5 Jun
9:23pm, 5 Jun 2025
597 posts
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DaveG
I love the idea, but I don't play Fetchpoint as I live/run in a village and a lot of the map is inaccessible. Moving to 10 miles makes that issue worse and only a tiny percentage of that for me is accessible.
To solve this, and the issue with the coast, perhaps allowing multiple homes is an option. We could nominate between 1 and a maximum number of homes, and decide how much we want each to cover the map. So for me, I might decide: my village is 15%; my nearest town is 30%, my nearest parkrun is 20%; and my work is 35%. It would then generate my map with these different places on, so rather than my personal map being a single place it's a collection of real places.
It wouldn't totally solve the problem in rural areas, but it would mean we can create areas we can access if we travel.
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6 Jun
7:51am, 6 Jun 2025
35,306 posts
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Old Croc
I am reading comments abut being rural and by the coast - I am both. A lot of my bugs etc are in fields, an army base, etc I am 1 mile as the crow flies from the sea so a 10mile x 10 mile zone for me would involve a lot of canoeing! (Yes the canoe man was a school teacher of mine !)
Also in earlier version of Fetchpoint I did like the feature where if you ran through a flower it scattered coins to be collected. That helped us in areas where players are few and far between.
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6 Jun
11:58am, 6 Jun 2025
9,569 posts
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westmoors
Keeping an eye on this.
I dip in and out of Fetchpoint, and other games based on a grid, as my outings tend to be from different places. In a typical week I will do one run and one walk from home, two club runs from different locations (where I rarely have any input on route) and a parkrun.
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6 Jun
2:28pm, 6 Jun 2025
20,734 posts
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JamieKai *chameleon*
Hoping that there will either be separate Fetchworlds for different activities (swimming, walking, running, and cycling), or there will be some handicap system to bring a more level playing field (for example, swimmers swim around on amphibious creatures to cover relatively more distance, cyclists are dragged back by the unsuitable terrain, etc) Let's face it, there's competitive people out there who might want the chance to compete, only for someone to throw in a quick 10 mile cycle and head off into the distance
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6 Jun
3:28pm, 6 Jun 2025
36,579 posts
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Sushi
Like the sound of this.
Fethpoint stopped being worth it for me due to no one else playing near me
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6 Jun
3:44pm, 6 Jun 2025
445 posts
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Bright Strider
some handicap system Conquercise has a handicap system. Fetchworld (and Fetchpoint), as well as retaining the overall points table and league, could have separate points tables and leagues for swim, walk, cycle, giving clarity and allowing fairer comparison.
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6 Jun
3:49pm, 6 Jun 2025
446 posts
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Bright Strider
Possible Fetchworld creature: the tame crow. Flies in a straight line from where the player started to the furthest point on the route from the start. On the way, it accesses all points in between. It returns to the player at the end, in a straight line. No range limit.
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6 Jun
4:00pm, 6 Jun 2025
15,945 posts
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Yorkshire Pie
On the handicap point, I was wondering about having some activity specific markers - maybe put the cycling ones further away so that it requires a bit more effort to get to them whereas running/walking markers are closer to the home point?
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6 Jun
4:10pm, 6 Jun 2025
598 posts
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DaveG
A good handicapping system would be to introduce a probability-based system. For cyclist, for every 'thing' they encounter there could be a 50% chance it it will record an encounter.
A similar approach could be used on the size of the map as well. If playing at 10m by 10m everything you encounter counts. If playing at 5m by 5m there is a 50% chance each thing counts. And if playing on 2.5m by 2.5m there's only a 25% chance of it counting. This would remove the issue of some things being inaccessible as they might not be at a different resolution. So it might introduce some tactics into the game beyond just routes.
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6 Jun
4:11pm, 6 Jun 2025
599 posts
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DaveG
*could be introduced, not would.
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