[changelog] Removed Firework kit & Canon Projectile and Fixed some shops

Home Forums PirateCraft Server Updates [changelog] Removed Firework kit & Canon Projectile and Fixed some shops

Viewing 9 posts - 1 through 9 (of 9 total)
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  • #45315
    GodsDead
    Keymaster
    • Topics: 794
    • Replies: 3343
    • Total: 4137
    • ★★★★★★★★

    • Removed firework kit, it was only suppose to be for the 4th July 2016, its nearly 2017!
    • Removed firework projectile from cannons (For now) as people were using these on purpose to try and crash clients during a siege, as each firework explodes 3 more separate fireworks from a cannon, I will change how the firework works at a later date.
    • Fixed s74 at /warp shop1

    Before someone asks, yes Admin staff have been tasked with resizing shops and re-pricing, resizing can only happen on empty shops.

    #45319
    Cysteen
    Member
    • Topics: 13
    • Replies: 434
    • Total: 447
    • ★★★★★

    rip firework shots ;-; would be nice to have a similar projectile, as the firework shot was the only shot raiders could use to really damage someone hiding in a box. we defiantly need a shot that can pass through blocks to damage hiding players. but without the god-awful particle lag from the fireworks. (though it is possible to disable firework particles through optifine, some people are too dumb or lazy to disable it).

    If I had a nickel for every time I, Ooo hey, a butterfly!! *runs off chasing the butterfly*

    - Former Leader of CoV -
    - A Proud Member of The Asylum-

    #45323
    GodsDead
    Keymaster
    • Topics: 794
    • Replies: 3343
    • Total: 4137
    • ★★★★★★★★

    rip firework shots ;-; would be nice to have a similar projectile, as the firework shot was the only shot raiders could use to really damage someone hiding in a box. we defiantly need a shot that can pass through blocks to damage hiding players. but without the god-awful particle lag from the fireworks. (though it is possible to disable firework particles through optifine, some people are too dumb or lazy to disable it).

    Now cannons and projectiles are two things we have extreme control over. We can make a projectile act as we want, so we could have it penetrate and explode pigs in 3 directions I’d we wanted. All I need are some good,  not op  ideas.

    #45325
    Archaius
    Member
    • Topics: 83
    • Replies: 309
    • Total: 392
    • ★★★★★

    Clustershots work very well too! I remember killing all my allies a couple of times while sieging because they made a dumb enough decision to stand even 7 blocks away from the cannon.

    John Archaius - The Inventor whose machines usually blow up.

    #45326
    Cysteen
    Member
    • Topics: 13
    • Replies: 434
    • Total: 447
    • ★★★★★

    Now cannons and projectiles are two things we have extreme control over. We can make a projectile act as we want, so we could have it penetrate and explode pigs in 3 directions I’d we wanted. All I need are some good,  not op  ideas.

    that sounds amazing haha! I would defs like to have a similar acting projectile as the firework shot. the firework shot was useful, but also dangerous, in more ways than one. I cant tell you how many times the cannoners have nearly blew themselves up due to missing a shot, being too close and yadda yadda. it was strong which was very well liked by raiders. all the annoying players that say theyre non siegable demanding to be sieged, then they get sieged, and just hide while they taunt. it’s sickening. fireworks worked on a good portion of those players.

    theres usually tons of people in the TS that’d be more than happy to give some ideas and insight on this ^-^

    If I had a nickel for every time I, Ooo hey, a butterfly!! *runs off chasing the butterfly*

    - Former Leader of CoV -
    - A Proud Member of The Asylum-

    #45333
    ProWil
    Member
    • Topics: 15
    • Replies: 342
    • Total: 357
    • ★★★★★

    @inventorjohn We do not discuss that moment in public ??

    ----------------------------------------------------------------------------------------------------------------------
    ProWil (formerly Wilson Manzer),
    General Secretariat of The Papal State
    PirateCraft Veteran, circa 2015.

    #45955
    Jammin_Mas
    Member
    • Topics: 29
    • Replies: 230
    • Total: 259
    • ★★★★★
    • Removed firework projectile from cannons (For now)

    Thought I would make note that the projectile is still able to be fired, so its not fully removed yet, I’ve had a couple of sieges on my base and we were able to trade firework shots back and forth.

    A endermite kicked my ass

    #45985
    JUSA
    Member
    • Topics: 6
    • Replies: 107
    • Total: 113
    • ★★★★

    Do firework shots even cause that much lag? I’ve never experienced lag from them..

    Death to da Brits
    Death to da Elves
    Death to da Fruits

    Heck..Death to Everyone 😀

    #45989
    Cysteen
    Member
    • Topics: 13
    • Replies: 434
    • Total: 447
    • ★★★★★

    it’s the firework particle that caused the lag. it’s pretty simple to combat that, by disabling firework particles using optifine, but some people for whatever reasons cant/wont toggle it off. I disabled my firework particles months ago (mostly because of /kit firework, but that’s now gone). leaving it off changes nothing, other than you cant get a nasty lag spike when someone shoots a cannon, or spams fireworks next to you.

    If I had a nickel for every time I, Ooo hey, a butterfly!! *runs off chasing the butterfly*

    - Former Leader of CoV -
    - A Proud Member of The Asylum-

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