a 2-hr countdown egg appears (right now, eggs are gone, but nobody knows if it’s temporary…). When the egg countdown hits 0, a Raid starts. There will then be a Raid countdown (1-2 hours), when that expires, the gym goes back to normal.
Here is a list of all Pokemon that can be encountered from Raids. Level 1 and 2 Raids are for beginners. Anyone can basically beat these if you’re at a decent level. Level 3s…require a pretty good team. It is currently very difficult to solo these, but can be done. They’ve actually been made harder…and well, current technical bugs are making it worse (HP rubber banding, dodge glitch…but I’ll talk about that later).
Generally speaking, today, you need at least 2 people to do a Level 3 raid (which absolutely sucks, because finding a person to do one is impossible!!). Level 4 Raids require 4+ people (again, finding people is very hard…). Level 5 Raids…have just been introduced, and are generally much easier to find people because…they’re a limited time event (as far as we know; Niantic hasn’t really said much on the matter!).
Each Raid can yield the following items:
- Golden Razz Berry
- Rare Candy
- Quick / Charge TMs
The higher level raid, the more and better rewards you’ll get (which is why Level 5s are very popular at the moment). You need a Raid Pass to get into a Raid. You get one free one a day. You can stockpile two by not using your Pass when you get it, but using it the next day. Spinning a stop will give you a second one. Nobody knows if Niantic can keep up this system…prior to Level 5s, most raids were pretty much inactive by most of the players (mainly because wasting your one pass is not realistic on lower raids…I really hope the system is overhauled…).
Rare Candy / Golden Razz Berry / TMs
These new items are Raid exclusives, and they’re all pretty amazing.
Rare Candy: No, it doesn’t level your mon, but instead it gives any Pokemon a candy of their family. Including Legendaries. Pretty amazing. If you want to power up a Legendary, this is probably your best and only option (as walking them takes 20km…for ONE candy).
Golden Razz Berry: Two uses: during catches, it greatly increases catch rate. You should pretty much always use these in Raid catch attempts (Level 4/5 anyway). It also, if fed to a Pokemon at a gym, completely restores motivation. If you Raid a lot, you’re going to have hundreds of these…feeding is the best way to get rid of them.
Technical Machines: Someone long requested by the community. It “re-rolls” moves. Upset about that Twister Gyardos? Tired of having Megahorn on your Rhyhorn? Fire Blast on your Tyranitar? Re-roll! These are wonderful, and honestly my favorite reason to Raid. Quick TMs are very easy to use, as Pokemon only have TWO moves from their move pool (or one!). You’re guaranteed to get what you want. Charge moves…? Ehh…almost all have 3, so your chances at getting what you want are 50/50. You can burn through a lot of these very quicky…trust me…I know…*stares at Night Slash Scizor*. Here’s a list of optimal moves to replace.
The first Shiny Pokemon was introduced during the Water Event. Golden Magikarp (or Red Gyarados). The second was introduced in Japan-only: shiny Pikachu. A “shiny” is just a different colored Pokemon. This was introduced in Generation II in the main series.
At some point, one would assume, more will be released (as every Pokemon has a shiny variant). Odds on catching shinies are largely unknown. But some feel the concept of “chaining”, which was a real thing in the main games, exists. Chaining refers to *only* catching that Pokemon, and doing so, will increase odds of finding a shiny on the next encounter. Some people have attempted it in Pokemon GO and swear by it. What’s generally been understood is that the best odds were during the Water Event, it seems like odds have been drastically decreased.
Lack of Stardust
Briefly alluded to, but I wanted to call this out. Currently, the biggest bottleneck in the game is Stardust. Niantic eliminated one very easy method of getting some from the gym rewards. I don’t know why. Powering things up past Level 30, where Stardust required go to 6000-10000 a power up..feels…impossible now. I have to hope they introduce some new way of getting Stardust soon, because people are getting pissed…
Plagues of performance issues
An update on Pokemon GO cannot be completed without mentioning the vast amounts of bugs and problems associated with the game. There have been many. You might have heard about the Pokemon GO Fest disaster in Chicago. That’s a start, but it’s more than that. Basically…Niantic, the designers of the game…well, aren’t very good at making games. They are a former team at Google, who at more known for their map development than making games. Their only other game is called Ingress. They’re not, to say it nicely, an experienced game developer. To say it meanly: they suck, oh my freaking God, their game is a technical nightmare.
The game falls into the haves and have nots. If you have a top of the line phone, you’re generally OK. You might have an occasional crash or hiccup, but you’re OK. For everyone else, you know, probably 70% of the user base, ooooohhhhh boy. What hasn’t been a problem?
Known problems so far:
- Authentication issues: Early on in the game, almost nobody could authenticate for long periods of time. Today? That normally means the Pokemon Trainer Club portal is down. For those that login with Google, you’re generally not affected, but PTC users? You’re at the mercy of this crappy infra. PTC is also the source of almost ALL OF THE CHEATING that occurs in this game. There is NO WAY to change from PTC to Google. Fun.
- GPS issues: A nitpick because this is probably the least problematic thing, and something that really cannot be controled, but GPS sometimes acts wonky and greatly affects gameplay.
- Battling: Where to start? Death loop glitch, HP rubber banding, game crashing, “Error”, sync issues with multiple battlers, you name it. They fix a bug, a new one appears. Battling has always had problems. Currently, it’s a nightmare for me. Every update causes another regression. Right now, my game is HARD CRASHING a lot during battles.
- Raids: Extremely frustrating bugs around dying in Raids, or “Error”, which causes you to lose your Raid pass, not get rewards, or a chance at encountering Pokemon. I’ve lost 6-7 Raid Passes / items. It’s extremely frustrating. Here’s a fun one though that everyone has: last ball doesn’t work during Raid catches. That’s how incompetent these guys are.
- General stability: Numerous crashes, force restarts needed, hung screens, white screen of death, Potion crashing your phone, clicking on Avatar crashes your phone, memory leaks, enormous battery drain, incredibly hot phones.
Why is all this happening? Again, it depends on several factors: quality of your phone, quality of your data network, but it’s more than that. This company sucks at making games. There have been numerous threads online that have confirmed ENORMOUS memory leaks. For players with phones that don’t have a lot of RAM, this is crippling!! It has been proven time and time again that this company simply releases an update and “fixes” things later. Very basic bugs that would have been caught if any form of unit or regression testing suites existed (the click on your Avatar, game crashes was an all-timer; how is this not tested?).
It boils down to frustration over the fact that if the Pokemon license was given to an experienced development house…wow…who knows what we’d have by now…it’s just sad. People keep hoping things get better, but they don’t. The Pokemon GO Fest disaster was a culmination of that: poor planning, poor communication, poor testing, poor results.
For what it’s worth, Niantic has started to list known issues on their website. But keep in mind, for months and months, there was absolutely no communication on ANYTHING from this company. Will it get better? I sure freaking hope so…
What are some more advanced aspects of the meta-game that I need to know about?
The game does a poor job of explaining any level of game mechanics; let alone advanced ones. Here are some notes on some of the things the game doesn’t tell you about.
Here is the exact way CP is calculated. Does this matter? Not…really? Not any more. CP was the primary metric of determining how “high” you were placed in the gym tier in the old gym system. It was vastly important that you had mon that could be in the top CP-tier and had perfect IVs (this meant Dragonite, Rhydon, Snorlax, Vaporeon, Gyarados, Blissey, Tyranitar…that was it…).
Since that’s been eliminated, this number is now essentially a meaningless stat. Because, the formula HEAVILY skews toward Pokemon with higher ATK stats. That’s why things like Umbreon have such little CP, even though they’re generally pretty great. Basically, anything with high SPEED and DEFENSE have lower CP. How Niantic could just completely drop a major component like SPEED baffles me. I don’t know…it’s ridiculous. Again, IVs only have ATK/DEF/HP, it’s been significantly simplified from the main games, but they ARE using the stats from the main games to determine this. This is why every Pokemon’s CP can be determined today. Even those as far out as Generation VII.
Egg Hatching Rarity Tiers
Research from Silph Road recently concluded that egg hatching follows along a probability of tiers (just like spawn probability!). It was actually a pretty amazing conclusion after months of data collecting. The takeaway is that, each egg is in a tier of increasing probability, but not necessarily corresponding to the 1/5/10km tier. The first has a 1/14 chance, then 1/28, 1/56, and finally 1/115. This is why hatching a Chansey, Snorlax, Lapras, etc are really, really rare. You don’t have the same odds of hatching every Pokemon. It’s why you probably have a billion Ponyta.
Here’s a website that combines what Pokemon can hatch from which tiers and their associated probability. Niantic has changed probabilities and placement many, many times; normally for the better. Just because you get a 10km egg, doesn’t mean it’s going to be good. There is no direct relationship between probability tiers and distance tiers, but generally speaking most of the good Pokemon are in the higher tiers of both.
This is a big one, and it’s not really explained by the game at all. Depending on where you live greatly influences what you will encounter. There are dozens of different “biomes”, I’m in a Grass / Water biome. Here is a list of all biomes and more information on how it works. Biomes are determined by “map data”; specifically Open Street Maps. Things like whether you are a University, industrial area, wetland, river, lake, creek, desert…things like that, all influence what will spawn. For example, never seen a Dragonite, but others have seen dozens? They’re probably in a Mt Moon Biome.
Nesting refers to areas that spawn one unique Pokemon for a period of two week. Places that nest are almost always parks. I have very rarely found places other than parks that can nest. By far the most useful website to determine what nests in your area and where is the Silph Road Atlas. Again, every two weeks, currently Wednesdays 8PM EDT, nests will change. Going to nests is one of the best and easiest ways to fill up your Pokedex. For more on nests, here’s a good article.
Now we get to the most IMPORTANT section of the entire game. Catching. Catching determines almost your entire experience. The better you catch, the more items you’ll have, the faster you can move onto other areas, the more efficient you’ll get with Lures / events, and just generally get nicer things. Understanding catch dynamics are enormously important for being able to catch Legendary Pokemon. I have seen reports of people being 0/21+ on Legendary encounters. I’m somewhere around 17/21? How is this possible? Math.
Learning how and the best way to throw is absolutely critical. There has been extensive, extensive research on this topic. Unfortunately, this information has not generally propagated to the general community.
However, it’s really very simple, the ideal way to throw can be boiled down to two things (parens indicate catch multiplier):
- Throwing Standard / Curves ( 1 /1.7 )
- No Bonus / Getting Nice!, Great!, or Excellent! throws ( 1 / 1.15 / 1.5 / 1.85 )
If you do those two things, you will generally catch greater numbers of Pokemon than your peers, and waste less resources. But there are more factors that contribute to overall catch rate, which are:
- Razz / Golden Razz ( 1.5 / 2.5 [!] )
- Medal Bonus ( 1 / 1.1 / 1.2 / 1.3 )
- Ball Type ( 1 / 1.5 / 2 )
All the math behind it can be found here. Here is a calculator that will tell you exactly what your catch chance is based on different variables. The calculator is wonderful. Play around with various scenarios and see how awful / great your odds are depending on what it is you’re trying to catch. The calculator doesn’t go into it, but this list will tell you all of the base catch rates for every Pokemon. Base rate is why Lugia is impossible to catch versus Pidgey (3% versus 50%); it’s why the Catch Multipliers are so very, very important for things that have lower base rate. That said, simply throwing a curve + Great! throw creates a multiplier that is normally good enough to catch most wild Pokemon.
Let me stress the importance of Curve Balls again, direct quote from the research article above:
According to research the Curveball is one of the most important aspects of catching Pokemon, as it increases the multipliers chance to capture a Pokemon by 1.7, which is more than using an Ultra ball over a Pokeball!
That’s right. Throwing a Curveball is like throwing an Ultra Ball! The importance of throwing curves CANNOT be understated. However, you have to throw a curve ball CORRECTLY for it to register. If you throw with your left hand, keep the ball to the left, spin it, and have it land on the left side of the Pokemon (do opposite for other side; right -> right). If it doesn’t, and it just clips the right side there is a high probability of it registering as a straight throw. Does this make sense? NO!! But this is how the game works. That said, there is still debate on this. Not everybody agrees on how to 100% register a curve ball. And it’s impossible to know. You won’t know unless you catch the Pokemon and you can analyze the catch bonus screen. Find out what works for you, if you can get curves to register with what ever method you try, stick with it. For me? I throw 45 degree angle balls from the bottom left corner. It works for me. Launch angle depends on what you’re trying to catch. Different Pokemon are closer than others. You’ll learn with experience.
Those that curve and those that don’t will find this out the hard way with Legendary encounters. To bring this home, look at an example for Zapdos. This page has information on the exact % numbers you should expect for capturing based on different throws:
Notice the vast differences if you don’t Curve and / or get ! throws. If you simply just throw a Straight throw…even if you hit Great!, your % chance of capturing is 4.5%. But if you used a Golden Razz, Curved, and Great!, that jumps all the way to 19%!
One note on Excellent!: Depending on the Pokemon, getting an Excellent! and a Curve is pretty hard. The curve won’t register. From the table above, you can see an Excellent! alone is WORSE than a Great! + Curve. Getting started, I would highly consider aiming for Great! + Curve, it’s a pretty reliable and achievable outcome.
If you are able to Great! + Curve + Golden every ball on a Zapdos catch, you should, through probability, catch it every time (let’s say you get 10 balls). For those that are 0/20+, you can see why. If you suck at throwing, a) You’re probably not hitting it ten times, b) Your % is probably <10% every time.
LEARN TO THROW! LEARN THE SYSTEM! IT’S WORTH IT! IT’S 90% OF THE GAME!
Finally, here’s one trick (that hopefully won’t be patched), that is extremely useful (especially in Raids). It’s called the “hold” trick. Here’s a full thread and video explaining it.
Now that you know that Great! + Curve is the ideal scenario, you can use this to your advantage with the “hold” trick. What you do is this:
- Hold the Pokeball, don’t spin or move it, but simply wait for the catch circle to enter into the Great! (or Excellent!) zone (you’ll learn where this is with experience; Great is normally <50%; Excellent is <10% circle).
- When it gets there, “let go of the ball”. It should simply return you to the catch screen. The Pokeball will be bouncing / you’ll have to hold it again to throw.
- What has happened is that you have *frozen* where the catch circle is!!
- Now, you wait. Wait for the Pokemon to attack. The circle will not change while it’s attacking.
- Throw during the attack animation, but wait long enough so that when the ball connects, the animation is done.
What this effectively does is: guarantees the circle to be what you want, almost guarantees you’ll hit it because it’s very rare for Pokemon to move / attack right after the attack animation. This trick paired with the knowledge of MATH will yield greatly more catches than those that don’t use this method. It’s that simple. It will. Why? It’s math. It’s probability. Don’t fight it.
What are some useful websites to visit?
We went over IV and the importance of it in determining CP, but I didn’t properly explain the ATK stat. ATK stat is very important for Raids. It’s really the only thing that well, increases your damage output. Ideally, you want all of your Pokemon to have a 15 ATK stat.
My favorite IV Calculator website is this one. It will also tell you ideal move set of Pokemon, what CP it will be on different levels, and more.
There are IV Calculator “apps” that you can add to your phone if you’d like as well. Just make sure they’re screen scrapers and don’t require auth to your account. You will be banned if you give apps 3rd party access.
This isn’t essential, but there is a pretty extensive Pokemon GO Youtube community. There are 3-4 famous ones that record daily videos that go over various mechanics / events/ news, but I have only really watched Trainer Tips Nick videos. He does a good job of explaining current news, tricks, and his videos are just normally fun to watch (he loves drones).
You can check out his videos on his page here.
- Silph Road reddit. Honestly, this is your best source of information on the game. Niantic itself does a piss poor job at communicating. And when they do, it’s hours or days late. The Silph Road routinely downloads new updates, scrapes the data, and explains what’s new with the update. This subreddit is very analytically focused. There’s less general discussion here.
- Local Facebook / Discord / reddit groups. If you’re in a populated area, you probably have a Facebook group in your area. Try Googling, “city + Pokemon Go + Facebook Group”. This is your best bet at finding Raiding parties; especially if you’re a solo player.
- Pokemon GO reddit. This is more a casual place where you can talk about the game. Still a good place to get news.
- Niantic has a Twitter account, but I’ve never followed it. Anything important is on one of the two subreddits.
Unknown, Niantic doesn’t have a formal roadmap, but you can guess. We’re at Generation II so far in this game. The main series has seven. That means the game will be going on for quite a long time. One would assume we’d get Generation III in a few months (if I had to guess, I’d say next February).
Given the disaster of Go Fest, I’m hoping higher priority is given to fixing the…freaking game. There are numerous bugs and issues. Fix the game Niantic!
That’ll about wrap up everything I have found out about the game over the last year! Has it been frustrating? Yes. Has it been fun? Sure! Have I got a whole lot more exercise? You bet! Have I found out that I literally have dozens of parks and other random things in my area that I never knew existed? Yep! The game has so far has been an exciting mess. Let us just hope Niantic can clean up the mess and continue to give us the same excitement everyone had when the game first launched.