Foxhole

Foxhole Dev Tracker




13 Mar

Comment

Originally posted by iexaM

40 player queue into an empty region, whilst you guys role up with twice the number of tanks because of how long you have to build up, anti-fun

We agree that queues are lame as hell. However, when border travelling (not deploying from home region) you should never be queued if the target region is low pop for your faction. If that's happening it would be a major bug that we'd want to know about.

We were tracking this operation from the time it started in Linn of Mercy and the only time a queue should have happened would be going into Deadlands.


07 Mar

Comment

Dev here. This bothers us a lot too. If there's something that works well in other games please let us know. We're all ears.


06 Mar

Comment

We're aware of this bug and have a fix in the works, but it will take a bit more time before we can roll it out. It can happen on occasion. Returning to the home region and redeploying should work around the issue in the short run.

Thanks for the patience on this one.


04 Mar

Comment

We just haven't gotten around to this yet, so no excuse there. It's on our TODO list though.


02 Mar

Comment

LOL. There will be more choice coming for both factions in the not too distant future.


03 Dec


19 Nov


17 Nov

Post

Foxhole team is looking to expand our programming team and if you already play Foxhole that's a huge plus for us.

So if you're proficient in C++/UE4 then please check out our job post at https://www.foxholegame.com/jobs and send your resume to [[email protected]](mailto:...

Read more External link →

16 Nov

Comment

Yes. We're looking at this.


10 Nov

Comment

These mechanics might seem confusing at first. Possibly even frustrating. But our hope is that the net result is that it will feel like the least-obtrusive method to date for combating the serious issue of Border Lockdown. Border Lockdown is our internal name for the issue of players locking down a whole region, and then both teams leave to join another contested region to do the same thing. This has historically led to large queue times, and server instability as we struggle to maintain the massive concentration of players.

Border lockdown presents a large threat to the game's stability particularly during high population wars. It is important that we address this critical issue before the game gets any larger. However during the more regular smaller-scale wars which you're all used to, the intention of this system is to be as low-impacting as possible.

Please help us by identifying any pain points and surfacing them here, or on our discord.

Thank you.

... Read more

05 Nov


03 Nov

Comment

Just popping in to say we've seen this complaint. We'll make sure it isn't a repeat of the trench partisan scenario.


22 Oct

Comment

There's a lot of useful feedback in this thread that helps us to identify the problems. There are a lot of valid points in this thread, pointing out things like speed not being a factor in this video. However for better or worse, short videos like this that help to highlight the balance arguments and counter-arguments are invaluable to us for identifying your concerns. So thank you.

There is one vein in this thread I feel compelled to dispel. Some players have expressed concern over a rumour of a 'shadow nerf' to the silverhand. Know that this is expressly false. It is never our intention to make balance changes without adding them to the patch notes. If a value was changed without a patch note, then its a bug, or we goofed (which can happen).

I investigated on our end. There has been no change to the health or armour values of the Silverhand in at least 3 months. So if there was a nerf, it was indirect. Perhaps, for example, the damage of the weapons you're using t...

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21 Oct

Comment

Originally posted by [deleted]

[deleted]

Thank you very much. This helps a lot. I'll make sure this gets addressed ASAP.


15 Oct

Comment

Originally posted by [deleted]

[deleted]

There are a lot of different variables here that make this kind of bug hard to nail down.

1) The user doing the shooting could be having their shots appear on their screen, but not on your screen. The shots may be registering on the server, but not being replicated to your client.

2) The client doing the shooting could be seeing nothing appear. It could be his local latency is not sending the message up to our server and shots are not registering at all.

3) His voice could be lagging. He could be saying that he's shooting but the connection to the vivox server could be coming through delayed.

4) There are a tonne of client-side issues this could be as well. For example the aiming reticle could be outside of the allowable deviation, but still showing white for some reason.

5) A bonus would be if there is anything else you could think of that might replicate the issue. Just knowing that this issue occurs when its 'laggy' is useful, but there ar...

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Comment

Originally posted by [deleted]

[deleted]

Im sorry this doesn't really highlight the problem for me. Is there any other video footage?

Try to understand this isn't just for my sake. The problem here is that I want to get a ticket to our programmers. They need to see the problem to begin diagnosing it. Video is the best way to do this with issues like these because it seems related to lag. Lag-related issues are a bit harder to reproduce for internal testing.


14 Oct

Comment

It would be immensely helpful to get a video of this. Thank you.


01 Oct