Foxhole

Foxhole Dev Tracker




09 Sep

Comment

Originally posted by SPCR0

Will sandbags / barbed wire still cost garrison supplies to maintain ? will they keep decaying as they currently do ? considering the added effort to build them now.

Will AC's receive a overhaul in the future ? i believe in their current state they do not find much use mid and late war .

What happens if tanks try to run over a emplacement trench ? since they don't destroy them for now ?

Will the ignifist or white ash flasks receive a rebalance in the future ?

Will the warden mortar tank receive a buff in the amount of ammo it can store ? or perhaps be allowed to stack mortar shells?

They will still cost Garrisoned Supplies to maintain yes. Everything needs to decay in Foxhole for server performance reasons.

You're right about ACs.... In terms of balance, we'll probably review the other things you mentioned as part of a more dedicated balance pass in update 47 or 48.

Comment

Originally posted by Longjumping_Push_687

Thank you for this amazing game. I'm still shocked by the devstream.

Do players have to reserve each bunker / trench individually. Will there be a feature to do the while bunker?

Will players be able to demolish bunkers aswell as trenches?

Thanks a lot!

Bunkers can be demolished yes.

Right now you have to reserve each bunker individually which is a bit of a pain. Streamlining this with a "bulk reserve" mechanic is in the cards for the future.

Comment

Originally posted by Atotalnoobtodagaye

A few questions. Not really as important to the game as some of the others but these are what I'm interested in at the moment.

  1. Will the magazines for certain infantry weapons be rigged? It's a little jarring seeing the reload animation for the Storm Rifle and Catara without the very noticeable magazines moving.
  2. Since flatbeds will play an bigger and more constant role now, do you plan on making them more cheaper or use Basic Materials instead of Refined Materials to build?
  3. Any plans for dismemberment? Would be nice for artillery hits to see some basic dismemberment.
  4. Will performance be improved? In weather and especially with the new regions, I'm worried what the effect might be on weaker hardware. This game runs fairly well on weaker hardware so hopefully that will continue.
  5. Will trucks have some of their stats changed (Speed, cargo compacity, etc) to better suit the much larger map? Is there a way to transport things in bulk more ...
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  1. Good eye. Hopefully we can correct this polish issue in the future.
  2. No plans, but it could be a considered balance change in dev branch.
  3. We'd like to add that in the future. It makes thematic sense
  4. There is currently an FPS issue being caused by name rendering. We are hoping to fix that for this update, but we'll see how many bugs come through
  5. We're working on a Flatbed truck buff to help increase bandwidth between Storage Depots. Hopefully it'll make the release.
Comment

Originally posted by amalgam_reynolds

I think there needs to be a stronger player emphasis on halfway shuttling and using storage depots. That would help alleviate some of the logi haul already. So often I see the back lines and the front lines full to bursting, and absolutely empty in storage depots in-between.

I couldn't agree more. Players already utilize places like the Baths in this manner and we want to push into it more with the larger world. We don't want logistics grind to increase, but this will require both logi buffs from us and some paradigm shifts will also need to be made among players.

Comment

Originally posted by MonsieurWTF

Will these Logi hubs be set up in their intended formats in Devbranch for us to test/review? Same question for if we will be able to see what designated "Port" town supplies will be for war-start logi.

While the starting conditions of the Dev Branch won't be 100% representative of the first war, in terms of logi town it should be pretty close.

The port town "pre-stocks" should be visible as well.

Comment

Originally posted by Effective_Carry7050

Concerning the uniforms,
Are the uniforms individual items / special uniforms crate?
If they are a special uniform crate, would the game promt the person picking up a shirt what type of shirt they want ?
If shirts are individual items how will this be worked out with the factory queues seeing the pressure on factories will go up?

Uniforms are produced in crates in their own category (so they won't interfere with the production of other items). They get submitted to base stockpiles. Any player can retrieve a uniform to put it on.

Comment

Originally posted by FiveCentsADay

I love the lever action, but I did wonder

What was the reason for adding a bunch of, what seems to be, pretty basic rifles? To extend the earlier war small arms period a bit longer? Or more variation to the starting rifles?

It's part of our process for building out the tech tree so there are more options and there is less of a feeling being "locked out" of critical tech while still being able to keep each war feeling unique.

We actually had planned to add these Rifles back in the "Infantry Arms Race" part of the Winter Army update but they were delayed until we got the tactical camera in place since the long rifles didn't work too well with the old camera.

Comment

Originally posted by shlazzer

As one of those people who spends most of his time building bunkers, I am so excited to get my hands on some of this -

With the changes to the interior of BB garrisons, do rifle garrisons no longer defend the inside? is this solely a PVP function now?

at first glance, it seems we have no AI coverage inside the BB itself

Unfortunately this was one of the trade offs we had to make. Rifle Garrisons no longer fire into a Bunker since they are raised. We added interior firing ports to help defend interiors and made the Barbed Wire mods more robust so players can do a better job at preventing enemies from getting inside in the first place.

However, we did at an early stage consider other defenses like booby traps or interior AI but they were cut from the update. Adding dedicated interior AI is an option in the future if need be.

Comment

Originally posted by 1010Reddit1010

What's going to be the fate of border bases with the building update?

Border Bases will remain the same for now. They are not our favourite thing but are there to break "border lockdown" which can cause more queuing issues for the game. They are more of a design solution to a technical limitation rather than something we deem is important for the game concept.

Comment

Originally posted by Zykovitz

Do the new bunker attachments take GS/BS?

I'm not sure which attachments you are talking about but Trenches/Bunkers still can take Bunker supplies like before. The new Pillboxes take Garrison Supplies.

As a side note, Soldier Supplies are being moved to the medical category which should alleviate the issues of SS and GS/BS fighting for production.

Comment

Originally posted by English_American

It's clear with the expanded map and new frontline building, Logi needs help. The drives and sailings are already very long from backline logi regions. Now, with the expanded map with the northernmost and southernmost tiles being logi-specific, as mentioned on stream, the drives and sailings will be even longer.

Is there a plan to help out logi? I'm assuming you can't talk much about it because "Op-Sec" for the next update, but can we at least get a confirmation that the logi update we all want and subjectively need is coming soon?

On another note, this update looks amazing, and even with the longer drives, FMAT is sincerely looking forward to it!!!

This is a major concern of ours. Please see my response here which I think covers part of your question https://www.reddit.com/r/foxholegame/comments/pl5rme/official\_entrenched\_dev\_qa\_thread/hc8c0ex/?utm\_source=reddit&utm\_medium=web2x&context=3

Comment

Originally posted by ValkenOfAstora

Now that we will need to transport a lot more material with flatbeds, could we get a stationary crane, like the one from seaports, refineries, Mass Fabs and Storage depots, as a bunker base building?

Having those would allow us to unload flatbeds easier without constantly having to build / move cranes around.

We have big plans for logistics including the possibility of buildable static cranes, but those features won't come in this update. We originally had planned for those features to coincide with the world expansion in this update but it was too hard to do so many things in one update in terms of development.

However, we are working on a few smaller things to help with the increased logistics requirement for larger world for now.

First, certain towns will be designated as "Port" towns which means they will come pre-stocked with hundreds of crates of starter equipment to help bootstrap logi at the start of a war.

Second, we are working on a stretch goal to help increase the logistics bandwidth between rear logistics towns and port towns. Ideally players are able to haul lots of crates to from the logi towns to these ports. Then "frontline" truck drivers only have to drive 1-2 regions across in most cases.

We're gonna be balancing things further througho...

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Comment

Originally posted by itsmuddy

Is it not possible to break down each region into smaller voice sub regions that each have their on channel.

Now that I'm thinking about it that's probably a lot of work for little payoff.

We thought of that as well. The issue is that there's no easy algorithm to subdivide a region since every player could theoretically be in the same place at once.

Comment

Originally posted by DreximusRB

Given the ability for trenches and bunkers to be reserved, what mechanism is going to prevent players from intentionally building disruptive trenches and bunkers to grief, then reserving them so they cannot be removed? That is my only concern with the new reservation system for trenches.

Good question. Even if a Trench is reserved, it can still be destroyed by conventional means like HE Grenades just like before. So from that standpoint its no worse than before.

However, since Trenches can't be rammed anymore that does introduce a possible new avenue for griefing. Please test things out in dev branch and then post your feedback so we can try to accommodate any specific scenarios we might have missed.

As a side note, Trench reservations are shared with your Squad for collaboration purposes.

Comment

Originally posted by Maybar_66

Are there any changes on how building itself works? Will the BMats only be stackable if the player is using the corresponding uniform?

Basic materials are still stackable in all inventories. We made some adjustments to the stacking behaviour for the inventory (e.g. only some uniforms can stack ammo now, like the default one) to ensure there was room for advantages and disadvantages for different uniforms but we were careful to not make anything feel overly painful.

Engineer uniforms can just carry more unencumbered, but all uniforms can stack materials.

Comment

Originally posted by Jasonjr698

Can enemies fill concrete trenches with ease? Or must they be destroyed

Due to the number of potential issues with filling in Trenches (e.g. griefing), we are only allowing it on Tier 1 Trenches and husks for now to test out how it works in practice. We can expand it to other tiers if necessary in the future.

So concrete Trenches can't be filled in.

Comment

Originally posted by Pollen_Pirate

Will there ever be a return to inter-faction voice chat? The immersion was one of my favorite things.

Not anytime soon unfortunately. Basically when our regions started supporting more than 200 players our voice platform (Vivox) started having issues since it only supports 200 players per voice channel.

We can bring it back potentially if we switch voice tech or we write our own.

In terms of design, there's no reason why we wouldn't want that to exist. It was a great feature that I hope we can bring back in the future.

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 Entrenched will be prioritized. Thanks!

External link →

08 Sep

Comment

Originally posted by maverickandevil

u/agebee:"Keep in mind that as of this moment, it is still our policy to not discuss results of moderation."

You do understand that's exactly why players say you're not doing anything to mitigate the problem, right? How does not giving feedback to the tickets help your playerbase to keep sending reports?

I mean, if we go through all the channels you decided are correct for this, make an account, collect data and send it to you to help the game, you won't even give feedback? If a report is good, tell the player he did it right. If a report is not good, tell him why. This will show us that you are actually doing something instead of an automated 'No WiTcH HuNtInG" message that is breaking instead of helping communication.

Also, not being able to reply directly to your post just helps the " Don't even bother trying to reach us" impression the community is having about how you deal with criticism.

Really, review your pol...

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Fair enough.

I personally don't have a hand on what policies are implemented regarding moderation. I was just trying to clarify why posts get deleted, and what are the best avenues for dealing with alts.

But I will bring it this point up with other people in the team. Moderation in general is a complex topic. There are several different opinions among the devs as to the best way to deal with player facing info. Hopefully, the more we talk, and the more we develop, the better we can come up with solutions regarding this topic that best serve not only the game itself, but the community as a whole.

Thanks for the input. Cheers!

Comment

Just to clarify: If you have evidence of alting (same person playing on both sides during the same war) or any other gameplay actions that goes against the game's code of conduct, always send the info through the proper channels. Please create a ticket at https://clapfootgames.freshdesk.com/support/tickets/new and add all the videos, screenshots and whatever else you have as evidence. We do investigate all the tickets summited.

  1. If you do it this way, we can add the issue to a tracker.
  2. Insufficient info from one report can be collated with other reports to paint the larger picture, if need be.
  3. It can be investigated using the logs we have in game and we can take the appropriate actions when needed.

Keep in mind t...

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