Foxhole

Foxhole Dev Tracker




06 Jun

Comment

I really appreciate the well thought out, constructive post. Thank you.


05 Jun

Comment

Originally posted by dwarfmines

tank armour, and subsystem disable chances

Please let us use this opportunity, then, to express our dissatisfaction regarding how those mechanics work currently...and "work" should be interpreted loosely.

Given the raw imbalance apparent here, those other factors simply do not come close to making up the difference.

I agree that some of these mechanics need review and my reply wasn't meant as commentary on balance, but more so to ensure that a more complete picture was on the table if opinions are going to be formed around this.

Comment

Please note that the stats here from the community wiki are missing DPS (rate of fire), tank armour, and subsystem disable chances.


01 Jun

Comment

Was this image taken from devbranch? Is there a bug here we need to investigate? If so could you DM me here or on discord with the repro steps.


28 May

Comment

Thanks for your questions. A list has been compiled for the stream.

Tips for getting your questions answered on stream
Please keep your question succinct, respectful and don't be antagonistic.
One sentence is best, 2-3 lines at most. We ask the questions in a live environment, so long, complicated questions won't be asked.


27 May

Post

The next Foxhole devstream is happening on Friday, May 28th at 2PM EDT. Join us on Twitch for a preview of Update 44. https://www.twitch.tv/foxholegame

We will be doing a Q&A and pulling questions from chat. In addition, we will be considering questions asked in this thread this time around.

  • Only “top parent” posts will be considered. (aka: we are not digging through responses to find questions)
  • Only a very small subset of questions will be answered due to time constraints

Pulling questions from Reddit is an experiment. We may switch back to only answering live chat questions in the future.

External link →

03 May

Comment

Just wanted to chime in here and clarify that at this stage, Anvil isn't a full game project but rather an experimental demo to test out some new technology we are working on.

If you want to know more about Anvil or the R2 Engine, you are welcome to join the Discord https://discord.gg/AcQVVusC. We are running a demo this week so there is still a chance to sign up to help test.


21 Apr


13 Apr

Comment

Originally posted by StillMostlyClueless

You used to be able to, players who’d logged off or changed map were at the bottom of the player list. Did this change?

This has been added back in Update 43. It was removed unintentionally when the F1 screen was redesigned to work with Regiments.


12 Apr

Comment

On the contrary, this change was made based on several bug reports on FOD of LUV being too difficult to kill. There was no other internal motivation for this change. Upon investigation of the bug report, it was discovered that due to an oversight in Update 42, LUVs were given tank level mitigation against small arms (e.g. SMG, Rifle, etc damage is 99% mitigated).

The goal behind the change was to make it as durable as it was before this oversight (and borderline bug) was introduced. The goal was not to nerf it from what it has been for years. Happy to review the health on this one throughout dev branch if we get more feedback on it.


02 Apr

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Originally posted by TITANIUMsmoothy

Voice system couldn’t support the influx of players as servers were set to 200 cap from 160ish cap, so local chat between teams had to be removed. Will be this way until they can find a fix. First day of the update the local voice linked into one channel map-wide in dead lands.

This is a limitation of our current voice platform (Vivox). To overcome this limit we either have to wait for Vivox to increase this limit or port our code to a new voice platform. There is another way to possibly work around the hard limit, but it would require a significant rework with our voice logic.

Comment

Solid idea! I really like how it works within the existing UI paradigm.


20 Mar

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With the pain of server management over these past few weeks.. this is actually how I feel right now. It's not just scaling servers to support more players. Murphy's Law is real.

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If discourse on this subject is going to continue, I think it's important to highlight this comment of mine from another thread. One of the points I made on stream wasn't very clear, which led to some confusion. This comment hopefully clears things up a bit.

https://www.reddit.com/r/foxholegame/comments/m8njhk/every_single_warden_who_complained_about_the/grjekls/?utm_source=reddit&utm_medium=web2x&co...

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Comment

Originally posted by Gameguru08

Hey thanks. Rolling out asymmetrical balance is rough, especially during literal and figurative server fires. We appreciate the transparency, thanks for doing that interview. I like to think we get so passionate and heated with each other because we all genuinely like foxhole, especially because it lets you get invested in that huge team effort that lets us get fired up about it.

No worries. While we do get heated feedback (which as you say comes from the passion/investment), we actually get a lot level headed feedback as well. That feedback usually just doesn't make reddit headlines. The majority of Foxhole players I interact with are very polite and reasonable.

Comment

Originally posted by Gameguru08

Also to clarify. Does this mean that the total number of silverhands to falchions was 1 to 2? Or does this mean that for specially in storage its 2 falchions in a stockpile to 1 silverhand in a stockpile.

For every Silverhand in storage, there were a bit over 2 Falchions in Storage.


19 Mar

Comment

My mistake for not being clear on that second point. The following is NOT what I meant.

2 silverhands in stockpiles for every Silverhand on the field

I was following up on the numbers of tanks in storage, vs what were on the field. What I meant was that while there were ~1.6 Falchions per Silverhands on the field, there were a bit over 2 Falchions per Silverhands in storage (EDIT: To be extra clear, for every Silverhand in storage, there were a bit over 2 Falchions in Storage). This was taken from average snapshots several days after tanks were unlocked. So overall more Falchions both on the field and in storage than Silverhands (as expected), but perhaps a lower ratio than some may have thought.

Colonials were definitely spending RMats a lot more generously.

For the record, I don't think anyone owes anyone an apology. We definitely feel the buffs on the Silverhand in war 72 hotfix made sense. However, most...

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16 Mar

Comment

For full context, just wanted to add this part of the post here.

Since this is a hotfix, it only contains a minimal set of intended changes. There are many more fixes and changes in the works, but they will come with Update 43, which we hope to have news on as early as next week.


14 Mar

Comment

Originally posted by Emothic-Von-Hellsing

Is there anything that we the players can do to also help with the situation. I know there isn't really anything we players can do. But an idea has been tossed around every once in awhile for a form of subscription support system. Where players can send a monthly payment to help support the game. Like giving extra funds to help improve the server infrastructure system. I know some players like myself would do so and wouldn't ask for any kind of reward or special "things" like other subscriptions has. Just seeing improvement on the backline systems of the game regarding this issue will be enough for us.

Or do you feel that implementing such a system just wouldn't have any real impact as not enough players would engage into a subscription support system?

Thanks for the idea, but the constraint for this specific issue we've been seeing these past few days isn't monetary. It has been a problem at scale with our server host and has impacted thousands of websites and services across the internet, not just Foxhole. We just have to wait for OVH to sort things out and then make sure we're doing everything on our end to mitigate problems as they occur. We hope these recent issues will be short lived.

Besides, we wouldn't be comfortable accepting additional payment for something that should work in the first place. It's our responsibility to have Foxhole work smoothly, not players'.

In terms of the longer term issue of scaling up to support more players more effectively (i.e less queues), we do intend to invest in optimizing our server engine further and finding other ways to increazse capacity. While the population will likely stabilize at a lower count than it is now in the coming months, there will always be big spikes fo...

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Originally posted by Emothic-Von-Hellsing

The update gave us a lot of valuable new data and situations to learn from. And one of those is urgent needs for the game to have a larger and more robust server infrastructure. Massive queues, unable to connect, disconnects, regions going offline many times, voice chat problems, and ect...

This is all with just 2,000 - 3,000 players. Nearly everyone is expecting to see far more players then this when the game goes full 1.0 release. Even if it was just doubled the amount as we have gotten, say just 6,000 players. It will be a catastrophe, as there is no way the servers will be able to handle it. There is no way the playstyle of the game can handle it. Hell we're already struggling with just trying to get supplies to the frontlines. As well as the logi hubs are being bottlenecked simply because there are too many players in the back line trying to do logi.

Personally I think this is a major problem, and one the devs should focus on for the next few months.

You are right that there have been scaling issues, especially with queues and voice chat problems. To solve the queues, we just need to improve performance to support more players per region and have a larger world (more regions), and looking into multiple shards even.

In terms of the increased disconnects and offline regions we've had over the last 2-3 days, this has really been unexpected. To shed some light on this, we have been hosting our servers on OVH for over 3 years now and while their reliability has not been perfect it has been overall reasonable stable. This week, OVH had a major disaster with one of their data centers and they have been scrambling to recover from the situation. You can read about it here: ...

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