[testing] Guns are ready to test, we need feedback.

Home Forums PirateCraft General [testing] Guns are ready to test, we need feedback.

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  • #48956
    Markusi13
    Moderator
    • Topics: 16
    • Replies: 348
    • Total: 364
    • ★★★★★

    Ahoy players from piratecraft!

    As you can see by the title, we need players to test our 3 new guns!

    If you want to help us test just come on the test server (ip is survivaltest.piratemc.com or type in /server test ingame) and try out the guns for us.

    If you are on there do /warp arena3 and buy 1 of each gun (please dont buy more than 1) then shoot each other! Please give us feedback on if the damage should be higher/lower or anything else that should be changed.

    Either post the feedback below this post or msg me directly ingame, on the dicordserver or on the website.

    Thanks everyone for testing!

    EDIT FROM GODSBREAD.

    Hijacking Markus post, we have fixed some issues with the guns we have and there ready for more testing on /server test, (shooting yourself in the face) pop your jolly bums on down to the test server and /warp cove, there are infinite buying signs for guns in the main watermill building, there free, to get as many as you want. There not ready for production, they need to be fine tuned, I want your feedback. to get home use /server survival.

    • This topic was modified 2 years, 7 months ago by GodsDead.
    #48957
    Iridus
    Member
    • Topics: 9
    • Replies: 77
    • Total: 86
    • ★★★

    I’m really excited to try this out, though it’ll have to wait for tommorow. Thanks for putting in the work Markus, it will be a great addition to the server.

    #48958
    bcbcommish
    Member
    • Topics: 24
    • Replies: 80
    • Total: 104
    • ★★★★

    current status of tests

    Pistol

    Damage- no armor 5

    Cap armor- 2.5

    god- 0-0.5

    Reload- 10Seconds for 7 shots

     

    Blunderbuss

    Damage- no armor-5

    Cap- 2.5

    God- 0-0.5

    Reload- 15 seconds for 8 shots

     

    Musket

    Damage- No armor- 9.5

    Cap- 6.5

    God- 1

    Reload-14 seconds for 5 shots

     

    these were recorded 15 minutes prior to this fourm, i was recording as i was going, these are the specs, and yes, they work

    i have noticed that if you get too close, you will take the damage of the bullet insted of the other player

    • This reply was modified 2 years, 8 months ago by bcbcommish.

    https://s18.postimg.org/56emtyqop/Druken_dance_of_my_peoples.gif

    #48974
    Iridus
    Member
    • Topics: 9
    • Replies: 77
    • Total: 86
    • ★★★

    @markusi13 I’m unable to buy a gun as it is saying that the shop owner no longer has a permit. Am I missing anything here?

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    #48976
    Oktacraft
    Member
    • Topics: 6
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    • Total: 114
    • ★★★★

    The owner of this shop no longer has a permit.

    • This reply was modified 2 years, 8 months ago by Oktacraft.
    #48978
    Markusi13
    Moderator
    • Topics: 16
    • Replies: 348
    • Total: 364
    • ★★★★★

    Hm weird, gonna put some guns into normal double chest then.

    Please don’t take more than 1 gun so other players can try them aswell.

    #48983
    Iridus
    Member
    • Topics: 9
    • Replies: 77
    • Total: 86
    • ★★★

    I did a small fight with ethismenos using the guns and I think that as they are right now, they are not too useful. The damage is too small to make it worthwhile not using a bow. I have one question too, how are we going to get the guns since regular horse horse armor doesn’t work?

    Also, are the guns supposed to also work as horse armor (being able to be put on horses? I don’t know if there is anything we can do about that, but it’s a bit strange to dress your horse up with a musket.

    • This reply was modified 2 years, 8 months ago by Iridus.
    #48990
    MrDork
    Member
    • Topics: 110
    • Replies: 669
    • Total: 779
    • ★★★★★★

    I’ll be checking soon!

    Hi

    #48991
    Archaius
    Member
    • Topics: 80
    • Replies: 307
    • Total: 387
    • ★★★★★

    HEEHEHEHEHEHEHHE HHEI_+(}R OBFMS>GJ IUSOdfhblsd gyeuipthcsagnjfkmsbdgkjnmf siygbujnmv fiWJGBS;JFGAILKJCMNS gjfsdnkl njfgvmk bagnkj.,safbvl

    I BEEE RIGhT THERE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    John Archaius - The Inventor whose machines usually blow up.

    #48992
    Archaius
    Member
    • Topics: 80
    • Replies: 307
    • Total: 387
    • ★★★★★

    The musket did about 6 damage when shot at the head in captain armour.

    The guns will be essentially useless until the regeneration is nerfed when the server updates to 1.11.

    • This reply was modified 2 years, 8 months ago by Archaius.

    John Archaius - The Inventor whose machines usually blow up.

    #48995
    Archaius
    Member
    • Topics: 80
    • Replies: 307
    • Total: 387
    • ★★★★★

    I think the guns should do ALOT more damage but just sell them for 700-1000$

    John Archaius - The Inventor whose machines usually blow up.

    #48996
    PaulOnFire
    Member
    • Topics: 118
    • Replies: 1197
    • Total: 1315
    • ★★★★★★★

    Guns only do so little damage? That’s a pity… I guess they will mainly be useful for mock battles and mini games then.

    #49002
    Archaius
    Member
    • Topics: 80
    • Replies: 307
    • Total: 387
    • ★★★★★

    I was thinking “why not make muskets do 40 damage, but just make them inaccurate and take 30 seconds to reload.”

    • This reply was modified 2 years, 8 months ago by Archaius.

    John Archaius - The Inventor whose machines usually blow up.

    #49004
    Markusi13
    Moderator
    • Topics: 16
    • Replies: 348
    • Total: 364
    • ★★★★★

    Made the damage the guns do higher. The update will be live soon.

    #49005
    Browe_
    Member
    • Topics: 43
    • Replies: 195
    • Total: 238
    • ★★★★

    Is it possible to add an armour piercing effect? So shooting someone does a certain number of hearts damage regardless of their armour?

    I agree that the damage should be a bit higher too, but with a long reload, maybe 2/3 hearts for god? I think Guns give non op players a chance to put up more of a fight to the op players. If crews could organise themselves into firing lines it would make the unit as a whole formidable, while the long reload makes lone wolfing less effective as players can regen before the next shot is fired. The big crews (not mentioning any names!) can finally put their deckhand armies to use, and the op players get some more people to fight!

    • This reply was modified 2 years, 8 months ago by Browe_.

    History:
    ~ Former Admiral in the British Empire ~
    ~ Founder of Phantom ~
    ~ Co-Founder of Templars ~
    ~ Original owner of HMS Sovereign (Phantom Sovereign) ~

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