Foxhole

Foxhole Dev Tracker




27 Mar

Comment

Originally posted by ShineReaper

Are you absolutely sure about that, since people report that a region went from Good to Very Poor?

Maybe there is a bug in play that this intended function of the system doesn't work?

Our certainty level is high, but the possibility of bugs or data errors should never be ruled out. If there is a discrepancy, please note it in the bug channel on Discord with as many details as possible demonstrating the issue including time stamps and regions. The team does not look at reddit for bug reports unfortunately. Thanks.

Comment

The system accounts for this kind of behaviour with Tripods. This scenario has a negligible if any impact on the Maintenance Supply economy.


20 Mar

Comment

Originally posted by dolche93

Is the system something that you can actively tweak over the course of the war, or something that requires a steam update?

I speak from the perspective of someone who built day 1 defenses on ulster, only to see it hit very poor. Based on the information I've been given in game from the system my intuition tells me that building to have standard meta defenses will result in very poor supply status. That's unsustainable.

The system tunes itself over time based on server performance. An update isn't required. We knew implementing this would be a risk, but the only path to figuring out that very delicate balance between usability and server stability is to try in a real world environment with 1000s of real active connections. The initial system tuning was based on data from previous wars but it's never as accurate as live testing.

Comment

Reposting my comment from yesterday. Hopefully it's helpful.

As mentioned on our devstream the goal is to keep server performance stable but make maintenance more manageable by allowing supplies to be produced at the MPF/facilities, having auto repair on decayed structures, and giving more control over what is supplied with Maintenance Tunnels. The goal is not to make things harder for no reason. If it wasn't for the technical constraint we wouldn't even have decay or it'd at least be very different.

The team is keeping a very close eye on the system over the next week. We're concerned about both problems: Either it's too difficult to maintain structures or server performance starts degrading. It's a difficult trade off in both directions and the system needs time to tune itself to the correct balance.


19 Mar

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As mentioned on our devstream the goal is to keep server performance stable but make maintenance more manageable by allowing supplies to be produced at the MPF/facilities, having auto repair on decayed structures, and giving more control over what is supplied with Maintenance Tunnels. The goal is not to make things harder for no reason. If it wasn't for the technical constraint we wouldn't even have decay or it'd at least be very different.

The team is keeping a very close eye on the system over the next week. We're concerned about both problems: Either it's too difficult to maintain structures or server performance starts degrading. It's a difficult trade-off in both directions and the system needs time to tune itself to the correct balance.


17 Mar

Post
For additional details on Update 52 check out our latest Devstream.

DRAGON'S TEETH An anti-tank obstacle that prevents vehicle access to an area, and is resistant to most types of damage. Dragon's Teeth are built in rows, which can be dynamically scaled in length when placed.



HAVOC REMOTE CHARGE A high-powered explosive charge that requires a detonator to deploy. The Havoc Charge is highly effective at demolishing large structures. The charge must be detonated via... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

08 Mar

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    sca on Steam Forums - Thread - Direct
Catch up on our latest devstream, where we preview Update 52

https://youtu.be/iOh3EnmbJi4
Comment

Originally posted by NormalSquirrel0

We want to prevent a situation where reddit is used more for moderation than the proper channels.

As you probably know, the reason these situations are not brought up in proper channels is the perception that those proper channels are useless. There's no feedback loop, and there are plenty of stories along the lines of "i reported the guy for griefing, but he's still not banned" (bonus, although slightly tangential: "permanans don't exist, look at this guy with 40 bans on his account drowning tanks yet again!")

It's borne out of frustration primarily. When the "proper channels" stop working (or are perceived to have stoped working) there's little recourse but to air your grievances in a public place. Such as reddit.

I agree our feedback loop for our reporting system is poor and has much room for improvement.


07 Mar

Comment

Originally posted by Fridgemomo

This is really hard for building a concrete base to tap when a CV can’t even hold that much concrete.

Fair point. Be sure to include this in Dev Branch feedback. I can't promise anything will change but it'll be a good issue for the balance to at least review.

Comment

Originally posted by TheBazlow

You mentioned optimisations at the start but only showed some percentage figures.

Do you think you could do a deep dive sometime in a blog post like how reddit does with https://www.reddit.com/r/RedditEng/? It's one thing to know that the numbers are better, it would be cool to know how you overcame some of the technical stuff relating to game development.

That would be very cool to do at some point. I find it almost a shame sometimes how little people know about the kinds of technical problems we solve.

Comment

Originally posted by Foreverdead3

Any word on possibly improving the subreddit’s moderation?

Additionally is there any consideration on possibly removing or revising subreddit rules #3 and #7? These two rules seem to be used to shut down good conversations happening on the subreddit and removing the would allow a more open discourse which in turn tends to lead to better community discussions

This is gonna be a difficult one to get on the same page about, but I'll try anyways.

The goal of those rules is to ensure that moderation issues are reported to the proper channel. There have been numerous cases in the past where issues were brought up on reddit but not through our official reporting system. We want to prevent a situation where reddit is used more for moderation than the proper channels. Having said that, those rules may be too general and could use a review in the future.

In terms of open discussion, we actually try very hard to not stifle open discourse even if it's negative towards the game or developers. If that was our goal, half the threads that appear on this reddit would be deleted. There's been cases where dev team members have actually gotten upset that a negative thread was removed out of error because we staunchly believe in open criticism even when it's uncomfortable to read.

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Originally posted by ParachuteRegiment626

So is it the case they will all be disabled until you figure it out? Or it's kept as it is currently and then the system will be in place?

We're going to default to disabling all mods and then in the dev branch try to get a gauge of what mods players value most (that are fair of course) and try to allow as many of those to still function as possible.

Comment

Originally posted by -Morgeta

What's a nice change that wasn't mentioned in the dev stream?

This change won't be popular to everyone, but the "tapping" mechanic has been altered so that the structure is reset when it's actually fully built now. We made this change to alleviate the frustrations around players losing days of upgrade progress due to a single "cheap" action.

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Originally posted by ParachuteRegiment626

I am a mod maker for foxhole. What i want to ask is i make only remodels of existing content in game for the guns etc. Can you confirm that i will be able to continue make and use these remodels in game?

I don't want to promise anything right now as this feature made it in very late in the dev cycle but our goal is to have filters that will allow for certain mods and not others. We're figuring out the best way to do this and should have some news about this in dev branch. To stay in the loop, follow the dev branch channels on Discord when they go live.

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Originally posted by eTheBlack

How are you?

Both stressed out and excited at the same time. Working on Foxhole is a never ending game of pain and joy at the same time.

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Originally posted by blippos

Any chance at doing more frequent Q&As? It would be nice if they didn't only coincide with updates.

It would be nice. In the past, it just felt unproductive to have a Q&A without being able to have a dev branch feedback loop and a chance to address some issues on the spot.

We don't feel comfortable saying "we're going to address something in the future" without having tangible changes in hand because honestly it's not really up to us to assume anything. We're responsible for making changes and it's up to the community to tell us if it helped or not. Without the changes, that loop becomes broken and its just empty promises.

Having said that, we're constantly evaluating these sorts of things so just because we believe this is the most effective now it can change in the future.

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Originally posted by Stank34

Will the Shipyard Bug (not being able to build shipyards around relic bases) be fixed?

Yes. Shipyards can now actually be built anywhere with no additional requirements (i.e. they can be built in neutral or enemy territory even).