markusn82

markusn82



09 Sep

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 →

02 Sep


16 Jul


30 Jun

Post

The next Foxhole Devstream is happening on Friday, July 2nd at 2PM EDT. Join us on Twitch for a preview of Update 45.

We are doing something a bit different this time. Instead of our usual Q&A at the end of the stream, we will be joining the next episode of Zero Dark PressCorps where the community can call in to ask questions. Visit the #updates channel on the official Foxhole Discord for instructions on how to call in: https://discord.gg/foxhole

Foxhole Devstream Twitch Channel: ...

Read more External link →

08 Jun


06 Jun

Comment

I really appreciate the well thought out, constructive post. Thank you.


05 Jun

Comment

Originally posted by dwarfmines

tank armour, and subsystem disable chances

Please let us use this opportunity, then, to express our dissatisfaction regarding how those mechanics work currently...and "work" should be interpreted loosely.

Given the raw imbalance apparent here, those other factors simply do not come close to making up the difference.

I agree that some of these mechanics need review and my reply wasn't meant as commentary on balance, but more so to ensure that a more complete picture was on the table if opinions are going to be formed around this.

Comment

Please note that the stats here from the community wiki are missing DPS (rate of fire), tank armour, and subsystem disable chances.


27 May

Post

The next Foxhole devstream is happening on Friday, May 28th at 2PM EDT. Join us on Twitch for a preview of Update 44. https://www.twitch.tv/foxholegame

We will be doing a Q&A and pulling questions from chat. In addition, we will be considering questions asked in this thread this time around.

  • Only “top parent” posts will be considered. (aka: we are not digging through responses to find questions)
  • Only a very small subset of questions will be answered due to time constraints

Pulling questions from Reddit is an experiment. We may switch back to only answering live chat questions in the future.

External link →

03 May

Comment

Just wanted to chime in here and clarify that at this stage, Anvil isn't a full game project but rather an experimental demo to test out some new technology we are working on.

If you want to know more about Anvil or the R2 Engine, you are welcome to join the Discord https://discord.gg/AcQVVusC. We are running a demo this week so there is still a chance to sign up to help test.


21 Apr


13 Apr

Comment

Originally posted by StillMostlyClueless

You used to be able to, players who’d logged off or changed map were at the bottom of the player list. Did this change?

This has been added back in Update 43. It was removed unintentionally when the F1 screen was redesigned to work with Regiments.


12 Apr

Comment

On the contrary, this change was made based on several bug reports on FOD of LUV being too difficult to kill. There was no other internal motivation for this change. Upon investigation of the bug report, it was discovered that due to an oversight in Update 42, LUVs were given tank level mitigation against small arms (e.g. SMG, Rifle, etc damage is 99% mitigated).

The goal behind the change was to make it as durable as it was before this oversight (and borderline bug) was introduced. The goal was not to nerf it from what it has been for years. Happy to review the health on this one throughout dev branch if we get more feedback on it.


02 Apr

Comment

Originally posted by TITANIUMsmoothy

Voice system couldn’t support the influx of players as servers were set to 200 cap from 160ish cap, so local chat between teams had to be removed. Will be this way until they can find a fix. First day of the update the local voice linked into one channel map-wide in dead lands.

This is a limitation of our current voice platform (Vivox). To overcome this limit we either have to wait for Vivox to increase this limit or port our code to a new voice platform. There is another way to possibly work around the hard limit, but it would require a significant rework with our voice logic.

Comment

Solid idea! I really like how it works within the existing UI paradigm.


20 Mar

Comment

With the pain of server management over these past few weeks.. this is actually how I feel right now. It's not just scaling servers to support more players. Murphy's Law is real.