Foxhole Review (★ MrJ)
The game in itself is incredibly addicting and certainly a lot of fun if you can find a fun regiment to play this game with. Organisation, communication and a production chain organisation from getting resources, to using factories to turn them into items to transporting these items to the frontlines, to creating defensive structures like bases and learning to use the items, vehicles etc. are incredibly complex, but a lot of fun and usually rewarding.
However, alt-ing has been a problem for many wars in a row, where players from one of the two factions buy a second account and go onto their opposing faction and grief bases, technology progress or organised efforts by players within the game.
Due to a lack of quality in the logistics system, there are a lot of things that require a lot of effort from players. Here an example of alt-ing can be seen when the player organised fields of fuel trucks, where you swap an empty fuel truck for a full one to bring back to the front, get griefed by having alts drive these vehicles into the nearby water to destroy them.
Another example of alt-ing is the griefing of bases that are made by players. There are multiple ways to do this. One way would be to park vehicles in front of the AI controlled garrisons before a big push from their own faction, so these garrisons cannot shoot at approaching enemies. Another case of alt-ing here is griefing 3x3 concrete platforms that are used to make the largest stationary artillery piece in the game, or an intelligence center which can expose a lot of defences on the map. Here it is incredibly easy to grief a platform like this, because you need to re-reserve the platform every 48h as the original builder. This means you cannot take a break for longer than 48h as the original builder. When people decide to build a garrison, or engine room within your 3x3 platform, you have no way of reverting it or restoring the single part, you have to destroy the entire platform and build it again. This costs multiple hours of game time, due to needing to farm components, needing to turn them into concrete materials, and then needing to upgrade and build the actual platform. As well as letting it dry. Also not allowing for the re-claiming of the platform as it is drying. Meaning, if your reservation expires during the drying process, you will need to set a timer for the exact moment it dries, to be able to reserve it again. As a regiment(in-game clan-like system) you have no way of sharing this reservation, and no one from your regiment can even claim this building either.
Over the Christmas holidays alone 15 of these platforms were griefed in just 1 region. This is completely unacceptable and has been happening for multiple wars. When the devs are informed of this they respond with "But there is a reservation system, is it bugged?". No, it is not bugged, it is terribly designed, and they should know this. The devs hold themselves in blissful ignorance when it comes to problems in this game.
There are also a lot of balancing issues between the factions in the recent update, which has been pushed forward due to the previous war ending quite soon after the first devbranch test was done. This caused multiple hotfixes to try to rebalance things, but the damage had already been done. There are also multiple bugs still in place with older weapons, one of which has seen a hotfix this war, after it being used for tens of wars already, as well as being abused rampantly again this war.
Even if the devs seem to finally have hotfixed a couple of imbalance issues and bugs, many exploitable early game weapons, are so brokenly exploitable that they can beat late game weapons and vehicles with ease. Even though they may be super cheap. One of these items may take about 10 times less time to produce, setup and transport, but may still be the best method of killing a late-game vehicle, due to how broken it is.
What the devs are also keen on doing, is silencing people on their subreddit, where they are all mods when they indicate these incredibly huge bugs, alt-ing problems and balance issues. And lastly, don't think the patch notes will include all of the changes. Be prepared to have to have to find out how the game works again after every update, because the devs also don't know. Example: Unannounced decrease in resource fields, increase in resource mines, changing the tech materials rate unannounced. Changing the tech-system to the point where a faction that focuses solely on the tech-system no longer has any clue of how it works.
Now you may say this is an Early Access game and it is bound to have bugs. I will say you are correct, however, some of these bugs have been in the game since the items were released or later introduced. To me it makes no sense to keep adding new content in a rushed unrefined state when there is still bugs in the game, caused by your previous rushed and unrefined updates.
TL;DR
This game can be incredibly fun with the right people and organisation, but prepare to be annoyed and upset having it all taken away by what seems like careless development at times.