I'm really upset if you couldn't tell by the title. I spent hours of working on voyages and a skelly fort, all to get blown up by another ship because of this. An enemy player ran at my ship with barrel in hand. I shot him once with a pistol, and got a hitmarker. I then shot my pistol again, and hitmarker. He then ran on my boat and suicided, killing me and my ship. PLEASE FIX THIS! The bullet was directly on the barrel both hits but it never exploded the barrel out of his hand. Very annoyed
Fix shooting players holding gunpowder barrels
This exact issue lost us an extremely epic battle tonight.
While pursuing a brig that had just looted a raid (we were in a sloop), they decided to try to use the stronghold barrel against us. Anticipating that, I watched the water and my teammate and I opened fire. Both using the eye of reach, we each saw a hit marker appear which would either indicate that the player should be dead from 2 shots, or that the barrel would have been hit.
Lo and behold, the barrel doesn't explode and they managed to use it later in the battle to kill us.
The hit scan system is horrible.
@ajm123 Judging from what both players are saying, even if they didn't hit the keg in both of the shots, the two hitmarkers would indicate that they hit the player; unless they were blunderbuss shots, two shots from a pistol or eye of reach is enough to kill someone and seeing as you can't hold something and heal at the same time, it seems likely that the keg absorbed both shots without exploding. But that's just what I deduced from their statements, if you want to learn more about the situation you should probably ask the players that it happened to. Have a good day/night :)
Barrels don't blow up every single time shot. It's random. Most of the time they blow up, but if it is shot and doesn't blow up, it smokes for a second. That's it. I like it. It's realistic with what those pirates would have been using back then. The game isn't realistic, but there are tiny little things like this that make it more fun and exciting.
Basically, you either hit the barrel from a distance that only made the barrel smoke, or hit the player or both things happened.
@ajm123 It seems like these two players sure have and I too have experienced this bug on a handful of occasions; luckily for me it was just with skeletons, what happened to these guys seems a bit more game-breaking though. What's most likely occurring is a delay between client-side hit markers being registered on the server, meaning that this is related more to peoples connection to the server rather than invincible gunpowder kegs. And although this doesn't happen to me on a regular basis, being Australian often brings with it many bugs and glitches related to lag when playing on foreign servers. Sorry to winge and whine but I'm pretty sure that shooting someone twice with an eye of reach and swiping them three times with a sword (without them healing) shouldn't mean that I end up on the ferry :/
But that's all the help I can offer on this thread, if further action was to be taken I'd suggest making a bug report so that the developers can have a look into this.
@spunkus-skunkus The thing is im unsure if this is a bug or just what Rare intended. I want everyone to know that the person I shot was very close to me but far enough where it wouldn't kill me, also im 100% sure it hit the barrel. If it didn't hit the barrel both times he would've died. Either way, I really hope Rare either fixes or changes the barrels, making it explode 100% of the time when they are relatively close to you.
P.s, this happens to me with skeletons aswell.
@spunkus-skunkus said in FIX SHOOTING PLAYERS HOLDING GUNPOWDER BARRELS!!:
the two hitmarkers would indicate that they hit the player;
Not necessarily. Hit markers are client side, so if there is lag involved they will often show up even though on the server you aren't actually hitting them. You can also kill players without seeing a hitmarker at all - it all depends on how the server sees the shot and the location of the other player which may not match exactly with what you are seeing. If the hitmarkers were actually server verified as in other shooters they could be indicators of damage, but in SoT they are basically all client side guesses.
I think this issue causes problems with the barrels also; you think you are shooting them but the server is registering you as missing or hitting the player/skeleton instead due to lag and the servers lag a lot right now. A direct hit with a pistol or EoR should detonate a barrel every time and the only time it seems to be sketchy is if they are carried by a player or skeleton due to the lag factor.
@dislex-fx Well though, but it isn't. It is completely unrealistic. Even down to what kind of powder would be in it. Those barrels would be full of brown or cocoa powder. Which is slightly different then raw black powder. Think more whoosh, less boom.
But secondly and the most important bit is that even if a keg was full of raw black powder and ignited under or beside a vessel in the water nothing would happen to the boat. There would be no holes or damage done to the vessel at all. All that would happen is a big old wave would wash on deck and it would rock, but it wouldn't damage the boat. It would have to be detonated on the deck for it to cause any significant damage and even then it would just catch the boat on fire and maybe tear a hole in the deck. There is a interview with a captain from back in those times and he confirms that nothing would happen and he had seen it happen on a few occasions.
@shinten-rai, well, I was more talking about the guns used. They were highly inaccurate and often had random pieces of junk used instead of actual buckshot/balls/bullets/etc. So... I like to think that maybe a little piece of something hit the barrel and the old gunpowder only smoked and didn't fully ignite. It's silly, but when a barrel is shot and doesn't blow up, that's how I imagine it in my head.
Regarding your original post, again, sometimes barrels only smoke when hit from a distance. It's not rare, but it's not super common either. Keep a look out when it happens. you'll see the barrel actually smoke for a second. I like it.
@d3adst1ck If you go onto read my second post on this thread you will see that I stated that "What's most likely occurring is a delay between client-side hit markers being registered on the server." In regards to the issue relating to the OP's situation.
Sorry for the misunderstanding, have a good day/night.
@spunkus-skunkus Yeah I re-read your post after I wrote mine but decided to leave it as-is for other people to read.
The hitmarker/lag issue is a huge problem. If they want to add a competitive mode, I would hope that this is one of their main points of focus for improvement.
