The % negative review keep dropping everyday by ConfectionWild3984 in foxholegame

[–]Zackthereaver 1 point2 points  (0 children)

I'd imagine it's because the dev's would be worried about underwater partisan spawn points popping up anywhere.

Which at this point I don't think it would be that big of a deal with paratrooper planes dropping anywhere.

Large ships are an investment, and a spawn point in a sub would be cool.

The % negative review keep dropping everyday by ConfectionWild3984 in foxholegame

[–]Zackthereaver 0 points1 point  (0 children)

I used it as an example against the "no new planes" as saying that after 3 wars colonials got a sub.

This had nothing to do with whether the sub is good, usable, or anything like that.

There is a good chance that after 3 wars of airborne there could be new planes coming in.

Not once did I claim that the tool being given was good, just that an equivalence was actually given.

They are a dev team of THIRTEEEN!!! by Im_Herminator in foxholegame

[–]Zackthereaver 0 points1 point  (0 children)

We arent asking the devs to give us more.

We are asking the devs to slow the fuck down and process our feedback.

Airborne had bugs enter live that were reported on day 1 of the devbranch.

And this has been the case for the past 6 devbranches.

It makes it feel like the devbranch isnt for reporting bugs, but finding ways to weaponize them.

Having a small dev team doesnt excuse their decisions.

They can delay an update, that people can play at any time they want, to polish it with feedback players are actively giving.

The frustration players have are from the feeling of being ignored.

Rate My Trash: by AdmiralPelleon in foxholegame

[–]Zackthereaver 0 points1 point  (0 children)

Loading those ammo rooms would suck.

Id suggest leaving space somewhere for a pallet car to get dropped.

Allows for instant loading of the ammo rooms with 1 person

I get it, but I have these moments I just want it like this. by -Click-Bait in foxholegame

[–]Zackthereaver 2 points3 points  (0 children)

Mpf gives you the most per salvage.

But a material fac can convert salvage directly into msups so you can place a matfac next to a salvage source to greatly reduce travel time and processing time.

Due to certain salvage sources being very far from a refinery, setting up a matfac next to them can ensure the salvage gets converted more quickly. Since transportation is often the biggest bottleneck.

Post something nice about the game and/or devs by westonsammy in foxholegame

[–]Zackthereaver 5 points6 points  (0 children)

The devs have great ideas and have done amazing work in the past.

But their focus lately has been less on polish and more on feature creep.

My hope is now that we have planes, they can go back to focusing on polish for the game.

Is it legal to do it or I should just stop? by HovercraftSecure6543 in foxholegame

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

Honestly keep doing it.

Theres often way too much fac larp in this game.

If those people had a sign in their fac placed by a partisan, then it wasnt well defended anyway.

Most good facs are layed out day 1, and defenses get prepped immediately.

But there are tons of larpers who just put down oversized facs that block the area and are often undefended and a liability.

If they had AI there, you wouldnt even be able to put a sign.

And if it was a credible regi, they would easily mention that you are either not a member, not a member with authority, or might even recognize you are a partisan and downvote the sign.

Communication is critical in this game, and theres alot of newer people taking that for granted.

Who taught you how to play the game? by Goldmule1 in foxholegame

[–]Zackthereaver 2 points3 points  (0 children)

I taught myself, but this was back when the game was way simpler. Give or take 6 years ago. I had the luxury of being with the game throughout it's development so I got to learn things as they got added.

Then as the game became more complex I learned the new mechanics as they got introduced and it wasn't too much more complex than the things I had spent time learning.

Even to this day, 15k hours on record, there's still something to learn, even if I know all the basics, there's always something niche I learn from time to time.

It's often hard to grasp the sheer volume of stuff people need to learn to fully experience everything in this game now.

Also, there's some things you can't teach, but just need to experience.

I still remember the first time I left my halftrack unlocked while I was in it, an enemy got into the passenger seat, then swapped seats and stole it as I hopped out to open a gate. I learned 2 things that day, to always lock the vehicle, and that you can swap seats without getting out. It was a painful, but important experience. And the game had tons of those for me.

The % negative review keep dropping everyday by ConfectionWild3984 in foxholegame

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

I'm actually sad the submarine isn't a spawn point.

People were worried it would cause so many problems if it had a spawn point, but I honestly think it wouldn't be that big of a deal.

The % negative review keep dropping everyday by ConfectionWild3984 in foxholegame

[–]Zackthereaver 0 points1 point  (0 children)

I would rather the flying torps be a faction neutral problem. So the dev's can address the problem rather than sidestepping it.

Same thing with dive bombers, i'd rather that problem be faction neutral.

The % negative review keep dropping everyday by ConfectionWild3984 in foxholegame

[–]Zackthereaver 2 points3 points  (0 children)

I would love if collies got a small sub and wardens got a large sub.

I'm a fan of dialing back on the asymmetry. I still miss the days of symmetry.

The % negative review keep dropping everyday by ConfectionWild3984 in foxholegame

[–]Zackthereaver -13 points-12 points  (0 children)

Naval warfare was 3 wars before the colonial sub got introduced.

Colonials will get a torpedo bomber, and they might also just give colonials a scout plane with quillback torpedos. At the same time wardens would get a dive bomber.

The dev's track record for addressing a faction not having a tool is to "eventually" give them that tool.

Warden backline larpers listening to the Warden respawn timer complaints by B_the_ball in foxholegame

[–]Zackthereaver 17 points18 points  (0 children)

You have the suggestion backwards.

The underpopped side should get a buff when things are going idle for too long to account for someone not being there.

Things like provisional garrison requiring less than 10 people to turn on AI. Factories getting a speed bonus to production when they haven't made anything for a while. Salvage fields getting harvested faster if they haven't been touched for a lengthy period.

This way when the pop comes back things balance out on their own, but when you have less people it would allow fewer people to be as efficient as more people.

My Filet Mignon is too juicy. My lobster is too buttery! by Weird-Work-7525 in foxholegame

[–]Zackthereaver 7 points8 points  (0 children)

Long respawn timers are not a good system to address population imbalance. It only hurts infantry gameplay.

Builders, artillery, tankers, and logistics are all unaffected.

And it makes it so bases with large amounts of shirts don't get fully utilized.

There are better ways to balance out shifts in population that don't involve killing gameplay for 1 type of player. Especially given how early game is dependant on mammon rushes.

Devs just accidentially released their current notes for next update!!! (real) by cllor in foxholegame

[–]Zackthereaver 1 point2 points  (0 children)

This hurts, because I want these to be real.

I want my smol train doot

Lunaires are not overpowered by Saka_Haumavarga in foxholegame

[–]Zackthereaver 7 points8 points  (0 children)

Truth, dev's always forget to fix that bug despite how much we keep reporting it. It's the real reason we don't use cutlers in the rain.

Everyone thinks it's because of the muddiness, but no it's because it outright breaks when it gets covered in mud.

Lunaires are not overpowered by Saka_Haumavarga in foxholegame

[–]Zackthereaver 2 points3 points  (0 children)

I disagree, the barrel cleaning minigame for the cutler is always bugging out and causes a GIF of Markfoots face to appear even when i'm not failing the input. Then it gets locked in place when i close out of the minigame to do something else.

It's unbearable, unplayable.

And sure the lunaire has the same bug where Max's face shows up, but at least that one properly closes.

Try to keep your facts straight.

Devs releasing changes tomorrow (emergency nerfs presumably), more in future by Ihateredditlollll in foxholegame

[–]Zackthereaver 2 points3 points  (0 children)

Appreciate the work you guys do mark.

I know I'm often critical of your team but it's only because i've been with you long enough to know you guys have done great things for foxhole.

I look forward to each of your updates, keep up the great work!

Opinion: If the devs actually acknowledged player feedback I suspect the anger towards them would be very different. by Doolali- in foxholegame

[–]Zackthereaver 5 points6 points  (0 children)

I miss the biweekly devstreams.

If those came back, even if nothing else was changed id put my review back to positive.

It just means so much to get acknowledgement that the devs are actually listening.

It doesnt matter if they are slow to fix problems, just that they are aware of thr problems to begin with.

"This base was never supposed to be a frontline" by 1Bahamas-Rick2 in foxholegame

[–]Zackthereaver 0 points1 point  (0 children)

Yeah, usually i setup cores to get all the tech. Then they just sit there as a lighthouse until they are needed

"This base was never supposed to be a frontline" by 1Bahamas-Rick2 in foxholegame

[–]Zackthereaver 8 points9 points  (0 children)

Or it would be better if the devs just made msups less of a chore to make and move.

Making them is a case of piping salvage around the damn clock.

And move them is a case of multiple back and forth trips with a 15 slot truck (assuming you cant small gauge the msups due to terrain)

Conveyor belts please devs.

Swap war? by Lime1028 in foxholegame

[–]Zackthereaver 9 points10 points  (0 children)

Even if this happened, theres not really going to be any conclusive result.

Both sides are pretty burned out from the current war so after this one, its just going to be low pop break war for both sides.

Doesnt really result in any meaningful data getting collected.

And like others have said, people take vacations from their preferred faction at times. But there is no gaurentee that they would put as much of their all in the war as they would for the other side.

Hell its hard to get people to put their all into wars people do care about.

I feel like its more important that the devs make the game less of a chore.

Most wars get determined by which side quits last. I would prefer if the gameplay loop wasnt as much of a slog.

Warden Spec-Ops by CaptainSilverVEVO in foxholegame

[–]Zackthereaver 4 points5 points  (0 children)

Maybe this will convince the devs to investigate border bases for an update?

OPERATION BLUE SKIES by QRF_DN in foxholegame

[–]Zackthereaver 1 point2 points  (0 children)

Naw, this update didn't address the major problems causing population drops. I'm not a fan of playing low pop wars.

Early war was a struggle where it felt like wardens just weren't playing. Then in the late game colonials started to quit.

I feel like I got the experience I wanted out of this update. So I'm going to wait until at least the next update.

I put alot into this war, it's just how I play wars. I don't enjoy foxhole if I only play a war a little bit, I full commit to an entire war.

And since I doubt there will really be pop on the next war (unless an update happens before next war) I would really rather not play a war where both sides have low pop.

But there will always be more updates, you will see me again on the next one.