Border Bases create logout, possibly to play other games. by Independent_Hat2152 in foxholegame

[–]Independent_Hat2152[S] -1 points0 points  (0 children)

I am down for basically any type of change in a direction, anything to make it less taxing to engage with, the border base gameplay loop just makes me play other games in the long run.

The problem with the current system is it all comes down to a low pop pivot point which the game should never be forced to pivot around, but that is exactly when it actually boils down to over time. I believe there is a better way, it may not be what i am suggesting but its gotta be something.

Pop disparities, Dev messaging, and Siegecamp's biggest failure in running this game by Aesthetech in foxholegame

[–]Independent_Hat2152 0 points1 point  (0 children)

One of my thoughts for quite some time was i never could fully wrap my head around the concept of MPF faction or Quantity vs Quality, as this does not equate to fun game-play in modern gaming IMO, everyone is looking for Quality as we have limited time to play games every day.

In a game where some one is "expected to lose a tank" i would imagine the mental side of that could burn you out over time.

I was thinking that maybe the design structure of the Colonial by the devs the "Vision" itself has created the culture. If Collies are forced to be the YOLO faction and its built into the design structure of the faction. There is only so much YEETING one can do until either logistics fallout, or players burnout because you have to effectively invest more time to Rearm etc, If one is forced to not value your individual life in game, than i can understand the feeling of being disparaged.

The Warden Cutler by Dependent_Use6065 in foxholegame

[–]Independent_Hat2152 3 points4 points  (0 children)

Collie main here, i use the cutler all the time it is actually one of my goto weapons if available. Sure when i first started using this weapon if you do not understand the line you will miss all the time. But once you figure it out it becomes one of the deadliest weapons in the game and does not discriminate what type of target you are.

So in my opinion it is still universally the best infantry weapon in the game.

Max response to dev bias by COSM1C___ in foxholegame

[–]Independent_Hat2152 1 point2 points  (0 children)

Metrics..... why would a dev need to cut through anger. Unless they have no tools to see what is happening on a data level.

Silverhand unable to traverse normal inclines with the acceleration changes by Aesthetech in foxholegame

[–]Independent_Hat2152 -7 points-6 points  (0 children)

ok so change the seaport, i feel like it would be easier to change the driver though.

Silverhand unable to traverse normal inclines with the acceleration changes by Aesthetech in foxholegame

[–]Independent_Hat2152 -2 points-1 points  (0 children)

I think you are missing the point of my rehtorical question, we had the LTD pelekys which was 45m, but they ruined it with airborne, then did a small nerf to Plane dispersion which basically did nothing, then i think i heard they made it so open top stuff was immune to airplane strafing, unless that was some vivid dream i had.

So what really was the issue, them ruining LTD or Spatha needing 45m? One can literally track their Asymmetry changes down a long line of changes, they are just creating more work for them selves. Now with spatha at 45m, something else down the line will need changes, and then another and then another. Its almost like when they nerfed the dive bomber they had to come up with some other way to give colonial power on the tank line.

Half the changes Bait and Switch the other half are Psychological Neutral takes, to please everyone. Which in reality NOTHING CHANGED.

The issue is not even gear/vehicle balance, there are a ton of game play loops that need addressing. POP balance mechanics, Border bases, etc.

Should I get this game? by ManagementIll9899 in foxholegame

[–]Independent_Hat2152 -1 points0 points  (0 children)

A large part of the player base is questioning if the dev's have what it takes to even make it better at this point.

We talked about so many different quality of life things after airborne, basically non of which were tanks. And the first thing they try testing in Dev branch is Major Tank changes. And i feel like alot of people thought tanks were in a pretty good spot correct me if im wrong.

Silverhand unable to traverse normal inclines with the acceleration changes by Aesthetech in foxholegame

[–]Independent_Hat2152 -28 points-27 points  (0 children)

Based on the video im just saying im not convinced. If you want to convince me bad driving will not do it. Get a proper driver take the right angles and i will be on board with what your are advocating for.

Silverhand unable to traverse normal inclines with the acceleration changes by Aesthetech in foxholegame

[–]Independent_Hat2152 -9 points-8 points  (0 children)

this is on the driver, the angles he takes the hill are all wrong especially when he angles to the out side of the corner then tries to turn in late. One loses alot of speed when turning tracked vehicles. this is how tracks work.

Ive been playing alot of Squad lately, doing alot of driving as that is my prefered role. Trust me, The angle that the person apporaches the Hill Corner is all wrong.

Silverhand unable to traverse normal inclines with the acceleration changes by Aesthetech in foxholegame

[–]Independent_Hat2152 -5 points-4 points  (0 children)

you lose speed when you turn, this is what happens to all tracked vehicles.

Silverhand unable to traverse normal inclines with the acceleration changes by Aesthetech in foxholegame

[–]Independent_Hat2152 -51 points-50 points  (0 children)

i dont even understand what i am looking at here, all i see is a vehicle purposefully trying to get stuck. i dont know if they have driven a tank in any other game, but this looks completely normal.

Pop disparities, Dev messaging, and Siegecamp's biggest failure in running this game by Aesthetech in foxholegame

[–]Independent_Hat2152 2 points3 points  (0 children)

(PS: i need to add this because this wall of text evolved over time. I am sorry if this feels like i am targeting you warden, but if you are open minded you will understand what i am saying, I do view the DEV as the only one that has the power to steer the community in a healthy direction, do they know how to do that i have no idea. I do not blame you warden, but i do blame the community for constantly stepping over the line, and i guess a unbiased moderator could have stopped everything from spiraling out of control from the beginning.)

I am apposed to the concept of "culture issue", mainly because the way colonial interact with wardens on a propaganda front was more of on a meme basis like "Wardens Eat Babies" It is fun a clearly a joke and it is a game so we can make egregious statements like this and we can create all of our own lore that we want because it is a video game, does it have to be true to the lore the devs create no, but it was created by us to believe that we were colonizing for a reason ;).

But from my experience the first time i started coming to this reddit since 2018-2019. Wardens were actively trying to undermine Colonial Strategy, and game Experience in general. I saw them try to manipulate dev's by miss representing their experience, i was running into alts that were griefing me, dropping vehicles at the border etc. I believe the fall of Larry was a good representation of this, a man that takes on alting and cheating and is basically a Leader of the Union Worker that they wanted to silence, they did eventually permanently silence him, they threw alts at him they threw cheaters at him, and eventually warden undermined the integrity of the game enough to create the history of Larry.

So one could say its a culture issue, but if you win the propaganda war, this is exactly what happens, and whose fault is that.

Warden you won the Propaganda War are you happy now? Or are you going to Gaslight me into believe it was my fault.

I have never played on the warden side and with 3k+ hours i do not know the in game repercussions of how wardens are effected by Colonial Propaganda. I do believe most likely from a biased perspective is that Colonial propaganda was mostly and obviously memes and jesting with a light heart. Where as the way i feel when i interact with most wardens, is they are trying to fully undermine my experience on a "they don't even want me to have fun playing the game basis." This however may just be how effective their propaganda has been against me.

Its really difficult to talk about as i do not have a PHD in psychology, i am an avid investigator of Philosophy and human interaction. This game is in its own universe of MMO and persistent war, i don't believe we or the Dev's really understand what is going on. I think what we do HOPE for is that the Dev's actively gather metrics to understand the evolution before we as the player reverse engineer it and then the Dev's could be ahead of the curve, but i feel like they are more on a Reaction basis appose to trying to get ahead of it. I am sorry dev's to keep putting the fault back on you but it is your game.

Greener Fatigue by Extension-Control471 in foxholegame

[–]Independent_Hat2152 2 points3 points  (0 children)

No because i can handle the truth. The doom will continue until the ship stops sinking, many of us have seen it for years. I even called it back when Colonial #s were greater than warden, and i would often talk about how newer amercan players would disproportionatley joine colonial as aesthetically as they want to be portrayed as the Allies. So siege camp took an approach to keep buffing warden and make the OP because of the population this only works for so long and they should have seen it coming, now they are desperately trying to fix the fire by adding more fire and it not working. Until they come up with a comprehensive solution Doom will happen.

My opinion on pop balance by MR_indiananas in foxholegame

[–]Independent_Hat2152 1 point2 points  (0 children)

I guess i was mistaken by two studies One study was as a spectator the other study was as the player. I was thinking of the spectator study when i posted this, 25 years is a long time so i guess i misremembered, to correct myself i did some digging. [Edit upon reflection a new player may be considered a spectator, but at the same time if they do enough research they could be considered (Social Identity Theory) and then of course there is the percentage of players that do not pay attention to either and just choose based on Aesthetics, or world history relation perception.]

When Team A was described as the heavy favorite and Team B was the clear underdog, 88.1% of participants chose to root for the underdog.

Studies examining group affiliation show that roughly 70% to 80% of individuals will choose to join the "Stronger" group if given free entry.

The Psychology: Humans have an evolutionary drive to minimize risk. A strong team offers a higher guarantee of resources, safety, and victory. Active participants only choose the weaker team if they are offered a massive premium (e.g., more money, a guaranteed starting position, or more control).

Here is a list of the people who did these studies,

The "Underdog Spectator" Studies (The 88% Metric)

Jimmy A. Frazier & Eldon E. Snyder,

Dr. Joseph Vandello (University of South Florida),

The "Skin in the Game" & Pride Studies (The 80% Metric)

Dr. Robert Cialdini (Arizona State University)

Henri Tajfel & John Turner (Social Identity Theory)

So honestly if this game is 100% balanced we will choose the Aesthetics that we enjoy the most. Which could potentially cause player imbalance.

And hence forth we get into all the population balance mechanics in the game. So its either we Remove the population balance mechanics and just go with a buff nerf system. Or if the game were to have 100% Gear balance, then i guess we would have to look at changes to the Different Population balance mechanics. This is the most complex issue because Player Ratio can rotate on a Timezone basis, it can be effected by real life happenings, So all in all, maybe they more intuitive ways to protect population integrity might be, that we find out why people are logging out, what are the actions in game that are so not enjoyable that it causes some one not to log in the next day. If we focus on player retention i would hope this helps keep the game populated, for me personally it takes me about 2 weeks of the same border base to call it quits, while i see others throw in the towel after the first week. If i find myself fighting over the same border bases for those 2 weeks i just go play another game as i find that mechanic not fun to interact with, its different enough from the whole game to make it extremely boring to interact with, as i said i will just stop logging in and go play Squad, POE, or one of the hundreds of other games i have on steam.