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FetchPoint: The Game

7 lurkers | 283 watchers
lak
Sep 2012
5:03pm, 21 Sep 2012
190 posts
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lak
Lordy Lordy- I go on holiday and all hell breaks out- garmin was cured by fethcpoint reading it so some good!
Sep 2012
7:25pm, 21 Sep 2012
1,443 posts
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minardi.
Wasn't worth waiting for; a crappy amount of points for a 15 mile run. How do those at the top of the list do it?
Sep 2012
7:59pm, 21 Sep 2012
2,976 posts
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Vancouver Jogger
I have no idea. Ran 13+ miles this lunchtime and it is still in the queue...not reading back to see if there is a problem as each click takes about a minute - so guessing there is a problem
Sep 2012
8:31pm, 21 Sep 2012
32,009 posts
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mxhornet
minardi it looks like your run has only part uploaded as has mine today
Sep 2012
9:27pm, 21 Sep 2012
11,666 posts
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fetcheveryone
Hi folks,

sorry for the disturbance to the game. I've been making some fairly hefty changes to the database tables that store the Fetchpoint markers, to try and take some of the heat off the server, which as I'm sure you know, has taken a bit of a shoeing over the last few days.

In making the changes, I've temporarily disabled one critical feature, and one integral feature. Firstly, as you'll hopefully have seen, I've suspended the processing of new runs. And secondly, I've disabled the bug penalties, which were being calculated every ten minutes. Obviously this makes the game unplayable in the short term, but I hope you're with me in agreeing that it's better to have the site running well for everyone and providing its core functions, leaving me to improve the efficiency of the Fetchpoint elements of the site in the background.

Fetchpoint is a pretty intense game from a coding perspective, when compared to the rest of the site. I think we're approaching 3000 players, 1.5M markers, and every time you log a run, the system has to check every single point on your route (and most watches record points every few seconds, so that's a lot), and compare it to all the markers within a sensible range of you. Hitting the markers also dents the processors a bit - flowers have to check proximity to players, bugs need to know how far they've travelled - there's a million sums that get worked out every time you add a run. I will be doing my best to improve the efficiency of that process, and will get the game running again as soon as possible.

Thanks for sticking it out,

Fetch
Sep 2012
9:52pm, 21 Sep 2012
1,670 posts
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Little Nemo - slow-but-steady
Thanks for the update :-)
Sep 2012
10:02pm, 21 Sep 2012
5,619 posts
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geordiegirl
You're a superstar Fetch I don't envy your job - I didn't even understand half of your update. Hope you get some chill time this w'end too star
Sep 2012
10:37pm, 21 Sep 2012
12,421 posts
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Ultra Sparkly Bridget (USB)
I have just planted a relay next to the river Avon and will see who takes it to Birmingham for me tomorrow :-)
Sep 2012
11:03pm, 21 Sep 2012
11,226 posts
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Puffing Bertie
wow 3000 players in fetchpoint, no wonder things sometimes take a while to upload. Hats off to you mr F :-)

interestingly where i live we have a 4 hr freeze from 8pm - 12am when there are no gorillas on the map at all and nothing changes, its like the 30 sec before 12am UK time but for us it lasts 4hrs, very wierd, specially as i had hoped i could see the changes for the following day before I went to bed then i could plan my run the night before.....but that is not to be sadly.
Sep 2012
11:06pm, 21 Sep 2012
11,671 posts
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fetcheveryone
It's because the markers that get killed off are done so early in the wee hours, UK time, and then they grow back slowly a few hours later.

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