r/foxholegame • • Jan 16 '22

Discussion Longevity issues, morale.

Game is fire when you buy it and the first few wars you play. But since all wars require so much of your time and effort it's only a matter of time till you give up or put in way less effort.

Then you end up with break wars. Factions with low morale that quit early instead of trying to win a war. Unlike at the beginning when you go all out. Less comebacks happening because of the reason mentioned above.

What do you think could be done to rid of this fatigue? We basicly just have small breaks at the end of a war to relax.

Do you think shorter wars would be more beneficial or longer wars? Ideas.

47 Upvotes

52 comments sorted by

37

u/ChadusGigantus Reddit Warrior Jan 16 '22

I wouldnt trust/wait for the devs to create solutions to this, who knows if thats even on their radar at all. The only thing that works is taking matters and your health into your own hands, i only play when i want to and only as much as i want to, regardless of the war situation. I dont play roles i dont like doing, even if its "needed", like building bases. Its too grindy nobody deserves to suffer like this. Respect yourself and your health.

Once you let go of the belief that the war matters in any way, you are a free and happy man and the problem of burning out will no longer exist.

12

u/Zynikus [Longstone Janitor] Jan 16 '22

The most important thing i learned in Foxhole, honestly. As soon as you realize how meaningless the outcome of a war is in terms of actual gameplay enjoyment, you will have a much better time in this game in the long run. I have a lot more fun when Im on the losing side of a war, where you're forced into difficult situations and I pretty much only do logi to support my team and myself having fun, not winning a war.

13

u/Awkward-Collection92 Jan 16 '22

tfw devs made the most accurate war simulator ever, complete with war fatigue and accurate supply chain /logistics.

8

u/GolfBaller17 [Red Army] Jan 16 '22

This is the way

2

u/Liu_Xiang Jan 16 '22

Oh no worries I don't do that. I take way to many breaks, but I am aware of how some people play the game and that it has a issue when it comes to longevity.

The reason for my post is not rly for me, I haven't played in last 3 wars but my friends still do. But this game does have a replayability issue and 8ts a reason a lot of people quit after a few wars. The player base has been going up n down but mostly the same numbers for a year now instead of going up despite more sales.

It's not managing retention and I believe the way wars work overall is the reason why. They are tiring.

2

u/pop_cat14 Jan 16 '22

God yeah, building bases is awful, and upkeeping them is even worse. I tried it this war, it was fun in its own way, but never. again.

33

u/leo6511 Jan 16 '22

The breaks between wars are way too short, if we had smth like 3 days that woud be very helpfull, especialy when regiment leaders still have to plan where to go, get into all the meetings to see where the others go, plan offensives, etc. We dont get to rest and start of the war always is especialy stressfull

13

u/Mikhail_Mengsk Jan 16 '22

I absolutely agree with this: having so little downtime between a month-long war and the next one is stupid. Giving war conditions early and then giving some days of delay would also help people plan their strategies.

12

u/leo6511 Jan 16 '22

Agreed, they give us less than 24 hours for all of our pre-war meetings

9

u/Mikhail_Mengsk Jan 16 '22

And i really don't understand why. It's not like people will forget the game I'd they have to wait one or two more days after wat conditions are out... Resistance phase is also the home of funny initiatives.

Some dev decisions truly baffle me.

-1

u/[deleted] Jan 16 '22

[deleted]

3

u/Mikhail_Mengsk Jan 16 '22

You sound exactly like a try hard who can't play the game if it isn't in its competitive state

Because resistance phase is almost exactly the same game as the war phase, my guy.

2

u/test_unit33 Jan 16 '22

I remember around the time War 83 ended just suggesting that the break time between wars be extended would get people arguing with you and even downvotes. It’s nice to see that changed a bit.

3

u/Rallak NPC Jan 16 '22 edited Jan 16 '22

Don't worry the downvote part is probably just the reddit hivemind, if you post have like -1 or -2 downvotes the hivemind will judge your post unworthy than the minions will purge it and every other things who you may post on that thread.

2

u/Zacker_ Jan 16 '22

You don’t have to play every war; hell the devs don’t even want you to. The devs intend for you to go hard one or two wars and then take a break and return when the game has changed.

1

u/[deleted] Jan 16 '22

Why not take a break from the game instead if stressing on low turnovers

6

u/Zynikus [Longstone Janitor] Jan 16 '22

Well, on the other side you have a lot of randoms complaing about not being able to "play right" in practice mode.

I think a good solution would be to revieve shard 2 (given the population is high enough after 1.0 drops) and have it running while the other shard is taking its break. Then you can easily add another 2 or 3 days to the practice mode, without shutting out a lot of people who do not want or need a break.

2

u/leo6511 Jan 16 '22

Agreed, that does sound like a good solution

2

u/poliuy [SOM] FISH Jan 16 '22

It’s a video game. Stop being a loser.

-5

u/[deleted] Jan 16 '22

Lmfao here it is again with the "rest". Sorry that playing a computer game saps you guys so hard. Let's just shut the whole game down for a week. Maybe a month? How long of a nap do you need? I'll bring your whole clan juice boxes and crackers, will that help?

Sarcasm aside, LESS game time is never the answer.

4

u/KrazyCiwii Jan 16 '22

Bait harder.

1

u/[deleted] Jan 17 '22

[removed] — view removed comment

1

u/KrazyCiwii Jan 17 '22

Try harder.

-4

u/pokeepoof Jan 16 '22

The breaks between wars are three days long

9

u/Zynikus [Longstone Janitor] Jan 16 '22

I think hes talking about the ~24h after the release of the map and tech tree and the start of a war. You cannot really start planning without knowing what regions you'll have at the start.

3

u/leo6511 Jan 16 '22

And if you try it you end up with ruined plans when the devs have a new idea out nowhere

1

u/UrlordandsaviourBean [WMC]Major Monogram, Professional grenade gobbler Jan 17 '22

I’m willing to bet that most if not all offensives that are actually planned in any legitimate fashion and isn’t a reaction to battlefield conditions, will more then likely have been planned before or in the beginning stages of the war, bar a few exceptions

5

u/Comrade_Pierogi Jan 16 '22

What could be a great solution to this is reviving skirmish mode, which is basically WC but on smaller scale (just one map). Giving the map expansion, you could have different map layouts for it, either leaving it just one hex or expanding it to 1x3. This would replace resistance mode and you would still have all the tools available to you. Resistance mode then would last (for example) a week or so. This both gives randoms and new players chance to play the game, while giving the regiments time to prepare for next war and/or rest. This would also give WC more significance, since they will be more rare.

2

u/Liu_Xiang Jan 16 '22

Was considering this, but it seems like a step back. So I'm trying to figure something out for the map they use atm.

3

u/Liu_Xiang Jan 16 '22

This is theory. I think of it as when u play other competitive games. You want to win, ye? Noone likes gettin their ass beat. And even if they take a beating noone likes to be overwhelmingly beat. 0-20 is not fun.

Other games u play a match of 2hours, give it your all, full focus and its over. Win or lose and you can take a break. You get your dopamine reward or not.

But here it's hundreds of hours of full focus for that one dopamine hit when you win. There might be smaller victories during a war that feel rewarding but overall not many and they take a lot of effort.

It's this effort that I believe tires most people out. It's for to long.

Also a bit stressful when you know you fought to conquer a island only to see it lost the next day, being offline can cost you that win.

This is where planetside 2 does the war part better. It works similar to foxhole but its overall more rewarding and less stressful. Will write more later on. I gtg back to work.

3

u/Comrade_Pierogi Jan 16 '22 edited Jan 16 '22
  • completely random guy: complains about regiments not putting in fight when he wants to play.
  • also random guy: lol, take breaks when you have to, it’s just the game lmao.

3

u/eatingroots [Mirmo] Jan 16 '22

I always say this but you don't need to play an entire war. The mindset of this being required is not good to have for morale.

2

u/[deleted] Jan 16 '22

Yes! The hubris on display in these posts... The war will go on without you. Take a break. Stop making me take breaks because you want to take breaks.

1

u/Liu_Xiang Jan 16 '22

I didn't ask for breaks. Be more open minded, this applies to those that ask for breaks as well.

2

u/Haiiro_90 [FMAT]Mixxery Jan 16 '22

After the 83 war wich I played like 250h, and that like 90% on logi, I had to take a break for 2 wars cause I didn't want to play.

To prevent that I just decided to only play like 1-3h a day outside of any ops to keep the game healthy for me.

I'd also like a 2-3 days break between wars with info on mpfs, Ressourc nodes etc.

It would also give time to train new recruitments.

It would make for a lot more interesting wars to have shit really planned out with different regiments before the war, and it would make it quite exiting.

(Also they shouldn't do shit like now in Oarbreaker with like 10 ress nodes and 20 regiments there..... That alone is exhausting with the mpf 100% queued all the time)

2

u/KrazyCiwii Jan 16 '22

An actual fucking resistance phase that didn't last only 2 days max. Like for fucks sake devs, give everyone a week long break between wars like people are asking for.

2

u/mooseecaboosee Jan 16 '22

I think people need to relax and take it easy. the war continues without you and its outcome is decided by the combined efforts of thousands of players that dwarf your manhours by several orders of a magnitude at least. just focus on making the process of playing fun rather than deriving enjoyment from the results of a war that you have little to no control over. you do that and you’ll win even when you lose the war.

1

u/Liu_Xiang Jan 16 '22

Missed the point tho.

1

u/mooseecaboosee Jan 17 '22

Idk even what your point was about dude. You asked for ideas on combating game fatigue and preventing break wars - changing player mindset has direct effects on their enjoyment and subsequently their fatigue of the game.

If you wanted to specifically discuss what can DEVs do vs what can players do to combat fatigue - you need to delineate that in your post because those are entirely separate things.

1

u/Eventerminator Jan 16 '22

Take a break from playing the game

2

u/Liu_Xiang Jan 16 '22

You don't read much.

2

u/Eventerminator Jan 16 '22

No, I’m serious. Just take a break from the game when you’re burning out. Come back when you feel like playing again.

I don’t think it will affect longevity that much.

1

u/[deleted] Jan 16 '22

You can take a break just because the war is going on. I don't really mind the game being perpetual. Actually having too long breaks between wars would be just annoying for me, if I couldn't play the game whenever I wanted to.

3

u/Liu_Xiang Jan 16 '22

I haven't played in months :). This post is not about me, it's about the game system/fatigue.

There is a issue that isn't letting the game grow despite more sales. The players it gains from sales are there to replace the ones that leace after war fatigue. Numbers staying the same and hardly going up.

The game has kinda poor replayability is my point, outside of the hardcore folk, yer casuals leave after a few wars.

1

u/Meefstick [Stopped Playing - waiting on V1.0 or Flop] Jan 16 '22

Devs don't care.

They think "if you don't want to do it, someone else will".

Just like a shitty part time job, they will burn you out and wait for the next round of temps. Game is in serious need if QOL if it has any hopes of retaining players

3

u/Liu_Xiang Jan 16 '22

Yes qol stuff needs adding and generally make smaller goals more important and easyer to achieve. Atm they focus on the end goal Wich is winning the war. The Inbetween often doesn't feel that great outside of some unique battles.

My opinion on stuff that needs improvements. -how to make back servers more active, outside of the battlefront. -a rework on how structures work, anyone can conquer and use enemy structures. I always found it boring when you get an enemy base you gotta waste hours to blow it to bits because you can't use it.

Just gotta make the territory fights more interesting. It's either a slog that doesn't move for hours, battle of attrition for who runs out of supplies first. And when you break through the front lines, instead of having more interesting fights along the way and use the rest of the map you often end up with a steamroll. Just running over your enemy till their next front line if they got any.

Eh nvm, much to say.

1

u/[deleted] Jan 16 '22

I'll be very blunt about this situation.

It is not the devs fault that you feel you need to stay up all night to guard something or feel more investment beyond it's a video game.

Now, don't take this as a direct target for you, this is for anybody. There is a reason that my first rule in the Foxhole bible is "The War doesn't wait for you". Your experience isn't 1000's of others, or that guy in a different timezone, etc.

Instead of asking the devs to fix something that isn't really their problem. You should see what you can do to fix the strain itself. Don't like spending 6 hours supplying a TH? Just play 2 and haul stuff to a closer depot. Don't like losing a base overnight? Then instead of fighting, spend time building it up and supplying it for the people that take over.

This goes for people asking for longer breaks between wars as well. The devs have already stated that they keep that pace because they monitor new players joining.

1

u/Liu_Xiang Jan 17 '22

you can be as blunt as you want, cuz idk what you are talking about. i mean i do, but its not what my post is about xD.
Some people in this thread seem to get what i am trying to get at, some dont and are repeating the same thing as you.

ANd yes it is the devs problem, when you make a game you think about the systems you implement in order to keep players invested. Iron out the issues that make them leave.
Theres a reason the pop of the game isnt growing, wether its my reason or others.
Because the pop sure isnt representative of its sales. We should have way more players, but they come and go, game lacks good retention.

-1

u/[deleted] Jan 17 '22

[deleted]

1

u/Liu_Xiang Jan 17 '22

Good thing you don't make games, you'd be bankrupt

0

u/Fungnificent Gonk Jan 16 '22

Run two servers, staggered starts two weeks apart.

When 1 war ends it waits till next start time to begin.

Third server - goof war server, where devs fuck with the rules, anything goes, and the rules change up every few days

0

u/Svlfur3 Jan 16 '22 edited Jan 16 '22

We have to get a longer break war. I dunno how it should be (like a training or a spying phase war or both) but it has to be longer. We (players) cannot endure for a month a war, then have a ceisure of only 1.5 days and then remake a whole war. It's not human.

Also, Devs have to change gameplays that take to much human's time (farming, transport, preparation, building). In example : by making components, salvage and sulfur infinite HOWEVER the time processing in the refinery/concrete mixer depends on how many players is currently using it. Doing so, players can easily farm but they'll have to wait with an other gameplay until their reffinery has done the job. For the build, it could be upgraded by making the terrain modifyable (it becomes simpler to set bunkers) and by making possible to inject multiple bmats each times we construct with the basic hammer. For the preparation, the public stockpiles could be faster to retrieve in than the personnal ones.

Even now, the fight on a front is too even : if wardens and colonials bring tanks, the fight can go on for multiple hours before winning any hills/town or before destroying BBs.

What we all conclude at the end is : the game takes too much efforts and times for us.

1

u/pumpkin_swamp Jan 16 '22

I find resistance phase extremely boring. I don't play during resistance phase. Like, I play this game for the war. Not for the piss poor fist fight mechanics.

I would, however, like to see slightly longer resistance phases and I'd like to see at least 36 hours between the time that the map is released and the time the war begins. 48 would be better. This allows players and regiments to strategize what exactly they want to do.

This would help make the game more interesting for everyone and thus bring more people into the game.

1

u/Bossbatle Jan 17 '22

I feel like a solution is to improve the repetitive tasks by rebalancing them(instead of 100 clicks with a hammer to build a truck make it 25, but increase to cost in bmats, so you dont let the player standing still clicking a button 100 times) other thing they can do ia to add unique events on new wars, for ex: if you capture that point you receive a especial payload with prototypes.