Foxhole

Foxhole Dev Tracker




23 Feb

Comment

Originally posted by RoyAwesome

Will the officer uniform not give friendly fire penalty for damaging friendly structures made by players in your regiment? Can builders use it to clear out bunker pieces and blueprints?

No. Friendly fire is tricky. We'd love to allow anyone to dismantle any structure (that would make building a lot more fun and sandboxy), but the unfortunate reality is that we always have to account for griefing edge cases.

For example, all it takes is for 1 player in the future to build a huge bunker base, have the front line reach it, and then destroy it on their own during a critical battle. That's unlikely to happen but as we often see certain players will try their best to test the limits of what can be done so we have to constantly think of all the possibilities and be careful.

Having said that, we'd like to hear about the specific scenarios and pain points to help guide future development of builder features.

Post

We'll be answering questions here over the next few hours. Feel free to ask any questions and we'll try to get to as many as we can but those pertaining to Update 48 will be prioritized. Thanks!

External link →

22 Feb

Comment

Originally posted by lordbaysel

To cite Markfoot: "No new vehicles."

This one will be light on flashy content. More focus on small tweaks, balance, and improvements. If you were waiting for a big feature update to return to the game, this won't be it. If you are playing regularly these days there will hopefully be a few beneficial things for you.


16 Feb

Comment

Originally posted by Rhodri_Kraakman

it's real, my dad works for siege camp

It's real. We're his dad.


09 Feb

Comment

Originally posted by Anxiety-Hangover

low effort but it’s the thought that counts

I think it's fantastic. Keep up the great work!


31 Jan


28 Jan

Comment

Originally posted by idontlikereddit1111

I think a good starting point would be some sort of timer or global indication that those bases are there.

Currently enemy border bases just don't show on the map and therefor you don't know if one side is dead or if its both.

As for timers, they would help make the fights around border bases more fun, instead of being who spams E the fastest and whether or not you have a timer marker on the border base onto a big fight on both sides as people flank around etc.

One suggestion from me would be to have to stay within a set area around the border base for like 5 minutes and make that the requirement for a claim.

Anyways, thanks for communicating about our concerns with border bases, amazing game love you.

That's a good point. The timer is intentionally absent and the random locations are meant to discourage trying to "game" the system. Clearly (and again understandably) efforts are still being made to do that.

Comment

Originally posted by moidawg

Yeah. All these player made solutions should show that there's a serious issue with this mechanic.

There is some important context to communicate about Border Bases.

In the first few years of Foxhole and World Conquest, a problem that became known as "border lockdown" emerged. It would cause region borders to be closed off by players and heavily defended. This became a desired strategy (understandably) from players but it had some negative effects.

First, it would cause major issues with player queues. During peak hours, "border lockdown" would essentially subtract regions from the frontline conflict (e.g. bringing the frontline from 7 to 5 or even 4 regions). This problem wasn't easily visible by players and would manifest itself in sudden complaints during peak hours when there would be several hundred players in queue.

Second, it would cause very unpleasant border fighting scenarios. Players that were in the world would have to spawn in a friendly region, border travel over the locked down border, die, and then travel back. That was how front line batt...

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13 Jan

Comment

Originally posted by TheBustyDuck

Thank you. I wanted to make sure before I got anything started.

You're welcome.


12 Jan

Comment

Yea. Don't do that


25 Dec

Comment

I want that "fix logi" button.


14 Dec

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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If you are enjoying these updates, please take the time to leave us a review. Thanks!



Field Bridges Combat Engineers can now use Metal Beams to build Field Bridges. Field Bridges are used to allow infantry and logistics operations to cross difficult terrain. They can be built over water, destroyed bridges, small valleys, and other areas.

... Read more

08 Dec

Comment

Originally posted by SpaceMonkey120

Just makes you wanna kiss brett

One of the best perks of this job is kissing Brett.


07 Dec


23 Nov

Comment

Originally posted by HiggsTugsten

Just a short question. How will something like the Tankette handle on the field bridges, since it is classed as an armored car but has tank armor.

As of now, Tankettes can cross Field Bridges. Keep in mind this may change as we adjust balance during Dev Branch.

Comment

Originally posted by shackers1337BRIGGS

Great to see you are looking at improving past features
Will you be looking at suppression at all as both the mechanics and numbers relating to it are confusing to most players ending with the majority if not all players refusing to suppress without a machine gun even though a handful of rifles or SMGs could do the same job at any point in the war

I would like a way for players to roughly tell how much suppression they are applying to a target and how close a target is to being suppressed so players can make informed decisions in contributing to suppression rather then hoping for the best or ignoring the mechanic completely

Yes. We hope to revisit stamina in a near future update to give it more relevance.

Comment

Originally posted by TheVikingMusketeer

with Anvil showing alot of horses
would it be possible to add horses and Swords to Foxhole aswell?
Cavalry could be really effective both early, mid and late game

charging through defensive positions in early
charging tanks and pushguns during mid and late game
it would be really frikking cool

I hope so at some point. Calvary for scouting, combat, and light logistics.

Comment

Originally posted by Cloud_Drifter

Field Bridges are very cool and not only have a combat component but also a logi advantage, being able to create short cuts for trucks and haulers. I wanted to ask if flat beds, cranes, construction vehicles and harvesters can go on them?

As of now, most logistics vehicles can go over Field Bridges. Keep in mind things can change as we balance throughout Dev Branch.

Edit: Cranes and CVs will have a hard time crossing right now, but again this balance may change