Foxhole

Foxhole Dev Tracker




20 Mar

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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Comment

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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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.


24 Feb

Post
If you are enjoying these updates, please take the time to leave us a review on Steam. Thanks.

WINTER ARMY Winter Army is Foxhole's big semi-annual update and includes a ton of game changing features like a new dynamic weather system, an overhauled artillery game, new weapon tech trees, a Regiments system, and much more!

... Read more

17 Dec

Post
    Watsoon on Steam - Thread - Direct
If you are enjoying these updates, please take the time to leave us a review. Thanks!



Drummond Loscann 55c This amphibious Light Utility Vehicle has been heavily modified to cross rivers and lakes with ease. Venturing out into the open sea is ill-advised, however.

This vehicle is the perfect partisan tool, allowing enemy bac... Read more

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:...

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16 Nov

Comment

Yes. We're looking at this.


12 Nov

Post
If you are enjoying these updates, please take the time to leave us a review. Thanks!



This update adds new faction vehicles, changes to structure suppression and damage, field weapon hiding, expanded win conditions, and more!

H-10 “Pelekys” The “Pelekys” H-class light tank is heavily modified with an open top chassis and... Read more

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