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Recent reviews by The Warden

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No one has rated this review as helpful yet
0.7 hrs on record
A promising successor to Majesty, it's about time we've had another one. Doesn't feel like it's going to be as hard as Majesty either, which I consider to be a plus.

Just a few pressing issues I noticed with the demo that I hope are fixed -
No edge scrolling, wrist hurt.
Economy feels feral, some tax collectors wouldn't hurt.
Most lines are AI voiced (I'll voice a few if the dev wants me to, I mean heck.).
No constant line to your contract flags. My flags should be available at all times with the ability to set how much I want for them somewhere on my screen. Shouldn't have to click on the palace to get 'em.
Soundtrack needs some work, feedback on enemies or your units being hit would go a long way.
Visuals, while great, still need some work. Enemy bases look like Skyrim rocks meshed together. Enemies themselves such as wolves are very hard to see in my opinion. They looks kind of low res compared to the rest of the game.


Suggestion -
What if heroes generated automatically from your facilities instead of you buying them? This should encourage the player to build more of the facility they want for more of the unit type instead of bribing them into town or whatever is happening there.
I've noticed too few funny quips from your units. Needs more funny quips!


Hope to see this game improve with its QOL! Can't wait to buy it proper.
Posted 21 January.
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2 people found this review helpful
2 people found this review funny
22.0 hrs on record (16.5 hrs at review time)
Abbeygames: We thought the war mechanics were bad in the last game...
The fans (chanting in unison): WAR WAR WAR
Abbeygames: FINE! Have your war!
Posted 16 January.
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16 people found this review helpful
30.1 hrs on record (14.8 hrs at review time)
A lot of the negative reviews appear to be older reviews.
To be frank, this game allows you to live out your capitalist dreams via building heavy infrastructure on desolate wasteland cities, propping them up to make them resourceful for the company.
In my opinion, levels get better the more you play because you need to adopt different design philosophies for different areas to maximize your output. I think the game is missing rail signals and that would be my only major complaint.
No, you don't have a time limit. You have a ranking score based on how fast you complete the mission which gives you vouchers. Don't spend all of them on music disks and you should be good. Every mission appears to be passable as long as you are making some sort of profit, which isn't hard if you are strategic with your money. It doesn't feel like a puzzle to me because puzzles usually have "stopping" points. You don't need to be stressed, just enjoy making railway skyscrapers or play sandbox for a bit.
Big tip, if you aren't using your money put it in the bank for interest and withdraw when you want to work on a project. This usually handles and even outpaces your upkeep later.
Great game.
Posted 20 December, 2024.
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3 people found this review helpful
3 people found this review funny
8.7 hrs on record
Intro -
Is this a game?

In Imagine Earth you play as what feels to be no one while simultaneously controlling the levers of an entire private colony operation company (or... small private venture funded by the state). You are made to feel like nobody because your existence in constantly having the limelight taken away by other characters which you are dragged along by for the sake that you get to work in their next operation like an unpaid intern. Your name is shown in some of the dialogues, but characters will cleverly omit this in their verbal addressing of you.

Let's go back to that first question, "is this a game"? It's a difficult one for me because I do not feel like I am playing a game when I play Imagine Earth. I feel like I am reading a book. All of the interactive elements would should make the game unique to my experience are wiped away under mechanics heavily decided by what the devs think you should do instead of what you want to do. As a player I wanted to "play dirty" with nuclear energy and pump the atmosphere full of toxic chemicals. I thought that we were running a corporation, but what you really run is this glorified merc company with a government contract. You will proceed to be punished for playing the way which is deemed unfit by the developers it feels, the government will constantly attempt to nickle and dime you over your carbon footprint. Your citizenry, regardless of their race, will always prefer to live by big buxom mountain and trees which should be unfamiliar to them, woods which somehow inspire contentedness within every creature regardless of the leanings of their parent faction. For example, the mining dudes or whatever made up name they have will still enjoy loving being by these alien trees because supposedly every alien species is made up of the same brand of hippies which populate the human faction. Nay, they will be outraged for deigning themselves to live by heavy industries which they strive to create so much according to their backgrounds. Forget this love of gold, I can't wait to go for a merry jaunt with my pickaxe THROUGH THE WOODS! Heaven forbid that you cause the temperatures to rise, during my session even if I was trying it was a struggle to get the temperature to fluctuate whilst every character is browbeating me (needlessly as I might as, since the devs presuppose you want to do good for these alien worlds) for that scary temperature counter in the corner which I have never seen tick up! Of course, I don't doubt the consequences of it ticking up are just as annoying to players like me who will, instead of being rewarded for being morally bankrupt, are judged by the gods of the matrix for being dangerous to their playground. I'm not an environmentalist, I don't particularly care for oil either, but why would you ever tease me with the prospect of being able to make a world write beneath oil slicks if I am expected to abandon my tantalization because the slick which covers the ground afterwards I am the one left holding the mop to clean up? I wanted to dump these spills onto other players, put some actual economic use into them instead of banishing it all to the void while my hippy citizens pat me on the back for doing something right. I am given a chore list of responsibilities rather than fun, intractable mechanics. In a nutshell, you are playing the games the devs WANT you to play instead of the game you desire to play.

Problem Areas -
Art design: I don't know who is sitting there deciding the facial cues for the lady with green hair, but her and every other human individual fall right into uncanny for me. Their immovable, gnarly appearances punctuated by a slight change in the position of the facial orifice do well in their part to remind me I am playing a horror game. Even the aliens do not feel alien to look at, most space critters seem determined to be as sickeningly friendly as a Who in Whoville whilst trying to make you digest their aberrant visage. To reiterate, they do not feel alien, but rather something else completely foreign which tickles your primal instinct to dislodge them from your presence, Anthony Fauci occasionally pops up at the bottom of my screen as I watched horrified whenever he croaks that he may yet need another science facility to huff the blue fumes just to make sure that they really do taste like Gatorade. Oh and the buildings couldn't hurt to have some colored highlights in accordance with their building type, whenever I look down I see a mess of huts representing what should be my colony indistinguishable from each other while I click around looking for whatever I actually mean to click.

Economy: I find it quite annoying that any number of things can happen to my buildings which I must spend 50% of my income on. Meteors and tornadoes feel attracted to my hippies as God's way of punishing them for loving patches of flowers. I never get the random explosions of heavy industry going wrong as thousands of my workers (Aside, the game does not actually consider your "workforce", presumably every building is ran by automatons) perish in some chemical fire. If it isn't that there is some unseen timer constantly ticking down as your million districts become progressively more dirty, for a world that seems to have nearly every person obsessed with the environment and its consequences the general populace must be full of rabid animals which love to roll around in mud, because they cost me upwards of thousands of dollars for simply existing in my streets. As if littering draws everyone to its criminal goodness since they aren't allowed to have weapons. Mind you that the Space Government in the game has gone the European route of banning weaponry in Space, where Space has many foreign dangers which do not adhere to any law and force themselves upon you, mocking you for being weak as a decision which you hadn't even made for yourself.

Writing; Characters do not seem to be aware of their own existence, they play themselves to the lone tune of a single note, orating in their pastime is a reminder seemingly to themselves that they are there. Whatever or whoever the boss is, he does not feel like he has a motivating force behind him to drive his actions. He's simply there to "be the cool boss", get tranqued by some purple woman who seemingly understands how corporations should work, then discarded as a side character for one of the shops you can purchase from throughout the campaign. Your companion in arms, the grass-haired lady seems to pride herself on your accomplishments before deciding to quit temp work because of a "6 month contract" which is just some passing comment made by a ruthless bazaar lord tripping on her alien tendrils. Instead of discussing things she opts to start a business, which solely relies on you dragging your feet and following, seemingly from nowhere. I don't know the requirements to become a corporation, but surely you need to be of some influence to convince literal millions of people to come colonize some backwater no one has ever heard of before? Not to mention starting capital, as it appears that characters don't even get paid in this universe. That it operates on some backwards logic where your motivation is making sure Anthony Fauci gets his next science fix while you work for the reputation of another person and are nary recognized for it. In one of the fail states YOU seem to be fired by the government without so much as a word from your supposed tight knit boss bestie to ham one in for you, her beef seems to be more concerned with the bungling purple bazaar demon betraying her own people.

I'm sorry, but this has been a headache. I hope that the DLC remedies major issues with the core gameplay rather than a continuation of whatever rhetoric this game is trying to shove down your throat.
Posted 11 December, 2024.
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2 people found this review helpful
4 people found this review funny
0.0 hrs on record
Proud to say I was the one who suggested we should add Obama's weather machine to Bulwark.
Posted 6 September, 2024.
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2 people found this review helpful
1 person found this review funny
0.4 hrs on record
I am going to keep the game under my belt in hopes that the devs fix the listed issues below. They seem to be pretty responsive to criticisms.

1. Players seem to be randomly kicking on sight, making the game impossible to play. I think this is encouraged because small accidents lead to big consequences. Accidentally hitting a civilian will immediately end the round, my suggestion would be to provide rewards for each civilian saved and punish players for killing civilians by hitting their bank accounts.

2. The immediate reaction to seeing a new player seems to be: "Troll them". First match I joined I was kicked down and killed by my teammate. While friendly fire isn't entirely wrong, I suspect the cons aren't good enough compared to the pros. There is no tutorial, if you have a new person join the game they are likely to screw things up because they don't know any better.

3. The way the characters move is extremely strange. Right now your head seems to move independent of the body and it feels incredibly disorientating. Make it so that from the player's perspective their weapons are always facing the way they are, even if it's not the same for third person. Motion blur doesn't help this aspect at all.

4. Combat feels pretty jank, especially with heavier weapons. Parrying an enemy does not stun them or really reward you in any way for the parry. From what I can see the shield doesn't even matter because you get the exact same amount of "stamina shields" from a shield or without a shield. It feels like there is no rhythm to the combat. Add in the "tank controls" character feeling to make this aspect worse.

5. Opening up a mission without knowing what you're doing isn't enough. "Rescue hostages" is not enough of a descriptor for what the player should be doing, especially whenever you seem to have side objectives like issuing tickets.

6. You are punished way too harshly for smaller mistakes, as mentioned earlier a mission just ends if you accidentally hit a civie.

7. It feels like there is no sense of permanent progression. All weapons seemed to be bought on retail and other players can just grab them out of your hand. Obviously, this encourages trollish and bad behavior. While I'm sure it's funny that your friend yoinks your axe out of your hand the first time, the next 5 times it gets old really quickly. Allow players to purchase their weapons and keep them in an armory of sorts so there is an actual sense of progression.

8. While I know it isn't on the dev to handle how their community acts, they should at least find more motivations for characters to work together. Right now it seems there are more motivations to not want to play with strangers other than the difficulty. For instance, there aren't a lot of objectives where I need a friend's help to do something. Like, say, lower a drawbridge? Work on the same boss enemy together? If anything, it feels like other players and randos get in the way because you're accidentally beating each other up half the time going after the same enemy. Having more incentives to work together can go a long way in making your community bond. Hell, with an armory mechanic instead of "stealing" the weapons from your partners, why not let the player share the weapons they have at no extra cost to them? It's simple stuff like this that can wildly help you foster a playerbase that is more than just them saying "Beans" to each other. "Rock and Stone" doesn't work just because there is a dedicated button to it, it works because you have other dwarves that compliment each other's abilities and if you want to be effective at your mission you genuinely need your comrades in arms to do so.

Posted 2 March, 2024.
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A developer has responded on 2 Mar, 2024 @ 4:04pm (view response)
6 people found this review helpful
23.3 hrs on record (13.0 hrs at review time)
The buildings, the way the land morphs into hills and plains, something as simple as the units marching - this game is drop dead gorgeous.

I haven't played previous Cossack games as I am not usually a fan of RTS games that seem unit-spammy, but this game from a gameplay standpoint ignores that pitfall entirely. Units usually stay in good formation while marching, and a well organized line will serve you better than an incoming blob of infantry that is easily disposed of with artillery. Units produce slow enough to feel like you're actually losing something whenever a division gets wiped. Transporting units across water tiles takes an appropriate amount of time, so it is a consideration to actually set up forward bases to avoid the long marches. The game seems to have a background AI for those people who don't like managing their economy that much, each nation seems to have a developed play style due to small bonuses. Walls cannot just simply be destroyed, but must have artillery to knock them down so your opponent cannot just swarm your massive fort, they need to put some effort into making a force of combined arms.

If you haven't already tried it out, I'd certainly suggest it.
Posted 24 July, 2023.
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2 people found this review helpful
4.9 hrs on record
The price really saves this game - though I will admit that the RTS sphere is starved of Overlord-likes.

Most of the gameplay is good and shallowly scratches that itch that fans of Pikmin & Overlord have, but I think it's missing two key elements. The first of those elements are that the puzzles are simple, and feel more like jumping over a hurdle rather than you attempting to use your brain to solve it. This pads out the run time for a game that is pretty short.

The main issue, in my opinion, is the writing. Characters will often make broad and grand statements to add meaningless meaning to what they say.
For instance, after collecting 20 "dune pearls" for a character he states that these dune pearls are enough to rebuild the entire city - and you may be suspecting this is a large amount of wealth as a result.
He trades you these dune pearls you collect for a single one-way boat ride... You trade a city's maintenance and rebuilding fee for a single boat ride.
I should probably also mention Ana's psyche. Parts of her are flung about, and the first two you interact with have some deep implications, in my opinion, for the relationship at play.

Consider this - Ana's heart is in love with just about everything. The handsome merchant man, the land, beautiful sights, and as her mind says: "Is witless". Being that Ana's love for Otto is just about on the same level as her love for everything else I would suspect that a woman's inclination to flirt with others, only guarded by her superego, would make for a terribly insecure relationship. Otto, on the other hand does seem to not be concerned with this. While I get that this part of her represents some radicalization of one aspect of her being, I would take a guess that this is an unconscious part of her psyche, constantly feeding impulse. One might suppose that, being her heart, it would be an expert on the aspect of her personality at controlling just how much love something deserves, controlling the ebb and flow of feelings.

Or we may look at her mind, which upon saving it, it jumps at every opportunity to ridicule Otto for his inefficiencies in order to make the illusion that it is smarter than him. This, I suspect, is the fault of poor writing attempting to make this aspect of the character seem smarter. What they could do is make this aspect more reflective of her prior actions, and offer her knowledge and direction in a non-patronizing manner. Of course, due to the length of the game they probably don't give themselves enough time to develop upon what may be actual knowledge. The writing, however, has a deeper implication that is perhaps unintended. Ana will never see Otto as her equal, this part of her does a good job in being honest with that - she thinks he is, in her own words, slow. She will always be unsatisfied with his (apparent to her) lack of intellect. It takes the moment whenever they are on the precipice of saving the world for the mind to actually praise Otto - but this is thrown in with all of her other aspects and comes off more as encouragement to someone that is apparently about to do a monumental task rather than a genuine respect for the person Otto is.

The problem with Otto is that he doesn't even express many of his own feelings or disagreements. While his voice and tone indicate that he does feel a certain way about something, he never speaks back and is entirely non-confrontational. He doesn't consider any of these elements listed above and it certainly doesn't occur to him what his fiancee genuinely believes to him at the end of the story. It feels as the writers sucked out what they thought Otto could be, how interesting of a character he would make, in exchange for the every man that plays as the blank slate you can use to project your feelings onto, and those feelings having no matter as there is no system of choice in the game that can be used to define what you think, or at least what you think Otto should think.

In any case, I feel sorry for the man.
Posted 10 July, 2023.
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4 people found this review helpful
22.6 hrs on record (20.2 hrs at review time)
The following will contain spoilers on the story.


Lovely game, enjoyed my time - I'd highly recommend it. Every map does have this sort of "hand crafted" feel, like the developers were really thinking about what the player would want to be doing. Many pathways circle back around for shortcuts. Whenever your troops are walking they always seem to be "sweeping" rooms as they go, checking their corners and surroundings instead of feeling like you're controlling robots designed to shoot and scoot. If there are many targets, they will end up firing in different directions if you do not focus their attention on a single target. What felt really good was to just stack a bunch of turrets up behind a door you're about to breach and opening it to let the bullets fly in a mesmerizing display of firepower. It was also enjoyable to perform recon actions - such as activating cameras and gathering info on maps which would usually be a terminal that played host to the area maps. Oh, and the maps usually feel very organic - reacting to your marines as time goes on. If you engage the aliens more, they will become more and more agitated. They will try to convince you to leave harder and harder.
While I am satisfied, here are some problems -
___
1. Tutorial Wish I could skip it.
2. Dead Hills: Good map, loved it! The first area (Not including the tutorial) felt great to go through, I feel like the game encouraged me to explore the buildings on the lower main level and use the catwalks above to navigate between the buildings.
3. In Berkley's docks you get your first taste on human / human contact. Few problems, when you go upstairs to face the cultists holding people hostage. In this area a bomb will be detonated, blocking off your path backwards making it impossible to refuel, but also spawns infinitely spawning enemies without much of a warning to the player other than your director woman telling you to run. I hunkered down and finally got the hint after I started running low on ammo, thinking I had more options rather than less. Later I got to a room which on the right, xenomorphs would not stop spawning and patrolling the rooms to give me a bit of respite which softlocked me for a bit and caused me to reload a previous save back to the detonation area.
4. Harper's Hell: Love it until you get down to the basement. At the end of that basement you are supposed to holdout in an area and you're expected to put down sentry guns. Naturally, I obliged and ended up losing all 4 of my sentry guns along with the few others I had collected in that room, messing up my material economy.
5. Otago's Last Stand: A bit short. It made me miss the freedom of the other maps.
6. In Nuclear Protocol, story-wise, this entire area is entirely useless. It felt like this was more of an excuse to put you back on the station to explore that environment. Of course, this becomes a bit annoying being that by now the game has put you on a timer.
7. In Atmospheric Nightmare you kind of notice a narrowing of your options here in regards to exploration, by now it feels like the story is just pushing you forward. I feel like too much time was put on the below ground areas. You should've also have been allowed to have 5 marines at a time sooner rather than later after this mission in my opinion.
8. The Montero was also another slightly disappointing one, and I felt like it could've been helped if we had more options to do atrocities by using the camera / security systems. What it really felt like was that I was running through a ship getting into firefights here and there and being cramped in short corners while doing so most of the time, which you don't want with a firefight - you want something more big and open for the spectacle. I felt like I couldn't really prepare for my enemies other than by stepping into the hallway, shooting them, then carrying on, or avoiding them - a lot more thought should've been put into this area's quirks.
9. Extraction, to be frank, was annoying to complete. While the outside area is fine for a while, it feels like not too much time is wasted to put you underground again. While underground you are forced to go through a set of paths, linearly, and treated with traps along the way. Despite it being implied that you should research what is behind each door before opening them, there seems to be no way to find out what is behind each of them unless there was just a small datapad somewhere I was missing. The escape sequence at the end was very irritating because we meet our villain, as a synth, only for him to be killed instead of the game using the synth as a way to explore more deeply what Marlow is about, his philosophies, all of that stuff just being relegated to datapads, context clues, and cult goings-ons.
10. (Going to wrap up the other chapters here ) Come to around the end you find out that the director has "betrayed you" (so-so) and it is also time for Becker to betray you. He releases an alien on the ship (how did everyone not notice he had a fully grown xenomorph hiding in the lab? Did they just not bother to tell command?), and what ensues is a mission that feels like the tutorial over again with some extra steps and the only time you'll use the "taunt" functionality. The stealth in it felt horrible, as I was here to play an RTS.
Going to Pharos Spire however was a nice change of pace, which more of an open area to explore with side buildings that you'd be allowed to look into at your heart's content. What would've really wrapped it together were a few more side missions here that would've encouraged the player to play around with the map before they head into the actual spire, which the area in the spire was actually fun as well - allowing you to make tactical decisions to either deal with the aliens or deal with the people side of things. The only thing I regret while on the ground area was the lack of more mercenaries being in the streets, finding half of them fighting each other in a civil war would've been interesting while in the midst of alien-spawn chaos.
Story-wise, however, our main character sort of gets out of character to... be a rebel I guess? It feels like they're sort of standing on a soap box to a corporate figurehead, trying to somehow relate to the player by doing this.
Personally, to be frank, I'm not a big fan of the "rebel" detour. I would've much better to have liked an option to detain the director or something, without even proving that the director is a synth or anything you essentially just abandon her to her death at the top of the tower - which I thought was very spiteful and off color for our protagonist.
Did I mention our character is also a hypocrite? Despite having the time to get off world, she continues to stay on the planet after they can leave to find the daughter of the sarge she is working with. As if she didn't just abandon someone to their death that thought they were going to better humanity with technologies and profit margins leading to a higher quality of life, under the pretense that they are sacrificing so much life to do so - you turn around and put others in danger for a personal matter, disguising it afterwards as a "rescue mission" for other civilians.
Oh, and the cutscene acted like I had 5 minutes left for the nukes to instead of 5 days.
11 - General: Sometimes my marines would get stuck on objects and their pathing would be broken, leading to them getting separated from the group and mauled to death, Do not click the tools to command points button multiple times while in slow mode, it will waste your tools. There aren't enough shelter areas in some areas of the maps. Why does the game encourage us to invest heavily in the same few marines while having so many ways for them to be killed instantly? The doomsday clock already does a good enough job in ensuring I reload after a marine's death because reinvesting in another is often just not worth it. Didn't like the end cutscenes.
Posted 23 June, 2023.
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7 people found this review helpful
1 person found this review funny
4
35.8 hrs on record
Preface - This is from a discussion post that I made about Foxhole in a plea to the devs.

I cannot recommend it. Foxhole is not a game that can survive in its current state, and it is not because of "shards" or overcomplicated systems or boring gameplay or low player counts, the main crux of the issue? It is a problem as old as time - time.

This can be both a good thing and a bad thing, time is what allows players to become dedicated in the game but time is also the number one biggest killer. A new player will join, and over a couple of days they come to realize that "adopting" this game is like getting a second job, many reviews and in-passing mentions on forums say as such and to some, that's the appeal.

Do you know what the other problems stem from? Well, the devs released "shards" in response to an influx of new players. Those new players quickly left and now you have empty battlefields of people being friendly to each other in a glorified single player mode that is crumpling under the shadow of a large machine which is supposed to be there.

Low player counts is, in large part of, from the amount of players unwilling to spend days to get to the part of the game they are interested in. Flamethrowers? You have to research it which is nigh impossible for even 5 guys with incredulous knowledge and available hours to do in a timely manner. You want a vehicle? You're gonna have to farm for 5 days just for it to be blown up in mere MINUTES provided you get it to the combat zone in one piece.

Logistics are led by volunteer divisions who do it off of the backs of promises made to them by their regiments, regiments who "hoard" their resources because they are simply so valuable - this is a BAD thing. It encourages infighting when resources aren't plentiful and able to be used in a timely manner, and how they are produced is akin to a ponzi scheme in the first place.

Babysitting, where players are forced to look after bases on a day to day basis because they don't already spend enough time at their real job.

Hell, even if you like logistics in order to get things "moving" is like asking a toaster to use its little toaster legs to hop off the table and down the stairs. There is little of a sense of fulfillment other than commendations which are given by frontliners who will throw themselves and quickly deplete the 100s of shirts they have just been given.

There are a plethora of solutions for this, but none of them easy. The main thing is to reduce the amount of effort required to make toys for people to play with, if someone wants a tank they should be able to create a tank within an hour, and you can do this by lowering the costs overall or simply by providing more special bits of scrap.

Research shouldn't take 30 days to complete, I'd say that we should consider making research limits shorter. By doing these things we are essentially putting the carrot closer to the face of the pig you are riding, making it so that the carrot is finally within sight and within smell - keeping your machine running for longer.

Next? We make logistics more fun. Instead of players being the logistic machines, let players create their own small logistic zones anywhere on the map. Individual logistic players will become "prospectors" and settle out unused land all over the map, digging up scrap from under ground, refining the goods, and somehow eventually being able to deliver their goods automatically to victory points, making sure that more players can actually play the game if their logistics network is up to date.

This way we also encourage greater teamwork overall, right now the game is reliant on regiments to solve its issues for the looming shadow machine - this shouldn't be the way. Players should be willing to help other players out by delivering goods that everybody can use overall - you get rid of hoarding this way as well.

Open up other versions of the game on different shards instead of having 3 of the same shard. For example, the really cool Halloween mode? Put it on a separate shard. Relics? Separate shard. Players will pick out what they plan on playing, and by making common goals more accessible to smaller audiences player counts will not only raise, but the overall "maintenance burden" will lower, allowing more players to actually do what they want to.

If you do this not only will the game have its old components, but it will also have a few new components to extend its longevity. In its current state, Foxhole will eventually come to exist on life support. Besides, how many people will actually argue against being able to do some of these things with maybe a group of 3 instead of a group of 20 - 100 players in a regiment?
Posted 13 December, 2022.
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