FetchPoint: The Game
2 lurkers |
281 watchers
27 May
7:03pm, 27 May 2025
24,584 posts
|
Gooner
Personally, no, it's just part of the game but if it's something you want, there's no harm in requesting it. It's an easy way to see if people agree with you.
|
27 May
7:07pm, 27 May 2025
3,372 posts
|
Grast_girl
Personally, I'd like it to be the bug is squished if the route was at least 2 miles even if it wasn't out of the circle, but I like the idea of it at least moving (similar to the arrows).
|
27 May
7:11pm, 27 May 2025
440 posts
|
Bright Strider
Thanks, @Gooner. What I did today was similar but different. I did go out of the circle, but I didn't go through my bug. My solution was to have another go, which thankfully was successful. I don't have a possible feature request for that one. |
27 May
7:13pm, 27 May 2025
441 posts
|
Bright Strider
That would be something like bugs being squashed by motion sickness. I like it, @Grast_girl.
|
27 May
7:30pm, 27 May 2025
4,667 posts
|
Bob!
Doesn't work for me. But isn't Mr @fetcheveryone going to be updating the game soon anyway? |
27 May
7:34pm, 27 May 2025
6,674 posts
|
Cheeky’s Dad
Bright Strider wrote: I would like to gauge the enthusiasm here for a possible feature request. We have probably all gone through a bug but not gone out of the circle. I propose that the game mechanic be changed from the bug returning to its original spot to the bug dropping at the point on the route furthest from the home point. This way, the bug might not be out of the circle yet, but would be nearer to being out of the circle. Should I propose this change as a feature request? I like it, though I have largely exhausted the progress I can make with this game so it's not hugely important to me. As Bob! says I think The Mighty Oz was considering a refresh in any case |
27 May
7:35pm, 27 May 2025
47,955 posts
|
Night-owl
Didn't we do something like that in the early days when you could park bugs in a set spot
|
27 May
8:28pm, 27 May 2025
66,611 posts
|
alpenrose
In the early days you could round up bugs within your circle and take them out on another day. I was a bit sad when that changed but how it is now is all part of the game.
|
28 May
7:08am, 28 May 2025
442 posts
|
Bright Strider
Thanks, everyone. A quick summary of change approach: Fetch has changed the game in the past, and has raised changing it again. Feedback about that idea was on one hand many of us like the game as it is, broadly, but on the other hand, a number of us thought the ideas for the new one were interesting.
|
3 Jun
4:21pm, 3 Jun 2025
31,869 posts
|
fetcheveryone
The BIIIIIIIG design decision I need to make before progressing with Fetchpoint is whether to continue developing the current system where the items are tied to you geographically; or whether *everyone plays on the same grid*. Here are some things to consider about the shared grid version: It means that you'd set your home point, and all the items would be drawn around you. If you change your home point, the items would all move to your new home point. You'd all be competing for the same goodies. So obviously I'd make sure the map was topped up regularly, with (for example) new gems spawning every hour, rather than once a day. And they'd likely be spread a little bit further afield, to allow more space. There'd be some jeopardy, wondering whether other players would pinch your items before you had a chance to log your run. There would still have items that were attached to or owned by you. For example, a daily bug that would spawn somewhere and require squishing up in the traditional fashion. Or a traffic light that you could take ownership of by visiting first. Losing the geographic aspect would mean that it would no longer be possible to place these strategically, but there'd still be merit in taking ownership of them. There'd be no "inaccessible" items, just items that are inaccessible by you. But if your daily bug turned up somewhere you couldn't reach, there'd be an option for it to respawn somewhere else at random. With *way* more players, owning an item on the map becomes a much more thrilling thing, with the opportunity to pick up points from lots of people. A lot of Fetchpoint players have never been close enough to another player to experience the interactions that happen when two players overlap. Flowers could still be a thing, appearing on all trails outside of a certain radius. It would kill the One True Ring in its current form. There could still be a ring on the map, and a Mordor icon - and you could deliver it to earn points - but no massive epic adventure over hundreds of miles. But I'm not sure it's a huge part of the experience in its current form anyway. It's basically a special relay marker. Likewise the Higgs Boson could exist, at a random point a few miles out from your home point. That'd mean *everyone* would have a chance to snaffle it each day. I'd also like to look at the idea of an inventory - so you could collect items. For example, you could collect a hammer that you could use to smash the bulbs of any traffic lights you visited over the next five days. Overall, this might be better suited to being a second game - like Fetchpoint 2.0 or something. Those for whom Change Is Not Good could carry on playing the existing version. And people could sign up for both. Here's a poll - but do also leave your comments: |
Useful Links
FE accepts no responsibility for external links. Or anything, really.Related Threads
-
Who Squares Wins! Jun 2025
-
Rundle Jun 2025
-
Conquercise May 2025
-
Quest for the rundle badge Aug 2024
-
Trader: New Game Jun 2025
-
Run The Sum Jun 2025
-
Toast of a Monkey Jul 2024
-
Unlockable Badges Jun 2025
-
Rarest Badge Nov 2024
-
What's the smoothest thing you can think of? May 2024
Report This Content
You can report any content you believe to be unsafe. Please let me know why you believe this content is unsafe by choosing a category below.
Thank you for your report. The content will be assessed as soon as possible.