markusn82

markusn82



07 Sep

Comment

Originally posted by mrkosi_nik

how are u going to lay down the *cemented* floors and ramps and etc ?

Also is there going to be lore updates into the map ?

Foundations have two tiers. The first tier will require a CV and a new type of material used to build roads and foundations. It will be refined from Coal at logi town refineries. The second tier will require concrete.

Comment

Originally posted by enderseye

Thank you for hosting this! I'm super hyped for 1.0

I have a few questions pertaining about logi factories, building, and trains of course

With the factories and rails, how will they be maintained? Is it still going to be Gsup based? If not, then how?

Is building getting some QOL? Right now it takes a good chunk out of a players week of to get a conc bb up and running in a reasonable amount of time. Bbs also have a habit of not allowing players to place structures because the terrain is "unsuitable" even though it has no change from the ground around it. With factories I worry that it will just be a "fight the game for an hour,, hold left click, turn on a show, and wait" kind of thing like it is with bbs.

How will we defend factories? Are there going to be new defenses or will it just be more bbs around them?

(Final) New question from org mates, is water just going to be used for fires or will it have many uses?

Thank you for your...

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It will be Garrison Supply based. Foundations and roads will actually consume more Garrison Supplies than normal structures to prevent players from spamming them everywhere and bypassing the roads in the world. Trains will be less constrained but we're still balancing this.

Building Facilities will be more dynamic than Bunkers. They won't rely on the base upgrade voting system. I'm not saying it won't be work to build them, but it'll feel more like you are actively making progress. This is of course my biased dev opinion. We'll see how everyone else feels about it once they try it.

See my comment here about Bunker building: https://www.reddit.com/r/foxholegame/comments/x8h105/comment/inibdbl/?utm\_source=re...

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Comment

Originally posted by HiggsTugsten

Will there be any changes to building to account for the added methods of destruction? For example, some way of fireproofing bases before concrete?

No significant changes will be coming to Bunkers in Update 50 due to how much work everything else has been. We will try to come back around to revisit them in a future update.

If there are issues regarding this found in the dev branch, we will try to address them through balance.

Comment

Originally posted by lordbaysel

How will trains (and smol trains) interact with objects on rails?

Will they damage them, push them, or be blocked by them?

Is there something more for infantryman still waiting for release?

can we burn down the trees?

Are calibers of HV guns switched now? (Colonial one had 40mm, Warden 68mm on slide )

We're still looking into final balance on what will be damaged by vehicles and what will be blocked. Things like Bicycles will take damage.

We wanted to implement pushing mechanics and burning down trees but this is part of the 20-30% cut feature set I've been alluding to in my other replies over the last few weeks. Doing something like removing trees while still supporting hundreds of players per region isn't trivial.

The bottom line is that these features are so big that inevitably we had to defer many of these things to Update 51 and beyond.

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 Inferno will be prioritized. Thanks!

External link →

01 Sep

Comment

Originally posted by thisiscaboose

Apology for poor english

Where were you when devstream was in a week

I was on computer, scrooping

"Devstream is in a week"

"Yes"

And you?????????

Super excited about the stream. It has been a really long and grueling development cycle. We actually had to cut ~25% of our originally planned set of features. A lot of tough design decisions being made every day as well. On one hand we're trying to be as considerate as possible about the existing game, but at the same time some uncomfortable changes need to be made to ensure we are actually breaking into new territory instead of rehashing what's there already.

There will be some shake up and I'd imagine not everyone will be happy where it all lands. Either way it'll be exciting to finally have it all revealed next Wednesday!


24 Aug

Post

https://preview.redd.it/1fls3vopepj91.png?width=1920&format=png&auto=webp&s=7420885d767f4df1cd66279c02147f61d4a12b70

When to watch: Wednesday, September 7th, 2PM EDT

Where to watch: https://www.twitch.tv/foxholegame

What will be revealed: A full preview of the upcoming Foxhole 1.0 update

EDIT: For information on what to expect for this release, please read the 1.0 FAQ...

Read more External link →

19 Aug

Comment

Originally posted by DefinitelyNotABot01

The coolest part of 1.0 is going to be seeing all the old faces that used to play. Everything else is just going to be a normal “large update” experience, with trains and battle tanks likely the cherry on top.

This is accurate. 1.0 will be just like any other big update like Entrenched or Winter Army.

It'd be arrogant for us to think that we'd "fix everything" and yes it's probable that we'd introduce a few new issues at 1.0. What we will do though is continue to commit ourselves to working hard every day to improve and expand the game over time.


16 Aug

Comment

Originally posted by RELAXNMAXN

Just hope it's worth the "1.0" release, whatever the updates may be.

The 1.0 FAQ from last year is still very relevant and should give a good idea on what to expect https://www.foxholegame.com/faqone


18 Jul


30 May


12 May

Comment

The change was made for many reasons, but in part to reduce the toxicity around new players being accused of malicious behaviour. The community has made some good points though so we're re-evaluating this change for now.


11 May

Comment

Originally posted by Maxoxpower

if this patch "remove" or REDUCE my " lag" or my hitches when im near big concrete base late game.. im ALL IN :)

That was one of the biggest things we've optimized so hopefully you'll see some benefits there. I really wish we had more time to spend on client optimization as there still so much to be done, but it'll all have to wait until after 1.0 at this point.

Comment

Originally posted by Aesthetech

These all look like good changes to me. Gonna break down my thoughts on this one briefly:

Game Balance

Large scale game balance is not the focus of Update 49, but several higher priority adjustments have been made:

Sniper Rifles (all classes) have increased economic cost, reduced stability, and require crouch -- Sniper barge nerfed! lmao lol lmao. In all seriousness these are all good changes.

All deployed Tripod weapon health is increased -- They were a little fragile, I think this is ok as long as it's not like 3x or something.

Ignifist 30 equip time decreased -- Should have been auto equip, but maybe there's some sort of engine limitation there? No idea. This helps, though.

UV-24 "Icarus" weapon range increased -- Interesting. 35m? We'll see what the datamine says. Not opposed.

T8 "Gemini" weapon ...

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Your assessment of the HV40 is correct. It's more of a temporary fix. There are larger changes relating to Field guns coming in the future.


03 Mar


24 Feb

Comment

Definitely have this discussion Reddit, but please also include as much detailed feedback on #devbranch-bugs-feedback on the Foxhole Discord. The team will review that channel, but won't necessarily read through posts on this subreddit. I'm not promising any change one way or another, but just want to make sure that feedback reaches the right channels.

Thanks!


23 Feb

Comment

Originally posted by Fescues

Now that Smokes are back, do you have any plans on adding the Warden's variant landing apc?

No plans.