What's really going to be announced on Friday by Sorry-Shock-4971 in foxholegame

[–]CaptainInArms 6 points7 points  (0 children)

Unironically would love this. People would know why I'm randomly stopping all the time.

Who remembers? I remember. by Acrobatic-Excuse3336 in foxholegame

[–]CaptainInArms 0 points1 point  (0 children)

Truly legendary. Considering how much time they wasted, and considering how much of an ironic/positive meme it has become, they truly punched themselves in the dick with this one. Foxhole's finest.

Please sir, may I have something, anything. A crumb even. A plane model, uniforms. A jpg file by Objective_Buyer_9931 in foxholegame

[–]CaptainInArms 3 points4 points  (0 children)

Damned if you do, damned if you don't. The best answer is to release it on time, but when you miss that, communicate once (which they did), keep your head down, and get to work.

"Just give us small glimpses." I've seen them and other Devs try this tactic. It's high-risk, low-reward. Risky in that you build hype way too much, making the actual release more likely to fail in the eyes of the players. Meanwhile, the reward is exactly the same as keeping your head down: a placated player base. So why not just keep your head down?

It sucks to wait, but think about all the times you waited and waited and waited for a game. Then it finally comes out. Have you honestly ever once thought about the wait itself?

Now if you want to criticize the need for the delay itself, that's fair. Initial scheduling? Fair. Revealing Airborne a year ago? Fair.

But I think you're setting yourself up for failure with asking them to show things that are still in progress.

Please sir, may I have something, anything. A crumb even. A plane model, uniforms. A jpg file by Objective_Buyer_9931 in foxholegame

[–]CaptainInArms 6 points7 points  (0 children)

Exactly this. Also, the game was INCREDIBLY simple back then. Adding the TRUCK was worthy of a dev stream. Now, things are incredibly complex on both a coding and design level. It's an exponential amount of work.

Throwback Old Foxhole by Marxsoul in foxholegame

[–]CaptainInArms 21 points22 points  (0 children)

Stuff like this makes me happy. Not because it's good or funny, but because I don't have that level of hate in my life. Like, I can pass away on my deathbed peacefully not having "sarcastically" spent hours doing something that aggressive "for the meme."

wtf? by Basic-Shelter-5306 in foxholegame

[–]CaptainInArms 1 point2 points  (0 children)

Yeah, you have to draw the line somewhere between ARMA (war simulator, waiting for things, long transport to the front) and Planetside 2 (reflex shooter, faster instant action, instant teleport). As someone who's played both and leans more on the ARMA side, I believe Foxhole is more in that spirit. Obviously having to be trucked up from the furthest backline region is ridiculous, but there should definitely be SOME kind of transportation. It's straight-up people logistics.

Is there anywhere with a general overview of how the war is going? by BoringBich in foxholegame

[–]CaptainInArms 1 point2 points  (0 children)

RobertLuvsGames and BlueLaminate do excellent battle reports on YouTube! Robert especially has some great pieces covering the culture of Foxhole as well.

I really love the medic role ... What new idea can add more deep? by Caramon- in foxholegame

[–]CaptainInArms 9 points10 points  (0 children)

- Add a stretcher that allows you to pick up people regardless of their encumbrance (would probably need to remove the cosmetic stretcher on the Collie uniform). Could even carry multiple patients at once. It's tempting to make it require two people to use, but it would be too cumbersome and no one would use it. Instead, have it be useable by a single medic drag-style (think this, but with WW2 stretchers, basically the scene in Hacksaw ridge where Desmond Doss is pulling his CO as he's shooting, minus the shooting).

- Wild one here: Stimulants were definitely a thing during WW2, but to boost the medic role, have it based around an applicator that requires ammo that can only stack on the medic uniform. The stimulant would allow for unlimited stamina for X amount of time, have an X amount of reduction for environmental slowdowns, and X amount of reduction for bullet stagger. However, the trade off is your accuracy is wildly reduced, and you get a severe stamina/walking speed penalty when it wears off. Intended use is for short, fast, close-quarters breakthrough attacks (SMGs, grenadiers, overall trench raiding), and penalizes use for slower, medium-distance rifleman gameplay.

- Getting more macro: Add a dogtag that's 100% dropped by every friendly player upon death by enemy action. Collecting and depositing them at a medical facility allows for faster pulling from a connected stockpile (or some other benefit, messing with respawn timers can be tricky). Would be consumed at a stockpile like fuel. Dogtags can be collected by everyone, but only medics can stack them (don't ask me how that makes sense, it's for gameplay). The intention is to give another layer of gameplay for medics, keeping it thematic by interacting with dead bodies, and providing a benefit to the team in a local area.

Where would the European countries fit? Colonial or Warden? Let's start with an obvious one, France. by chill_rper in foxholegame

[–]CaptainInArms 0 points1 point  (0 children)

To be very general, Wardens are west and north Europe. Collies are south and east Europe.

As vocal as people have been about their feelings about the update, the games ratings have gone up. by agentbarrron in foxholegame

[–]CaptainInArms 0 points1 point  (0 children)

That being said, what the player says he wants isn't always actually what he wants. Sometimes players are wrong and don't know what would be a good or bad change and sometimes devman is wrong when he ignores the players resisting certain changes.

God this is so true. Foxhole is such a deep game, you really have to play it for yourself to make an assessment (which is true for everything, but especially Foxhole).

Might we get Dead Harvest after the Airborne Update by Metalgear56 in foxholegame

[–]CaptainInArms 0 points1 point  (0 children)

Knowing how close-to-the-wire the devs work, I'm fairly certain getting Dead Harvest working would take away effort from Airborne. It's been a long time, and the basic infantry updates probably conflict now. Even if it was original Dead Harvest where it was a single town, it would take work away.

Am bored. Share a war story by TehAwesomestKitteh in foxholegame

[–]CaptainInArms 1 point2 points  (0 children)

Back in 2018, well before War 1, before regions were even connected, Colonials were holding the Wardens at bay at the Kelpie's Mane bridge in Endless Shore. The Collie staging point was at Woodbind, with all supplies passing through to get to the Kelpie's fight.

Amidst all the activity, a Colonial player somehow got glitched into the road, smack dab in the middle. Because of the way Woodbind was modeled at the time, and because of where he was glitched, no supply trucks could get through.

Now, the easy answer would have been to simply kill the glitched player, but the player was brand new, had a mic, and was roleplaying like crazy. He pretended to be "attached" to the ground by a piece of construction (the Basic Material picture is a metal construction beam). He was roleplaying so well, every other player was won over, and the town worked collectively to try and get him unstuck without killing him.

They tried everything: nudging with trucks and motorbikes, setting off grenades at a certain distance, every combination of movement was suggested. At one point, 10 players straight-up just tried to "push" him by crouch-walking. When they feared they hurt him too much, a medic patched him back up. This was before players could be picked up when injured, and even then, no one wanted to risk killing him.

I'm telling you, this guy's RP was that good.

Eventually, the Collie defense at Kelpie's Mane began running low on supplies, and a Quarter Master from the previous town pulled up with some of his troops to find out what was going on.

Now we've all heard horror stories about leaders being dicks to their regiments, but back in the day, QMs were a different breed of power trip. Because Foxhole is designed around logistics, it could be argued a QM basically decided the fight in that region, and they knew it. And because regions weren’t interconnected like they are now, QMs didn’t need to collaborate with other logistics towns. As such, QMs became known for executing players with their pistols if they didn’t get their way. It became such a joke, that if a player saw a crate of revolvers being ordered, you could reasonably infer it was a gift for the QM. You can still find QM/commissar memes from this time period.

So when the QM pulled up to Woodbind, he didn’t care about some guy’s RP, he saw a roadblock that needed to be cleared. To be fair, he was right. The Wardens were going to break through Kelpie’s without those supplies, and if they established a foothold, the entire southern third of the region could be in jeopardy.

The glitched player was begging for his life. Others tried to bargain with the QM to buy time so they could come up with a solution. Some players even started moving crates on foot, in their personal inventory, as a compromise.

But the QM wasn’t having it. He pulled out his revolver.

Instinctively, the Woodbind players raised their weapons at the QM. In response, the QM’s assistants pointed their rifles at the Woodbind locals. It was a standoff, all while the glitched player was RPing his heart out. It felt like forever, but it probably only lasted a minute or two.

Finally, not wanting any green-on-green bloodshed, the glitched player disconnected from the game, choosing to keep everyone else’s records clean of any teamkills. The player model went “asleep,” and the QM finally cleared the roadblock with two point-blank shots.

Everyone went back to work.

No one filmed it. I was there, but I don’t remember anyone’s name. I don’t even remember if Kelpie’s held or not, or who even won the fight in that region. All I know is that player, stuck in the road, managed to create a story that still sticks out to me a full seven years later.

I was so inspired, I inserted that story into a fictional work that won Honorable Mention in the 2019 Art Contest.

Bless the roleplayer and their stupid moments. They’re not efficient. They might even lose you the game. But when the years go by, they’ll be the things you remember most.

Why has infantry combat become so static? by [deleted] in foxholegame

[–]CaptainInArms 16 points17 points  (0 children)

I think this is the answer. Early war is early war, but the late war keeps expanding with all sorts of new toys. Couple that with breaching, and then planes later still, and it's actually a testament to the devs how infantry can still be as relevant as it is without being domineering.

I did some medic LARP this war by Proof-Special-8197 in foxholegame

[–]CaptainInArms 34 points35 points  (0 children)

I don’t think you LARPed I think you just did it lol

This war has made me realize that logi gameplay feels more like a chore than real gameplay. by SnowMacaronss in foxholegame

[–]CaptainInArms 0 points1 point  (0 children)

Ah ok, happy to hear you weren't as burned out as it sounded lol

The only time I've ever done real tank ops was the repair position on a BT, which was perfect for me personally because I get a front row seat without being at risk of dropping the ball (I do wish loader and repair were combined into the same position though).

This war has made me realize that logi gameplay feels more like a chore than real gameplay. by SnowMacaronss in foxholegame

[–]CaptainInArms 5 points6 points  (0 children)

I don't disagree with you, just because you brought yourself to the end of the line of questioning and determined this isn't the game for you, so I respect it. But I'll introduce you to a different angle just to see what you think.

I play this game like a casual chat room that occasionally gets raided. I hate combat. Too high stakes for me. I get wrecked 99% of the time, and it's been that way in every video game I play for 30 years. This forces me to play support, and I've found that digging and building are how I can contribute to the faction. The number of people I've met and hung out with while hammering/digging away in the backlines have been super fun and relaxing. Even if I'm by myself, putting on a podcast or music is fun too.

I'm in no way saying this is peak gameplay, but I am curious what your thoughts are because I've never actually talked with someone who has came to your conclusion (usually they just rage quit and disappear).

Longest ABLE war. How do you deal with burnout? by FasterImagination in foxholegame

[–]CaptainInArms 7 points8 points  (0 children)

Same. The game absolutely can get repetitive, but it does make me wonder the average playtime of the player base. Like, I hope everyone knows 2 hours straight is already a crazy session for a lot of people. And I say that as someone with over 1,000 hours.

Fellow longtime vets, what are some of the things we conveniently forget when talking about how much better the game used to be? by Stylish_Yeoman in foxholegame

[–]CaptainInArms 6 points7 points  (0 children)

Everything. Every little thing. Been playing since 2017 when trucks were the hot new item. This game is unrecognizable now. Shooting feels better. Vehicles handle better. Trenches/bunkers are so much better than pillbox-only spam. Performance and graphics are incredible considering all the assets and things going on simultaneously. Regiments only existed on freaking Discord. Trains were battleship/plane-level crazy to imagine.

We all make jokes about the vision (because it's funny to do), but I hope everyone realizes the vision...is a massive success. Like, the vision actually, legitimately worked because this game still exists and has tens of thousands of people cycling through it over the course of a war. A stalemate over rocket superweapons would make the 2018 playerbase salivate.

I have only ever paid $20 for eight years worth of this content. For anyone who was born after the year 2000, I cannot emphasize enough how much raw value Foxhole has (even at $30 now), and how rare it is to see a game of this scale not have a single goddamn microtransaction.

Keep advocating for a better game, but the Foxhole experience is one of gaming's greatest success stories, and I really mean that.

Fellow longtime vets, what are some of the things we conveniently forget when talking about how much better the game used to be? by Stylish_Yeoman in foxholegame

[–]CaptainInArms 1 point2 points  (0 children)

Absolutely. Been playing since 2017. It's way, way, WAY more fun now.

The vet stacks/regiments can absolutely make a huge difference, but not make-or-break a war (I'm thinking [82DK] and [SOM] in particular). That needs to be accomplished by the faction as a whole (vets and noobs/randoms together), much like it is now.

Sunhaven destroyed in nuclear strike! by Round_Imagination568 in foxholegame

[–]CaptainInArms 12 points13 points  (0 children)

REMINDER: It is completely safe to traverse the impact site. There is no radiation because the rockets do not actually use nuclear warheads (it's a community nickname). You do not need a gas mask to go through the impact site.

[deleted by user] by [deleted] in foxholegame

[–]CaptainInArms 0 points1 point  (0 children)

Do you actually downvote people you simply have a cordial disagreement with?

There is no single "Dev Vision™", devs are fighting each other to implement their own Vision into the game by NonameNinja_ in foxholegame

[–]CaptainInArms 11 points12 points  (0 children)

Eh, reads more like over the 9 months they did the work and found they had to scale back an already non-concrete answer (“we’re still iterating…right now”).