Suggestion regarding weapon damage

  • Seeing how we will soon have more weapons, i would like to ask if we can have a way of testing damage of each one so we can determine which one we want to choose.

    Because if we don't spend our time in HG battles all the time, we really can't determine with precision which one is better vs another player since AI has so many variables to be able to determine this.

    I know it has been suggested in the past to allow friendly fire so we can practice with an option to turn it on or off when needed but also allows us the opportunity to have player vs player on demand in some form.

    The other suggestion would be to have a simple target that has a gauge equivalent to player health and then restores after a few seconds allowing you to see how much damage each gun can do and how the range affects it as well.

    Not just saying this for the sake of having more stuff in the game but it's something that can be really useful since there isn't enough opportunity to thoroughly test if you are in the middle of an actual fight with others and i doubt you can just ask a pirate to let them test your gun.

    Also imagine being a new player, aside from looks you would have no idea which one is best and will not know how effective the blunderbuss is until you experience it on the receiving end but only at short range and vice versa.

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  • and remove the unknown? Mystery? Trial and Error? Practice makes perfect?

  • @eva1977 said in Suggestion regarding weapon damage:

    The other suggestion would be to have a simple target that has a gauge equivalent to player health and then restores after a few seconds allowing you to see how much damage each gun can do and how the range affects it as well.

    I like this quite a bit

    I wouldn't just have a simple target though, having different levels of difficulty with targets would be awesome.

    In the monkey island tall tales they had the sword fighting practice stuff, could expand on that for all weapons.

  • @burnbacon Just because you know how much damage a gun does does not mean you will use it effectively.

    The problem is we will be getting 2 new types of weapons, before it was sort of straightforward and self explanatory based on their differences.

  • @burnbacon said in Suggestion regarding weapon damage:

    and remove the unknown? Mystery? Trial and Error? Practice makes perfect?

    I actually agree on this one! we all learn how much damage a weapon does by being on the receiving end of it if they added a way of knowing how much damage a weapon does it would just take away from the learning process they've already lowered the skill ceiling immensely over the coming year!

  • And range doesn't effect how much damage an individual bullet does for example the the flintlock does 50 or 55 damage until the bullet drops the sniper rifle does 70 damage until the bullet drops off the range is determined by bullet drop not damage drop off the blunderbuss pellets widen as they get further away but do the same amount of damage until they ultimately drop off the spread of the blunder tightens when you ADS that's why you can't one tap a full health player without ADS

  • @burnbacon said in Suggestion regarding weapon damage:
    @CptCLAPZ

    and remove the unknown? Mystery? Trial and Error? Practice makes perfect?

    Not having any knowledge about weapon damage or health isn't necessarily an immersive feature, the game just lacks key information.

    Having the option to practice against a target dummy isn't removing the mystery for those who want to experience and try it against a real player.

    If new players learn to play the game quicker we would have better & fairer PvP experiences more often in the seas!
    Isn't this just a quality of life improvement?

    Also it could open up for a new type of activities in the world, perhaps target practice competitions similar to the parkour ones in the Arena Tower!
    Or maybe different type of puzzles that are activated by shooting hidden targets!

  • @jumli7 The targets are even there already they just need to add functionality to them.

  • Great idea, the pragmatist in me thinks just check the wiki but you should absolutely be able to test for yourself.
    Also bear in mind there are certain resistances and weaknesses in the game which make it difficult to get exact numbers

    Like we know sniper is 70 ,blunder 10 pellets of 10,pistol 55, sword lunge 60, sword swipe 25 and direct blunder 50..
    But I can't apply that logic to pve to calculate health figures as plant skellies have gun resistance, gold skellies depends if wet or dry

  • @hiradc If it was me as a developer i would simply enable friendly fire so players can practice amongst themselves and a simple button in the start menu to enable or disable, if you have it on, your team mates can damage you, if its off they can't.
    But then again some players only play solo so for them they would need a pve mechanic mimicking player health for them to test and see which weapon suits their play style the best.
    The targets or bulls eyes that are in the game can serve this purpose and maybe have marks for distance on the floor so you can understand how range affects them as well.

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