Foxhole - Military logistics and manufacturing simulator with some gunplay if you're into that part I guess

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Which faction is cooler.

  • Franco-Germanic Wardens

    Votes: 39 62.9%
  • Ameri-Commie Colonials

    Votes: 23 37.1%

  • Total voters
    62
This sounds promisting. Id like to hear more of this communities bullshittery
 
Something interesting I stumbled across, the Logitstics players on both sides are going on strike because the devs have added grind to getting resources and haven't listened to feedback from players
 
Something interesting I stumbled across, the Logitstics players on both sides are going on strike because the devs have added grind to getting resources and haven't listened to feedback from players
https://youtube.com/watch?v=MUnggpy1jpY
People who play logi treat it like an actual job. I honestly don't even really understand the complaints, of course logi is fucking tedious, you're basically just holding the mouse button on a resource node and then waiting for the factory timer to run out so you can drive it to an encampment. There's no way to make this not tedious. The fact that it's even as complex a game mechanic as it is always kind of blows my mind, because what dev in the right mind would make this the lynchpin of the entire game world. But they did. And people got so into it that now they're forming a fucking union. So not only did that work, it worked so well people gave up jobs and families and now just work full time in foxhole mass producing gas mask filters.
 
People who play logi treat it like an actual job. I honestly don't even really understand the complaints, of course logi is fucking tedious, you're basically just holding the mouse button on a resource node and then waiting for the factory timer to run out so you can drive it to an encampment. There's no way to make this not tedious. The fact that it's even as complex a game mechanic as it is always kind of blows my mind, because what dev in the right mind would make this the lynchpin of the entire game world. But they did. And people got so into it that now they're forming a fucking union. So not only did that work, it worked so well people gave up jobs and families and now just work full time in foxhole mass producing gas mask filters.
You know, this can all be solved by either the devs rigging an AI to handle it or a lot of people botting.
 
You know, this can all be solved by either the devs rigging an AI to handle it or a lot of people botting.
It being a "problem" is kind of the point. You're supposed to have this complex player driven economy because it adds another layer of coordination and strategy on top of everything. When it works like it's supposed to it's pretty cool, instead of just shooting at each other now you need to worry about where the ammo is coming from, people hide behind lines and take out trucks, sometimes there's supply bottlenecks or nobody's made enough grenades. It adds a lot to the game, but it's still really, really, time consuming and it's not exactly "exciting" for the people actually making/transporting stuff. I've done it before, it's kind of relaxing and people give you a lot of commends when you bring them stuff, but it's also very knowingly a tedious pain in the ass.

I think that's why I don't really understand why their dumbass trade union is so upset. Like you're complaining about something very explicitly created to be a complicated grind being a complicated grind. They made it that way so you'd have to talk to each other to get anything done, that's really it. And besides, you don't HAVE to put 14 hours at a time into this
 
There's so much insane internal politics in Foxhole I'm pretty sure discord is where the actual battlefield is.

It's one of the best MMO games I've ever played but people get fucking INTENSE about it. Like I don't think any of the clan people have jobs or school or anything, they're just on that shit ALL THE TIME. It's starting to rival EVE in terms of player batshittery. Like we're talking about people who spend like 10 hours a day playing virtual trucker and they're so into it they're starting to organize fucking unions and crap

The wardens seem to be worse with this for whatever reason. Colonials are where all the noobs go because they look cooler and babies taste good, wardens are more organized and thus produce far more drama. Also still somehow manage to lose all the time.
The autistic clannie shit like hoarding, the autistic clannie drama, and the gay shit like techmaids and spamming cum in world chat led me to switch to Colonials. Ever since the /v/ermin left Foxhole the Wardens as a whole became more and more insufferable with the influx of trannies, weebs, and more as a result. This leading to old guard Wardens like myself (I've been playing consistently since 2018 first played in 2017) to defect to the colonial on mass. These two images sum it up best.
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The message i've gotten from all this autism is that Wardens are the faggiest faggots to ever faggot.
 
The message i've gotten from all this autism is that Wardens are the faggiest faggots to ever faggot.
And yet, entirely appropriate given their faction aesthetic. The big clans act exactly as stupidly and selfishly as French High Command.
 
I started playing around 6 months ago during war 80 or 81. I played mostly logistics but would do some fighting when wardens were pushing. The weirdest thing to me was the regiment/clan dynamic. It was almost like a prison gang. You sorta had to join one or you'd get pushed around, have your truck stolen, or get pushed out of the way by other trucks unless you joined up with one.
 
I really wanna play this but I have a job and a family so it probably isn't worth it if I'm required to join one of those fucking clans.
 
Foxhole has always looked fun to me , but the layers of retarded clan and player poltics has driven me away, also of course the french/germans get all the fags.
Eh, it's a game about coordinated military tactics and logistics.
You kind of need that drama and those hierarchies to really get shit done.
You can of course just play alone or with your friends, it just isn't as fun imo.
 
I'm playing colonial this war but I have actually started my own little regiment and the only big regiment I ever have any problems with is the 4201st who is like a massive horde faction that just runs around yelling at regimentless to join them, they have no requirements or vetting process they just see a breathing body who can talk and they want him.

I have to be pretty aggressive to keep them from poaching my boys. There's more incentives than ever to join a regiment because of the big naval warfare update, good like enjoying big ships and naval invasions without a dedicated group.
 
Been looking for a realistic shooter to get into and honestly the stylization of this game looks great, but I fear it's too grindy? Like, I'd love to just slave away in the background doing non-war shit but does it feel any manner of rewarding, or is it just one of those "only cool if streamers create a huge narrative" kind of game?
 
Been looking for a realistic shooter to get into and honestly the stylization of this game looks great, but I fear it's too grindy? Like, I'd love to just slave away in the background doing non-war shit but does it feel any manner of rewarding, or is it just one of those "only cool if streamers create a huge narrative" kind of game?
It's not so much as grindy, as it's entirely designed around having slaves other players around. There are very few things you can do solo, which is frontline, partisaning, small scale trucking logistics (or classic logistics as I like to call it, as back in the day it was just the norm), or some very basic building so long as no one's looking and your rank is high enough, and everything including these 4 takes a very long time to do, 1% per 2 seconds kind of long, with very little in terms of gratification in the end assuming you don't just enjoy the process.
There are things happening every now and then, but you have to keep your eyes out for when some random calls for volunteers to go on a mission or a clanner asking for an arty spotter or something, and that's still I'd say only about 10% of your 'routine' gameplay during a multi-hour long average sessions.

I used to maintain public fortifications back when Baker server was still around, it was rather Zen, but a thankless job nonetheless, with an occasional partisan thrown in to keep you on your toes. Since if you can't scavenge for a truck+fuel+building materials on-site you'll have to either steal pull from towns in hexes further back, or make everything yourself from scratch, which, once again, takes a while.

Also 🎩 the Global chat, troon infested cesspit.
 
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I'm mad at the internet. Specifically, Foxhole and the way it commits e-slavery. The following is a loosely organized rant. Does it fit? Slightly, I complain about trannies.
TL;DR: It's shit, troon-and-bugmen-infested, and founded on wasting people's lives, and even the shooting isn't particularly good.

There's a third-party website that gathers statistics about Foxhole. I want you to look at these numbers near the bottom. The graphs don't matter. Most of the numbers meant for statistical bullshit don't matter either.
foxhole_statistics.png
The "PLAY HOURS" columns matter, and specifically "total". That's the total amount of hours wasted played in each war on the main game server – instead of player counts, it's those players' combined playtime in hours. And years. As the site itself wryly puts it:
The combined man-hours for this period is 36,577,071 hours or 4233.5 years ~ 52 lifetimes (imagine what else that could do)
"What's wrong with a lot of people playing a video game? Doesn't that mean it's good?" I don't hear you ask because this is a text medium, and because fuck you. Yes, if all those millions of man-hours, or tens of thousands of players were having fun, I wouldn't be writing this post. It'd just be an enjoyable game, albeit with mildly retarded developers, as if that's uncommon. But, because of how Foxhole is designed from the bottom up, at least half of those players (or ~2000 man-years) cannot, by definition, be doing anything but menial e-labor for the vast majority of their playtime, e-labor that could just as easily be fully automated by the most simple python script or NPC if the game allowed it. Foxhole, after all, is a game about logistics.​

Advisory: Take everything I say with a teensy grain of gamer salt, because I haven't played this shit in over two years, but I doubt anything substantial has changed. The problems I want to talk about are not transitory, they are endemic to the game and to the developers themselves.

The game, broadly speaking, is split up into a couple of roles. Very broadly speaking, I'll sum them up into these two groups:
P highresscreenshot00019.jpg LAYING - Contains all the actual conventional run 'n' shooty gameplay. It's the infantry; it's the guys at the turrets and in emplacements; it's the dudes dropping in and jumping out of trenches; it's the tank commanders, drivers and turret operators; it's the artillery spotters and gunners; it's the scouts and boat drivers; it's partisan basedboys and it's the anti-partisan patrols; it's the missile launchers and it's the nuke-targetters. Anyone who is expected to kill others and to wage war, or point the guy who's waging it. The fun stuff. The good stuff.

highresscreenshot00025.jpg LOGISTICS - Contains all the Foxhole special manual labor that actually allows the war to happen. It's the drivers in haulers; flattrucks and freighters; it's the guys placing, stocking and building the turrets and the emplacements; it's the dudes digging and destroying trenches; it's the tank builders and tank engineers and tank repairers; it's the factory runners and suppliers and builders; it's the miners and scrappers; it's the container fillers and the crane operators; it's the bunker and city suppliers; it's the nuke builders and it's the stockpile managers. Anyone who is necessary to supply the war and isn't expected to actually kill. The boring stuff. The bad stuff. The full-time job without pay.​

(bunker building is its own thing and enjoyable despite being pure tedium most of the time, but only just)

I call them "playing and logistics" instead of "fighting and logistics" for a reason.
Almost the entirety of logistics relies on a single mechanic: time-gating. Do you want to cook something in the factory, like a round of HE or whatever? That'll be a 10-60 minute cooldown. Want to unload, offload from a stockpile? That'll be a few second cooldown per item. Want to have the raw resources
In all these artificial and not-so-artificial cooldowns, you do nothing. Nothing except swing your hammer, twiddle your thumbs (or, in the case of some clannoids, draw furfaggot art, check the clan shitcord and adjust your vibrator) The worst part is, it needn't be this way at all. There's ways to incentivize and reward cooperation without cursing people with repetitive strain injuries from clicking rocks for days. Automation could be implemented without aiding griefing or ruining the "value of labor". There are other deep-seated, emergent problems with the game that the developers are mentally unequipped to solve, but Logistics is the heart of it all. Again.
Logistics - The rifle you carry, unless pre-spawned to "get things going", the ammo you shoot and the winter ware you wear is all made by someone. From raw materials – scrap, mostly – that get hammered, sledgehammered, harvested or mined, get hauled to a refinery, slowly processed, get hauled again to a factory in the form of materials – basic materials, mostly – to make a whole litanny of equipment, ammo, weapons, clothing and supplies, which then get put in another hauler or in a container and shipped to near the front lines, deployed in a stockpile within a port, storage or direct to destination, and distributed to bunkers, outposts, city halls and anything that might need them. Most come "crated", ie. they need to be deployed in a specific building to actually be pulled out of its inventory and used. It's a few hours from scrap field to a rifle in a soldier's hand, and most of those hours have to be clicked through by a human being. The vast majority of scrap is mined by clicking shit on the ground (the only exception being slow-ass automatic mines and factory mines, which need emptying and refueling anyway and are tirelessly balanced to be just as tedious as whacking a field) and all of it has to be done by hand, transported manually, loaded and unloaded manually. Everything. Only the goods produced, materials refined are hidden behind a timer that pops out a finished product. Everything else puts humans in the roles of NPCs, or a global resource system like you'd have in Warcraft (the game, not the massively mutiplayer ERP simulator). And, since rifles never stop shooting, more mining always needs more doing. Always. It's EVE with NPC-work instead of spreadsheets.

All that scrapping, factory running, hauling, whatever, is filled with tens of thousands of manhours for each war, then it all gets erased. Yes, every war's culmination erases everything. All the tech you've researched, all the men you've killed, all the jannies you've maddened, all the weeks played are turned into a few-word monument on a graveyard of past wars on the starting island. That's it. Then it starts again after a week or three, new conditions, new updates, whatever. A buddhist might enjoy the futility.

I want to enjoy logistics. I might've fooled myself into thinking I did, but not anymore. Once you've driven down the same road ten times, the next hundred are the exact same. There's no sights, no interesting developments, at most an enemy partisan or a call for help once every dozen hours. Otherwise it's a pure monotony of back-and-forth. A gambler's soul might enjoy that, too, but that's all it resolves to: The Zone. I'm not about to cite a fucking book in a Kiwifarms rant-post, but I can only imagine two people enjoying Foxhole logistics long-term: No-life NEETs with nothing else to do but to "help the cause", or addictive personalities which can zone out to the constancy of it. Bugmen. There's plenty of those. The chinks are a major sub-faction, don't you know, and none of them speak English. You absolutely should stomp them, wish I remembered which clan they're mostly under. There's thousands of them – the gooks and others – slaving at mines and factories and refineries and factories and bunkers and freighters, slowly keeping a war machine alive – poetic, if I had infinite time.

Now, a little powerlevelling: I played between wars 85 and 96. I have over 500 hours on the game, and the vast majority of them were spent doing organized clannie logistics. I think I got past the rank of Captain. Too late to be a part of the /v/ermin, but early enough to get out. Which faction? Doesn't matter, both have troons, both have their insufferable nationalities. Their transitory advantages and disadvantages is something you get to quibble over in global chat when someone isn't spamming "cum" or calling for trans rights. (children play this game btw)

I was a relative newfag by Foxhole standards, as I've come after numerous big changes, but perhaps the biggest (quite literally) was the increase in map size. Originally, the game had a full game map of 5 hexes across +4 (23 hexes/regions). When I started playing, it got expanded to 7 hexes across (37 regions) and now sits at 7 hexes across +6, 5 of which are naval-access-only. I heard opinions that the game was much more manageable in the original 23 hex map, and I have to agree. When the developers insist on spreading out various strategic resources, transport becomes all the more important, and they're really spread out. More is not always better, and they keep adding more.

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Does introducing an entire new logistical branch sound appropriate for "going gold"?

I quit right around """release""", extra quotations for emphasis (and official trailer appended). Do not be mistaken by the 1.0+ version number — it's a game in perpetual Early Access. The developers are utterly incompetent. A government-subsidised Canuck studio, they are incapable of polishing or balancing a multiplayer game. They just keep adding more fucking shit that makes redditors pog, but doesn't actually affect anything. The entirety of the 1.0 "factorio" update, that looked like it might add automation and much-needed reprieve for logistics? No lol. Here, have more menial bullshit you do, all locked behind the dev's all-time favorite cooldown time-gate. Imagine you're playing Factorio, except you get no inserters or belts, and you have to manually feed each and every machine, except you also need to use gimped tracks to awkwardly carry bulk materials, by hand. That's their idea of automation.
Without further examples, the developers only do two things: add more and more content, and tweak values. That's all they ever do. There's many a way to substantially improve the experience of the game, especially for logistics (making multiboxing official, relying on anything but time-gating as a balance and anti-grief mechanic, etc.) but that'd involve not wasting thousands of people's lives, and that just wouldn't do. Next they're adding fucking air combat, as if their prior feature creep didn't all become redundant when compared to the mainstay of simple infantry combat. When they do change anything, it's with a total lack of foresight or imagination – their solutions only make matters worse, and that is most reflected in logistics.

Through multiple content-heavy updates, they "improved logistical quality of life" and added what everyone added: trains, tracks, minecarts, buildable cranes, factories, everything you'd want! Except the minecarts and trains all have to be manually ridden, loaded and offloaded; the trains are extremely expensive, vulnerable and barely worth it for the lack of added capacity they add; the tracks open a massive area for sabotage with little gain; the buildable cranes have worse reach and need to be powered, when the bottleneck of each factory is power availability; the factories just add more steps inbetween everything, more tedium to do, more laggy entities on every already-crowded region, more property to worry about and protect (compounding the lag); and the portal cranes can't even be operated while moving.

All in all, Logistics boils down to an Eurotruck simulator game without trucks, a Factorio game without belts or inserters, and Age of Empires where you play the villager at the gold mine, all mashed together with no end. And it fucking sucks. And you have trannies claiming much-sought shiny rocks for xyrselves, and ordering you around via insular shitcord orders.


My advice: Don't play Foxhole.
If you do regardless:
Never, under any circumstance, do logistics. It's a waste of your life. Leave it to the bugmen. Go grab a gun, sit at a turret, man a tank and crunch some clannoid balls, then leave.

oh and don't play their sequel game ANVIL either, it's the same shit except even more boring lmao, like nigger what do you think who the fuck wants to play a feudal peasant in Canada's Choice For Honor after suffering through this shit
I haven't even talked about all the shitcord shit and fucking "techmaids" and god-forsaken femboy fetishism, may jesus christ have mercy on these cum-stained souls




Post Scriptum: It's highly tranny-furry infested. Beware. Worse, you're practically forced to engage with them because everything is about "cooperation", so unless you're a lone player, your clan will eventually butt up against some alphabet-soup monstrosity with pronouns in the name whose squeaky voice will make your ears bleed – and considering it is a Canadian-made, Canadian-moderated game, you cannot start a clan that refuses to deal with minorities. The carpet-banning of the /v/ermin is testament to that.
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Extra mention of "|THE_MAN|", proud furry, tranny chaser and D-tier artist who only gained popularity by drawing copious amounts of furry Foxhole fanart and spreading it through Reddit and shitcord.
 
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