And what a journey war 117 has been ^^ ngl thought we were toast multiple times this round but im impressed with our warden brethren to turn things around
No 30min match can ever produce the same rush of dopamine as when you watch a friendly tank column rampage through enemy defenses, or unleash a ten-gun artillery battery upon enemy bunkers, or, as in War 117, watch as dozens of warships sweep aside all opposition, bombard enemy shore-defenses and escort the landing crafts to unleash hundreds of men
It really can be fun. Just not in every situation. Different people might like different things. Who knows. Maybe someone likes banging piles of scrap all day
This was my first war and on the warden faction too. I got to fight as an infantryman, do logi runs, shoot mortars, fire a tank's gun, and fire an artillery piece for a bit. I joined as the stalemate started in the moors and in callahans passage and I got to fight until the end when the wardens swept over the colonial side. The grind was absolutely worth it and rewarding. Also got to have several chance social encounters with wardens and even some colonials
New player here, I totally agree with them removing those supply cache things that can carry over into the next war. In my opinion both teams should start fresh every single war on a 100% equal playing field
The ideas you suggest are cool - and I think the Resistance phase being a little longer whilst hosting some casual game modes like racing and combat arenas would be cool - but I think a lot of the dreaded 'player burnout' really is beholden to the players themselves. Some of these veteran players are playing Foxhole - an MMO war game where you sometimes repeatedly die and lose for hours on end - for several hours across consecutive days. Even the most casual fun-oriented titles would feel like shovelling coal after constant exposure to it. I think a lot of these people don't realise that's what happens and then believe it to be a problem with Foxhole itself that Siege Camp has to find a way to fix which, frankly, is an impossible ask. That's not to say there aren't valid discussions to be had about how often its the veteran players toiling away to build backline bases and logistics depots that allow the casual players to have any fun on the fronts at all but, despite that, people need to learn to log off sometimes.
Yeah the best way to deal with burn out is to leave for a war or two, like you said. But I think there is a case of fomo for some players. I know I had this a couple years back when I was deep into my Foxhole addiction. Not being able to fully commit to a war because of irl stuff getting in the way made me sad. But back then wars were still a couple of weeks max, now month long wars are becoming the norm. The longer they are the more you'll miss.
@CreepyBanana I don't know Foxhole very well, but apart from the chance of contributing to getting closer to an eventual victory for a particular faction in a cyclical war that will repeat ad-infinatum... what do you actually miss out on if you miss a war? If the answer is "nothing," then the *only* real solution is that burnout is nature's way of telling players to touch grass, and it's time to listen to it. FoMO just doesn't matter if you're not missing out on time-sensitive content like weapons, cosmetics, etc. Even if you are, sometimes it is just healthier to step aside for a little while, and the devs can't just magic away the human condition. Obviously true addiction is tough, but that's another issue really.
@@CreepyBanana Again, a players FOMO from taking a break is on them as the player managing their time and interests, you even mention it was an addiction. It's not on Siege Camp to cater to players addictive tendancies. If you take a break and feel you want to come back mid-war because you got FOMO, just log in again. There is no need for a longer rest period. There is a need for players to take accountability for looking after themselves.
This is why I play Squad. There are micro scenarios where every single frame matters, and then there is the battlefield strategy with a 2 hour time limit. You get the feeling that this battle makes a huge effect on the war by pushing the battle line, but you also get to see your work pay off between just the time you get off work and the time you go to bed.
Frankly, I disagree. I actually think the longer wars create more flavor to the game because it makes the steaks all the higher. I think one of the things that we should be looking at is how to help players avoid burnout because while I can personally switch between being on the front lines and logistics, I understand That often people can struggle to play the same thing every day. I think what should happen is maybe for the back line stuff like I’ve seen with other comments maybe maintenance supplies should cost a tad bit less so they can last a little longer and people can take a few more breaks but cost a lot more as you get towards the Front. I also think that there needs to be a better tutorial for this game because while I have learned much from my fellow soldiers. I feel that we can learn so much more, and if I knew more, I would be better equipped to take on the first part of the game and maybe if it also had a way of telling some players that it’s OK to log out and it’s OK to lose a hex because losing a battle doesn’t mean losing the war Personally, I think the fact that our wars are getting longer is really good for us because it means that we are finally getting to a point where things are balancing well and plans on both sides are understanding how to fight more efficiently. I also think it makes the steaks of the battle all the higher and makes for a greater victory I’ve been playing this past war and while I wasn’t with the wardens, I’m very proud of them because I have not seen such high morale this war and I’m so proud of
The more the game will age, the more experienced the players of both factions will be, the more they'll be able to use their faction strengths and counter the ennemie's strengths, the more it will get balanced... and the more we'll have stalemates. You can't have balance and fast wars.
Yeah I agree these lengthy wars cause burnouts. On one hand it is amazing to see that our efforts are bringing us victory, but afterwards I need a break and prioritize my life again hahaha
Lots of people have been suggesting similar changes and I agree that these changes would be a great addition to the game. If a new player comes in during the resistance phase them encountering such a strong and friendly community with fun community events in my opinion is a better introduction for players rather than the offerings of the game, because the community is what is so great about the game.
Bro I want a zombies mode again. To make it funnier, devs shouldn't even say anything, there will be just one building in the Resistance Phase world with a strange pit inside that, if jumped into, causes a scripted event where civilian zombies jump out and turn them into a zombie. While a zombie, they can climb back out the pit to either continue to spread the infestation by digging pits in other buildings (which serve as spawn points), or by infecting two other players to have the option to return to their original faction (which will be hilarious because no one might believe them at first). Buildings that have zombie pits will not use their garrisoned AI, even though they appear completely normal from the outside. ('They Are BILLIONS' Spoilers below...) The type of zombie I'm going for is similar to the 'They Are BILLIONS' zombies, which were created due to an aggressive version of the Kuru virus that naturally evolved during mass cannibalism. While in 'They Are BILLIONS' it happened because the world was overpopulated and thus humanity had to recycle bodies for food, in Foxhole it happens because the poor civilians could never catch a break during the infinite conflicts, resulting in desperate cannibalism. Resistance Phase would continue until either the zombie threat was dealt with, or the zombies take over the world. Of course, players could purposely extend the Resistance Phase by having a 'pet zombie' situation, lol. Of course, there would be a minimum length to Resistance Phase, regardless if the zombies are defeated or not (So trolls can't ruin peoples' fun, except by being a zombie). Lastly, as how zombie spawning would be handled, either zombies can spawn at converted Town Bases, Relic Bases, or Safe Houses, otherwise they spawn at the nearest house pit in region. No shirts required, the humans just need to destroy the building to stop it, after which it can be rebuilt. It takes a bit for a zombie to convert a building (5x what it would take to dig a trench, but zombies can work together), but maybe the humans won't rebuild it to prevent that from happening. Of course, only the other team can destroy unconverted buildings, so there would be confusion if the other team is actually fighting zombies, or taking territory. Lastly, zombie infested buildings DO NOT appear on the world map, with the exception of major Town Bases and the like, and must be found by people checking buildings.
It's important to mention with reference to the intro quote "in most competitive teambased games..." that Foxhole isn't like any other teambased game and that especially this keyelement stands out above every other short-term matches of games like HLL, CoD, etc. Neither is Foxhole meant to be played competitive, nor is it a game about winning. It's about the fun together, the stories you write and the journey you have with your comrades and friends. The only solution for players not to burn out is easy to find: play other games inbetween a session, do a walk outside of the house, read a book, focus on other branches in the private and social life and don't focus tooo much on one game or gamesession with the goal to "win". Not to burn out is a task we are responsible for and not the devs. The pace and length of Foxhole matches is fine, however, the breaks between wars could be a bit longer. War 116 was short. War 117 and War 115 were different. And the perfect atmossphere of WW1 and WW2 simulators lay here: burning out as a soldier in an endless war. Digging trenches, storming, being pushed back, repetitive cycles like in WW1. 100m forward, 300m backward, and again and again, and again. That's a feeling no other game might achieve as a war simulator.
Yeah as I was rewatching the finished video "competitive teambased games" didn't feel right, it should have been "strategic teambased games" but I was already 2 redbulls deep and it was 5am so I couldn't really redo the voice over 😅
@@CreepyBanana I feel you. When I finished the Logi Motivation yesterday morning, I had equal amount of Red Bull, no sleep at all and the stress of finishing a video before the War ends. I guess that's the struggle we have proudly chosen when doing videos about a game we love and care. It's even more than strategic. It's beyond. In the beginning of the early war stage, you have RTS Basebuilding Elements from games like C&C Tiberian Sun. Midgame it's a strategic and tactical war simulator. Late game is a highly social process about the longer endurance, the better moral, the deeper motivation and the mindset to go an extra mile against all odds. And even then it's more and hard to summarize. Even during all stages it's possible not to shoot at all or see the frontline. Building, farming, delivering. Last but not least: I love your videos!
I disagree with that, making sure the playerbase is not burnt out is just as much the devs problem as the player is if the devs want the game to keep growing. The playerbase can only take so many break before they find out that it's just not worth it to come back.
Bro you probably still wouldn't, because your team would bulldoze it to build theirs, lol. Literally only reason it doesn't happen more often is because they can wait you out.
@@TarsonTalon theres really only 2 reasons people bulldoze your stuff - you are consuming a billion msups/hour that they make or your defenses suck at a critical area. no one cares about your facility or bunker someplace in the open field / a useful area but less critical. only at res nodes or important chokepoints.
I think a longer resistance could be fun if they just loaded all the stockpiles with a ton of gear and let people play with tanks and ships without the stress of needing it to be worth it, or go through the long process of making it all. just like hundreds of everything in the cities storage depots
Back in the ancient times i was able to lock in for a week or 2 and enjoy the game. Now it dosent feel worth it to play if im not going to see both the start and end of the war without sacriaficing my entire life
War, war never changes. A more fleshed out resistance would make an interesting change of pace but at the end of the day foxhole players want just keep thoughtlessly throwing soldiers. At the French lines in the middle of the night.
Bro look its a realistic logistics warfare game. All these things you listed makes since. If you want to play a 10m game of COD blk ops 10 then go ahead.
2 Creepy Banana videos in then a week? Eating good tonight! Back on topic to the video, for the most part I agree with most of your suggestions to counter-act player burnout with the resistance phrase period being determined by the wars length and more community like events happening during this phrase. If I were to add a suggestion; make the resistance phrase a playing ground for potential update ideas, testing out new features for the community to provide early feedback on so Siegecamp understands the direction they should focus on or aspects of the feature that can be changed early in development. Back on the player burnout issue, the only reliable way I see to counter-act player burnout is to genuinely just take a day off. The fear of missing out or not committing 100% to the war effort shouldn't outweigh you potentially burning out and in the end of the day if you have any respect to yourself, you learn when to stop.
Yeah suddenly got this urge to make video again so you'll be eating good for the next couple of weeks 😅 Oh like a dev branch but every resistance phase? That's actually not a bad idea! Yeah I 100% agree with you! You should always prioritize your own mental and physical health before any video game. I think as gamers we tend to not do that as much as we should. Damn I should've added to video 😅
When you deliver bmats to a place that needs them, its a win. When you rifle down someone its a win. When you dig a trench, and watch your team use it to advance, thats a win.
Magic Boxes should be expanded to magic buildings with no build time and same mechanic, so you can just print ships, tanks and other stuff instantly so people can just fuck around!
Resistance phase should last 10% of the total war length. So if the war lasted 40days, we should get 4 days rest. Also the resistance phase should have zombies LOL for no reason other than people like shooting zombies.
Issue is not the long war time. Issue is player circulation loss. Burnouts over single war are common, resources tend to get hoarded. You need outfit backing you with at least one zone of full supply chain to drive anything armored. Forget about ships as those are going to be manned by trusted clannies and no FNG zerg allowed on board because they will fuck something up. They still mass rep for bans btw. If you are unaffiliated you either have a rifle and a 2 mags or hammer and go scap farm. Both feel like second job. Evrytime I come back I get reminder why I quit.
To be fair I've never really been in a clan I have no trouble getting vehicles but the larger stuff like BTs or Battleships are of course something I can't get my hands on. If you really want to use these joining a clan is probably the best way. For me I don't really care as long as I can find a tankette I'll be happy!
This is a banger comment! The idea isn't entirety original, many people have suggested something similar but with other game modes or smaller servers. I just tried to come up with something that isn't going to change the fabric of the game. World conquest has been the only gamemode for yeas now and expecting others is in my opinion wishful thinking.
I personally think that the current ideal war length is about 1.5 ish months with smaller wars in there as well occasionally. But yeah I loved the long war 117
My advise would be to take a break during the beginning of the war. The game is balanced around progress being slow/difficult in the early game so skipping the early game only usually hurts backline building defenses/facility. Joining late you can adopt abandon positions or just focus on frontline. As for why the war has to start so quickly, it's not just the new player experiance. Devs have said that when their player count drops Steam stops recommending the game to players. I'm assuming there is a lag too when the next war starts before Steam starts recommending the game again, so I'm speculating we can end up in a weird cycle where the game doesn't get recommended during the war but it kicks back in during resistance before being turned off again. I think it works best when there are multiple wars going on with the different shards, so there is always a war to jump into. In that case then you can have a longer break as long as people jump into the other war.
Long wars are fun. I was on the colonial side and was entertaining to push and be pushed. I wonder if a third faction would make things more complex and introduce a large scale political like side
You can add some goal mechanichs to overcome that. 1 global objetive of 60% VP's. And faction unique objective of 45-50% VP's and reduce other to the 15-20% in a circular way. A vs B, B vs C and C vs A. It may induce temporary alliances and avoid to have 1 faction to sit out and wait.
I played a lot of war 117 but i took a break near the end to play other games but i kept up with the war and was rooting for my boys and yay we won but ill probably hop on next war I see this burnout as simply morale which it is the longer the war goes the less morale people has to keep fighting
I'm thinking they might want to have some game mode that appeals more for noobs or something that can't be taken seriously, so that there's some serious fun to be had in between wars but not something the 'vets' feel they will miss out on. I like the idea of somehow giving 'vets' time to chill, but maybe the devs just think this problems solves itself. As in, if you are tired boss, take a war or two off, and come back. There will be more noobs to train and trenches to dig then, it's not going away. If you are resistant to that idea at all then I feel like that's just fomo. You don't have to be a mega autist and be there for every hour of every war, but this is Foxhole's player base- people that work from home, are retired, depresso, or otherwise can EASILY put in 80 hours in a week online into the game. Might just be how the game works, after all it's a genre all it's own so it faces unique problems.
Long-Wars are brilliant! Those that treat the game like a job are the problem. They are the ones that can't not treat the game like a job. They can take a break too. It's not on the devs to make the wars shorters because a fraction of rhe player base can't seperate from the game for a couple days here and there. No game should ever be catered to the no-lifers that do nothing else. Burnout is real and its on yourself and only yourself to manage that. Not the devs, not other players. The 'hardcore' players would find that the wars get shorter when they all take breaks anyhow. They create the problem by playing across both factions with such commitment. More interesting and fun resistance phases would be cool. Magic Boxes and Free Resources makes sense for between wars. Let people test and try things out, plan out a factory cheap and quickly to figure it out without impacting othet players or the faction overall. Or try a vehicle they'd be too hesitant to use im case of mistakes in a real war.
Really it’s because players are getting tired of the same thing over and over, gameplay doesn’t really change, only new additions. Very arcade tank battles with same tactics, and bridge battles sucks a lot. Only Simulated things is logistics, and small *infantry* fights. And most importantly, the map, players want changes and new environments.
on the topic of the rest period your are not fully correct yes there are only a few a days between wars but there's war just designated as break wars where the large regiments and vet players myself included take time off my regiment took this as a break war for example so we can get away from it regardless of how long it lasts people can still play just wont be any large scale coordination
It's not about winning It's about the journey of getting there.
Maybe, it's about the friends we made along the way
@@ctiborjepanTo me it actually is about the friends I made even if it's just in the moment
And what a journey war 117 has been ^^ ngl thought we were toast multiple times this round but im impressed with our warden brethren to turn things around
true
Long wars are the best
They are, unless I'm losing then they're better!!!
No 30min match can ever produce the same rush of dopamine as when you watch a friendly tank column rampage through enemy defenses, or unleash a ten-gun artillery battery upon enemy bunkers, or, as in War 117, watch as dozens of warships sweep aside all opposition, bombard enemy shore-defenses and escort the landing crafts to unleash hundreds of men
It’s a war simulator
What do people expect?
people expect it to be fun, not tedious.
It really can be fun. Just not in every situation. Different people might like different things. Who knows. Maybe someone likes banging piles of scrap all day
@@FirstNameLastName-wd8gn lol, foxhole is everything, except TEDIOUS.
You can play it in so many ways thats make no sense your sentence
@andretr1ndade ah that must be why logi and builder have been begging devs for QOL updates basically every update.
It's the only one of its kind. So, naturally people don't expect it. It's the only true 'anti-war' game.
This was my first war and on the warden faction too. I got to fight as an infantryman, do logi runs, shoot mortars, fire a tank's gun, and fire an artillery piece for a bit. I joined as the stalemate started in the moors and in callahans passage and I got to fight until the end when the wardens swept over the colonial side.
The grind was absolutely worth it and rewarding. Also got to have several chance social encounters with wardens and even some colonials
Hell yeah, glad you had fun! Now get ready for war 118, soldier! The colis are attacking!
"We'll be home by Christmas"
4 years later...
War the notoriously short endeavour.
Well there is a war in history that literally lasted 38 minutes
New player here, I totally agree with them removing those supply cache things that can carry over into the next war. In my opinion both teams should start fresh every single war on a 100% equal playing field
Yeah, it was a cool idea but it sure it was abused somehow so people had access to late game stuff on day one
This war was one for the ages
It really was
The ideas you suggest are cool - and I think the Resistance phase being a little longer whilst hosting some casual game modes like racing and combat arenas would be cool - but I think a lot of the dreaded 'player burnout' really is beholden to the players themselves. Some of these veteran players are playing Foxhole - an MMO war game where you sometimes repeatedly die and lose for hours on end - for several hours across consecutive days. Even the most casual fun-oriented titles would feel like shovelling coal after constant exposure to it. I think a lot of these people don't realise that's what happens and then believe it to be a problem with Foxhole itself that Siege Camp has to find a way to fix which, frankly, is an impossible ask. That's not to say there aren't valid discussions to be had about how often its the veteran players toiling away to build backline bases and logistics depots that allow the casual players to have any fun on the fronts at all but, despite that, people need to learn to log off sometimes.
Yeah the best way to deal with burn out is to leave for a war or two, like you said. But I think there is a case of fomo for some players. I know I had this a couple years back when I was deep into my Foxhole addiction. Not being able to fully commit to a war because of irl stuff getting in the way made me sad. But back then wars were still a couple of weeks max, now month long wars are becoming the norm. The longer they are the more you'll miss.
@CreepyBanana I don't know Foxhole very well, but apart from the chance of contributing to getting closer to an eventual victory for a particular faction in a cyclical war that will repeat ad-infinatum... what do you actually miss out on if you miss a war?
If the answer is "nothing," then the *only* real solution is that burnout is nature's way of telling players to touch grass, and it's time to listen to it. FoMO just doesn't matter if you're not missing out on time-sensitive content like weapons, cosmetics, etc. Even if you are, sometimes it is just healthier to step aside for a little while, and the devs can't just magic away the human condition.
Obviously true addiction is tough, but that's another issue really.
@@CreepyBanana Again, a players FOMO from taking a break is on them as the player managing their time and interests, you even mention it was an addiction. It's not on Siege Camp to cater to players addictive tendancies.
If you take a break and feel you want to come back mid-war because you got FOMO, just log in again.
There is no need for a longer rest period. There is a need for players to take accountability for looking after themselves.
This is why I play Squad. There are micro scenarios where every single frame matters, and then there is the battlefield strategy with a 2 hour time limit. You get the feeling that this battle makes a huge effect on the war by pushing the battle line, but you also get to see your work pay off between just the time you get off work and the time you go to bed.
Update war starts tomorow, going to be big returning player base
it's a small update right? I haven't seen anything about it yet
Yeah medium sized update, might get a new weapon or vehicle. Update details released on Nov 5th
Boys that warden weekend was ultimate. Nuked 5 times but we still keep charging.
The Wardens Navy was something else. Once the blue boys dominated the water, we were on the backfoot from then on.
Frankly, I disagree. I actually think the longer wars create more flavor to the game because it makes the steaks all the higher. I think one of the things that we should be looking at is how to help players avoid burnout because while I can personally switch between being on the front lines and logistics, I understand That often people can struggle to play the same thing every day. I think what should happen is maybe for the back line stuff like I’ve seen with other comments maybe maintenance supplies should cost a tad bit less so they can last a little longer and people can take a few more breaks but cost a lot more as you get towards the Front. I also think that there needs to be a better tutorial for this game because while I have learned much from my fellow soldiers. I feel that we can learn so much more, and if I knew more, I would be better equipped to take on the first part of the game and maybe if it also had a way of telling some players that it’s OK to log out and it’s OK to lose a hex because losing a battle doesn’t mean losing the war
Personally, I think the fact that our wars are getting longer is really good for us because it means that we are finally getting to a point where things are balancing well and plans on both sides are understanding how to fight more efficiently. I also think it makes the steaks of the battle all the higher and makes for a greater victory
I’ve been playing this past war and while I wasn’t with the wardens, I’m very proud of them because I have not seen such high morale this war and I’m so proud of
The more the game will age, the more experienced the players of both factions will be, the more they'll be able to use their faction strengths and counter the ennemie's strengths, the more it will get balanced... and the more we'll have stalemates. You can't have balance and fast wars.
Yeah I agree these lengthy wars cause burnouts. On one hand it is amazing to see that our efforts are bringing us victory, but afterwards I need a break and prioritize my life again hahaha
Well said!
I want longer wars tbh. 90 days would be a good period I think. Slow tech progress down to keep it fresh a little longer
That said, I like the idea of resistance phase being tied to the duration of a war. 1 day resistance for every 5 or 10 days in war would be decent imo
Lots of people have been suggesting similar changes and I agree that these changes would be a great addition to the game. If a new player comes in during the resistance phase them encountering such a strong and friendly community with fun community events in my opinion is a better introduction for players rather than the offerings of the game, because the community is what is so great about the game.
TRUE
Bro I want a zombies mode again. To make it funnier, devs shouldn't even say anything, there will be just one building in the Resistance Phase world with a strange pit inside that, if jumped into, causes a scripted event where civilian zombies jump out and turn them into a zombie. While a zombie, they can climb back out the pit to either continue to spread the infestation by digging pits in other buildings (which serve as spawn points), or by infecting two other players to have the option to return to their original faction (which will be hilarious because no one might believe them at first). Buildings that have zombie pits will not use their garrisoned AI, even though they appear completely normal from the outside. ('They Are BILLIONS' Spoilers below...)
The type of zombie I'm going for is similar to the 'They Are BILLIONS' zombies, which were created due to an aggressive version of the Kuru virus that naturally evolved during mass cannibalism. While in 'They Are BILLIONS' it happened because the world was overpopulated and thus humanity had to recycle bodies for food, in Foxhole it happens because the poor civilians could never catch a break during the infinite conflicts, resulting in desperate cannibalism.
Resistance Phase would continue until either the zombie threat was dealt with, or the zombies take over the world. Of course, players could purposely extend the Resistance Phase by having a 'pet zombie' situation, lol. Of course, there would be a minimum length to Resistance Phase, regardless if the zombies are defeated or not (So trolls can't ruin peoples' fun, except by being a zombie).
Lastly, as how zombie spawning would be handled, either zombies can spawn at converted Town Bases, Relic Bases, or Safe Houses, otherwise they spawn at the nearest house pit in region. No shirts required, the humans just need to destroy the building to stop it, after which it can be rebuilt. It takes a bit for a zombie to convert a building (5x what it would take to dig a trench, but zombies can work together), but maybe the humans won't rebuild it to prevent that from happening. Of course, only the other team can destroy unconverted buildings, so there would be confusion if the other team is actually fighting zombies, or taking territory. Lastly, zombie infested buildings DO NOT appear on the world map, with the exception of major Town Bases and the like, and must be found by people checking buildings.
It's important to mention with reference to the intro quote "in most competitive teambased games..." that Foxhole isn't like any other teambased game and that especially this keyelement stands out above every other short-term matches of games like HLL, CoD, etc. Neither is Foxhole meant to be played competitive, nor is it a game about winning. It's about the fun together, the stories you write and the journey you have with your comrades and friends.
The only solution for players not to burn out is easy to find: play other games inbetween a session, do a walk outside of the house, read a book, focus on other branches in the private and social life and don't focus tooo much on one game or gamesession with the goal to "win".
Not to burn out is a task we are responsible for and not the devs. The pace and length of Foxhole matches is fine, however, the breaks between wars could be a bit longer. War 116 was short. War 117 and War 115 were different.
And the perfect atmossphere of WW1 and WW2 simulators lay here: burning out as a soldier in an endless war. Digging trenches, storming, being pushed back, repetitive cycles like in WW1. 100m forward, 300m backward, and again and again, and again. That's a feeling no other game might achieve as a war simulator.
Yeah as I was rewatching the finished video "competitive teambased games" didn't feel right, it should have been "strategic teambased games" but I was already 2 redbulls deep and it was 5am so I couldn't really redo the voice over 😅
@@CreepyBanana I feel you. When I finished the Logi Motivation yesterday morning, I had equal amount of Red Bull, no sleep at all and the stress of finishing a video before the War ends. I guess that's the struggle we have proudly chosen when doing videos about a game we love and care.
It's even more than strategic. It's beyond. In the beginning of the early war stage, you have RTS Basebuilding Elements from games like C&C Tiberian Sun. Midgame it's a strategic and tactical war simulator. Late game is a highly social process about the longer endurance, the better moral, the deeper motivation and the mindset to go an extra mile against all odds. And even then it's more and hard to summarize. Even during all stages it's possible not to shoot at all or see the frontline. Building, farming, delivering.
Last but not least: I love your videos!
I disagree with that, making sure the playerbase is not burnt out is just as much the devs problem as the player is if the devs want the game to keep growing. The playerbase can only take so many break before they find out that it's just not worth it to come back.
I dont mind long wars I just wish msupps werent a thing so I can take breaks and still have a base/facility to come back to
Bro you probably still wouldn't, because your team would bulldoze it to build theirs, lol. Literally only reason it doesn't happen more often is because they can wait you out.
@@TarsonTalon theres really only 2 reasons people bulldoze your stuff - you are consuming a billion msups/hour that they make or your defenses suck at a critical area. no one cares about your facility or bunker someplace in the open field / a useful area but less critical. only at res nodes or important chokepoints.
The Journey is the Destination.
Friends is the destination of the journey we made along the way 😎
I think a longer resistance could be fun if they just loaded all the stockpiles with a ton of gear and let people play with tanks and ships without the stress of needing it to be worth it, or go through the long process of making it all. just like hundreds of everything in the cities storage depots
Yeah, would be fun
Back in the ancient times i was able to lock in for a week or 2 and enjoy the game. Now it dosent feel worth it to play if im not going to see both the start and end of the war without sacriaficing my entire life
Yeah true, it's been a while since played through an entire war
managing burnout/fatigue is problem for the players to solve, not the devs
just win faster
True 😎
I’ll subscribe if you’re a warden next war
Banana...
banan
Banananas
Babana
War, war never changes. A more fleshed out resistance would make an interesting change of pace but at the end of the day foxhole players want just keep thoughtlessly throwing soldiers. At the French lines in the middle of the night.
Yeah, constantly dying can lead to frustration and foxhole is a game where the time to kill is very short!
@@CreepyBanana
I try to see it honestly
This war's a living hell
If I've done wrong or I've done right
I need to rest after each fight
Devs need to work more on introducing mechanics that reduce tedium in core gameplay loops. probably the best way to reduce burnout
More people need to normalize taking every other war off, or even simply being more casual about it.
Yeah, 100% agree with you but god damn it feels good when you're present for a whole war XD
Bro look its a realistic logistics warfare game. All these things you listed makes since. If you want to play a 10m game of COD blk ops 10 then go ahead.
My friend, I said multiple times in the video that I like the longer wars, pls watch the video before yapping, thank you
2 Creepy Banana videos in then a week? Eating good tonight!
Back on topic to the video, for the most part I agree with most of your suggestions to counter-act player burnout with the resistance phrase period being determined by the wars length and more community like events happening during this phrase.
If I were to add a suggestion; make the resistance phrase a playing ground for potential update ideas, testing out new features for the community to provide early feedback on so Siegecamp understands the direction they should focus on or aspects of the feature that can be changed early in development.
Back on the player burnout issue, the only reliable way I see to counter-act player burnout is to genuinely just take a day off. The fear of missing out or not committing 100% to the war effort shouldn't outweigh you potentially burning out and in the end of the day if you have any respect to yourself, you learn when to stop.
Yeah suddenly got this urge to make video again so you'll be eating good for the next couple of weeks 😅
Oh like a dev branch but every resistance phase? That's actually not a bad idea!
Yeah I 100% agree with you! You should always prioritize your own mental and physical health before any video game. I think as gamers we tend to not do that as much as we should. Damn I should've added to video 😅
When you deliver bmats to a place that needs them, its a win. When you rifle down someone its a win. When you dig a trench, and watch your team use it to advance, thats a win.
Magic Boxes should be expanded to magic buildings with no build time and same mechanic, so you can just print ships, tanks and other stuff instantly so people can just fuck around!
Would be cool
Resistance phase should last 10% of the total war length. So if the war lasted 40days, we should get 4 days rest. Also the resistance phase should have zombies LOL for no reason other than people like shooting zombies.
OMG yes they gotta do the Dead Harvest event again!!! it was sooo fun!!!!
I think the resistance phase should be longer and allow players to sabotage the other team in the next war in some way.
Issue is not the long war time. Issue is player circulation loss. Burnouts over single war are common, resources tend to get hoarded. You need outfit backing you with at least one zone of full supply chain to drive anything armored. Forget about ships as those are going to be manned by trusted clannies and no FNG zerg allowed on board because they will fuck something up.
They still mass rep for bans btw. If you are unaffiliated you either have a rifle and a 2 mags or hammer and go scap farm. Both feel like second job. Evrytime I come back I get reminder why I quit.
To be fair I've never really been in a clan I have no trouble getting vehicles but the larger stuff like BTs or Battleships are of course something I can't get my hands on. If you really want to use these joining a clan is probably the best way. For me I don't really care as long as I can find a tankette I'll be happy!
This is a banger idea
This is a banger comment! The idea isn't entirety original, many people have suggested something similar but with other game modes or smaller servers. I just tried to come up with something that isn't going to change the fabric of the game. World conquest has been the only gamemode for yeas now and expecting others is in my opinion wishful thinking.
I personally think that the current ideal war length is about 1.5 ish months with smaller wars in there as well occasionally. But yeah I loved the long war 117
My advise would be to take a break during the beginning of the war. The game is balanced around progress being slow/difficult in the early game so skipping the early game only usually hurts backline building defenses/facility. Joining late you can adopt abandon positions or just focus on frontline.
As for why the war has to start so quickly, it's not just the new player experiance. Devs have said that when their player count drops Steam stops recommending the game to players. I'm assuming there is a lag too when the next war starts before Steam starts recommending the game again, so I'm speculating we can end up in a weird cycle where the game doesn't get recommended during the war but it kicks back in during resistance before being turned off again.
I think it works best when there are multiple wars going on with the different shards, so there is always a war to jump into. In that case then you can have a longer break as long as people jump into the other war.
Long wars are fun. I was on the colonial side and was entertaining to push and be pushed. I wonder if a third faction would make things more complex and introduce a large scale political like side
Hmmm, I think a 3 faction could be cool but 2 factions would team up and beat up the other one only to end up turning on each other
You can add some goal mechanichs to overcome that. 1 global objetive of 60% VP's. And faction unique objective of 45-50% VP's and reduce other to the 15-20% in a circular way. A vs B, B vs C and C vs A. It may induce temporary alliances and avoid to have 1 faction to sit out and wait.
i like the long wars but having a 48 hour break is preposterous. i might have to take a break this war lol
Is not about winning, is being the one who take the last VP, or on the other side, not being the last VP
I HATE BRIDGES
Amen!
I played a lot of war 117 but i took a break near the end to play other games but i kept up with the war and was rooting for my boys and yay we won but ill probably hop on next war
I see this burnout as simply morale which it is the longer the war goes the less morale people has to keep fighting
Warden weekend, best weekend.
Indeed!
I'm thinking they might want to have some game mode that appeals more for noobs or something that can't be taken seriously, so that there's some serious fun to be had in between wars but not something the 'vets' feel they will miss out on. I like the idea of somehow giving 'vets' time to chill, but maybe the devs just think this problems solves itself.
As in, if you are tired boss, take a war or two off, and come back. There will be more noobs to train and trenches to dig then, it's not going away. If you are resistant to that idea at all then I feel like that's just fomo. You don't have to be a mega autist and be there for every hour of every war, but this is Foxhole's player base- people that work from home, are retired, depresso, or otherwise can EASILY put in 80 hours in a week online into the game. Might just be how the game works, after all it's a genre all it's own so it faces unique problems.
1:57 Flood Ascension pilgrimage
markfoot if you can hear us
Long-Wars are brilliant! Those that treat the game like a job are the problem. They are the ones that can't not treat the game like a job. They can take a break too. It's not on the devs to make the wars shorters because a fraction of rhe player base can't seperate from the game for a couple days here and there.
No game should ever be catered to the no-lifers that do nothing else. Burnout is real and its on yourself and only yourself to manage that. Not the devs, not other players.
The 'hardcore' players would find that the wars get shorter when they all take breaks anyhow. They create the problem by playing across both factions with such commitment.
More interesting and fun resistance phases would be cool. Magic Boxes and Free Resources makes sense for between wars. Let people test and try things out, plan out a factory cheap and quickly to figure it out without impacting othet players or the faction overall. Or try a vehicle they'd be too hesitant to use im case of mistakes in a real war.
Should be long. Right now its basically WW1 and Naval. Moment Aircrafts get brought into the fight. Gonna be a bit different.
There are subs
@@RustyBear I'm aware completely forgot they existed.
@@sinisterisrandom8537 ye they are pretty rare
finaly some good fcking youtuber
Really it’s because players are getting tired of the same thing over and over, gameplay doesn’t really change, only new additions. Very arcade tank battles with same tactics, and bridge battles sucks a lot. Only Simulated things is logistics, and small *infantry* fights. And most importantly, the map, players want changes and new environments.
I definitely agree that resistance phases should be longer or vary with the length of the previous war
7 days
Yes
on the topic of the rest period your are not fully correct yes there are only a few a days between wars but there's war just designated as break wars where the large regiments and vet players myself included take time off my regiment took this as a break war for example so we can get away from it regardless of how long it lasts people can still play just wont be any large scale coordination
no war is a official break war for everyone
Just make every resource infinite on all storehouses, bb and seaports, with an increased decay rate and despawn.
Damn that's actually better... well now I gotta make a new video 😆
That one clan that makes 10000 AT traps 🥴💀
Очистим вместе плодородные земли от синей нечисти!
G. H. R