I understand and agree with the need for quality criteria for Wayspots. The issue I would like to raise is different: the current system creates a very large geographical inequality in Pokémon GO gameplay.
In my area, one part of the town contains many legitimate Wayspots because it has public facilities, sports areas, monuments and identifiable points of interest. A nearby residential area contains almost none, simply because its urban design does not provide objects that meet the current criteria.
The consequence is that two players living only a few hundred metres apart can have completely different access to the game. One can reach several PokéStops or Gyms from home or on foot, while another has to drive somewhere else simply to access basic game resources.
This is not a nomination-review problem: the eligible objects simply do not exist in some residential areas.
Therefore, Wayfarer cannot solve the imbalance by itself.
Would the Pokémon GO team consider a complementary mechanism for areas with very low Wayspot density? For example:
- game-generated points in underserved cells;
- temporary or rotating PokéStops;
- additional interaction points that do not need to be Wayspots;
- a system based on player/activity density;
- or another mechanism allowing normal gameplay without requiring players to drive to a denser area.
Pokémon GO encourages walking and exploration, but in areas like this, the current system can paradoxically encourage players to use a car to reach somewhere where the game is playable.
I am not asking for the Wayfarer eligibility criteria to be weakened. I am asking whether Pokémon GO could compensate for geographical areas where those criteria inherently cannot produce sufficient game infrastructure.