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Fetchworld

94 watchers
4 Jul
11:13am, 4 Jul 2025
37,259 posts
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Sigh
fetcheveryone wrote:Yesterday there was a comment about the cycling / running balance. I've just added pins to the grid (bit disappointed with the emoji choices on offer, but it'll do). If you run, walk or swim over these, nothing happens. But if you cycle over them, there's a 1 in 4 chance that you will lose your inventory. There are 1000 pins on the grid. I can amend the quantity or the likelihood of a puncture to help with the balance.


Maybe there should be an equal number of banana skins to jeopardise the runners / walkers, and the occasional shark for swimmers :-)
4 Jul
11:19am, 4 Jul 2025
51,417 posts
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DocM
Flaps tomorrow is going to be interesting as most of my hopefully many runs will be short, from the same start point and covering roughly the same places
4 Jul
11:30am, 4 Jul 2025
1,494 posts
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monki
There's probably some statistical maths that would explain this, but now that I'm getting the hang of it - we're going to essentially fight for items/castles with people who do the same SHAPED routes as us. So regular runners doing regular routes will keep bumping into the same nemeses, even though physically they may be my neighbour or might be someone in Auckland.

Deliberately starting your run even one square away (and doing your usual route/s) might then put you into a soup fight with a whole different bunch of runners for that adventure. But how effective/impactful this is corresponds to how vertical or horizontal your route/s are. There is probably a logical point (e.g. start the same number of squares away from your usual start as you have currently 'uncovered' on the map) at which this becomes most helpful, but I can't work it out. I think that fixed objects might have a bearing on that calc.

Either way, there's an entirely different shadow game happening one square away from you at all times.
4 Jul
11:44am, 4 Jul 2025
74 posts
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bobbob
I typically start activities from one of about half a dozen locations (home, work, station etc). So it would be helpful to have some favourites/saved locations to select from.

Think pop up is a helpful prompt for new players, but agree a way to dismiss for a bit longer would be useful.
4 Jul
12:23pm, 4 Jul 2025
28,927 posts
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Dvorak
I'm winning! Purely due to bagging five castles on a long bike ride on my first day - ker-ching every day :-)

I meant to add some bricks to one yesterday - but the weather brought a change of route. And when I uploaded, I'd run over two pins, the second of which lost me my inventory. So I might have had no bricks had I got there.

No-one has attacked them yet, though I've (unsuccessfully) lobbed dynamite at a couple of closer castles.
4 Jul
12:41pm, 4 Jul 2025
4,130 posts
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ptr_runner
Am I missing where the value of the castle is shown? I can currently only see Bob!s castle at -9,3 but I don't know how much i'd have to show up with to take control.
4 Jul
12:42pm, 4 Jul 2025
4,131 posts
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ptr_runner
Also, any chance we could be able to make the map full screen please Mr Ian?
4 Jul
1:07pm, 4 Jul 2025
28,928 posts
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Dvorak
@ptr_runner If you click a castle on the map, underneath the word "Castle" at the top, it has "xxx quid" in yellow.
4 Jul
1:25pm, 4 Jul 2025
95 posts
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RunRuss
Dvorak wrote:@ptr_runner If you click a castle on the map, underneath the word "Castle" at the top, it has "xxx quid" in yellow.


Yes, but how much dynamite is needed to take it? (If that is the required resource to attack a castle)
4 Jul
1:26pm, 4 Jul 2025
32,080 posts
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fetcheveryone
I’ve not released that information.

About This Thread

Maintained by fetcheveryone
I have decided to build a new version of Fetchpoint, and for now at least I am calling it Fetchworld.

The original Fetchpoint was first launched in 2011 - and I don't know of anything else that was like it at the time. The closest thing I was aware of at the time was geocaching - but nothing virtual like this. It predated Pokemon Go by five years :-)

As with any code project, what started as a relatively clean chunk of code has taken on various bug fixes, workarounds and the code equi...
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