Fetchworld
99 watchers
7 Jul
11:27am, 7 Jul 2025
32,106 posts
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fetcheveryone
It's possible, for sure. The flip side is that it might be dispiriting to those who have put the time in to build up what they have.
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7 Jul
11:33am, 7 Jul 2025
20,947 posts
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JamieKai *chameleon*
I'm less interested in competing against other Fetchies (unless in teams) and more interested in taking on the environment. I'd like there to be goals that can be worked towards, either global or individual (or both), to unlock things, confront threats, etc. For example - collect 2000 dynamite (total) and improve your skill level in attacking castles Or, everyone in the game collect 1,000,000 bread to stave off the attack of the Galactic Goose who is coming down to honk and hiss. Could also wreck a few castles. Geese are like that. |
7 Jul
11:41am, 7 Jul 2025
32,107 posts
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fetcheveryone
We could start by finding @Dvorak 's castle ![]() |
7 Jul
11:48am, 7 Jul 2025
32,108 posts
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fetcheveryone
I've added a column to the leaderboard to show the amount of fog that each user has cleared. There's a strong but not perfect correlation between fog clearing and points scoring. The average scoring ratio is 0.68 points per square of fog cleared. But there are examples of people doing much better than that e.g. @PitterPatter has 1728 points off 598 exposed squares, making 2.89 points per clear. |
7 Jul
12:01pm, 7 Jul 2025
4,026 posts
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CumbriAndy
Thanks for the updates Fetch ![]() |
7 Jul
12:21pm, 7 Jul 2025
20,949 posts
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JamieKai *chameleon*
fetcheveryone wrote: We could start by finding @Dvorak 's castle Well, I'm off into the fog shortly, but on foot so unlikely to match bike distance. I note someone else has noted the lagginess of the map - it only seems to load what's displayed on screen, so moving around means it looks for the map info and icon info again. It can be quite tiresome even with only a small fog-free area. And my phone is no slouch, it's a Samsung S23 Ultra (so not cutting edge - but not a brick ![]() |
7 Jul
12:28pm, 7 Jul 2025
3 posts
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PitterPatter
fetcheveryone wrote: I've added a column to the leaderboard to show the amount of fog that each user has cleared. There's a strong but not perfect correlation between fog clearing and points scoring. The average scoring ratio is 0.68 points per square of fog cleared. But there are examples of people doing much better than that e.g. @PitterPatter has 1728 points off 598 exposed squares, making 2.89 points per clear. I think this is a result of a strong castle on my walk home from work… |
7 Jul
12:36pm, 7 Jul 2025
6,968 posts
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jelly
You mean we need to clear the black squares? Is that the fog?
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7 Jul
1:08pm, 7 Jul 2025
32,110 posts
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fetcheveryone
jelly wrote: You mean we need to clear the black squares? Is that the fog? Yes and Yes ![]() |
7 Jul
1:17pm, 7 Jul 2025
32,111 posts
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fetcheveryone
JamieKai *chameleon* wrote: I note someone else has noted the lagginess of the map - it only seems to load what's displayed on screen, so moving around means it looks for the map info and icon info again. It can be quite tiresome even with only a small fog-free area. And my phone is no slouch, it's a Samsung S23 Ultra (so not cutting edge - but not a brick ) With a clearing of say 500 squares, that still leaves (201^2 - 500) = 39,901 squares of fog to be rendered - which I guess is putting some phones under duress. Anecdotally, it seems to be more of an issue with Android phones. I can look at whether there are ways to render more efficiently e.g. instead of drawing 39,901 polygons, I could draw contiguous blocks of fog as one polygon. The complexity of this increases because there would need to be multiple polygons, like on my current map: |
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