FetchPoint: The Game
281 watchers
3 Jun
6:48pm, 3 Jun 2025
3,380 posts
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Grast_girl
I think as long as the old Fetchpoint is still playable, Fetchpoint 2.0 sounds good. The only issue I have is not being able to mark areas as inaccessible as quite a lot of my local area is exactly that.
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3 Jun
7:52pm, 3 Jun 2025
2,188 posts
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George Smiley
It sounds fun and I'd like to give FP 2.0 a try, but if possible to keep both then that gets my vote
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3 Jun
8:09pm, 3 Jun 2025
443 posts
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Bright Strider
I live in a village in the countryside, and a lot of the space nearby is inaccessible to me, similarly to @Grast_girl. Having both would mean people could play the one that suits their situation. Descriptive names would be good. Perhaps FetchPointGeo and FetchPointTron. |
3 Jun
8:10pm, 3 Jun 2025
12,863 posts
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minardi
Yes, I have too much inaccessible stuff around me
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3 Jun
8:13pm, 3 Jun 2025
21,288 posts
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NDWDave
Grast_girl wrote: +1
I think as long as the old Fetchpoint is still playable, Fetchpoint 2.0 sounds good. |
3 Jun
8:35pm, 3 Jun 2025
12,966 posts
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IdrisTheDragon
I’d like to be able to play both
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3 Jun
9:39pm, 3 Jun 2025
28,824 posts
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Dvorak
I'm trying to figure this out. A shared grid, as in WSW? Where everybody sees the same items, in the same place on the grid? If I am correct, two observations. If peoples' home points are centred on their homes, as I suspect most are*, there will be an awful lot of action in the centre of the map (which I'm presuming will have to be bigger than the existing mile circle) and not so much at the edges. And I think it will favour even more players in very urbanised areas over small towns or rural. (Of course, I might be working off a completely wrong premise.) *I'm a bit different as I live to one side of the urbanisation, so my home point is placed about half a mile away, to maximise streets and minimise fields. |
3 Jun
9:42pm, 3 Jun 2025
21,290 posts
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NDWDave
Dvorak wrote: I'm trying to figure this out. A shared grid, as in WSW? Where everybody sees the same items, in the same place on the grid? If I am correct, two observations. If peoples' home points are centred on their homes, as I suspect most are*, there will be an awful lot of action in the centre of the map (which I'm presuming will have to be bigger than the existing mile circle) and not so much at the edges. And I think it will favour even more players in very urbanised areas over small towns or rural. (Of course, I might be working off a completely wrong premise.) *I'm a bit different as I live to one side of the urbanisation, so my home point is placed about half a mile away, to maximise streets and minimise fields. I’m the same - I have my home spot to the South of me so my actual house is a few metres outside of the circle. 90% of the time, I head South into the circle |
4 Jun
9:09am, 4 Jun 2025
278 posts
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LanaD
I would be happy with both original and 2.0 versions. a lot of items are inaccessible to me, and would be good to be able to squish bugs (thought I've gone through some recently, but they haven't squished)
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4 Jun
9:32am, 4 Jun 2025
31,871 posts
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fetcheveryone
@LanaD if you're still plotting your routes manually, make sure you click plenty of points around the location of the bug. If it falls between two clicks, it may not get picked up. Not usually a problem for GPS watches, as they typically record one point per second. Oh, and obviously make sure you make it outside your mile circle ![]() |
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