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No Plans to Implement Nerfing full invis

TheFreshLemon

Well-Known Member
Slicer
Why is that a bad thing?
As I explained before...

Say I was low af being chased. I'm in call and say "yo gankzi meet me at docks and 1 tap/kill me" Gankzi now gets all my stuff and runs away and you could do it constantly with your team. Or worse some random invis 1 taps kills and gets even more free cash.
 

FoxyBearGames

Well-Known Member
Guardian
As I explained before...

Say I was low af being chased. I'm in call and say "yo gankzi meet me at docks and 1 tap/kill me" Gankzi now gets all my stuff and runs away and you could do it constantly with your team. Or worse some random invis 1 taps kills and gets even more free cash.
Sounds like bad teammates to me
 

Skuhoo

Administrator
Staff member
Elder
As I explained before...

Say I was low af being chased. I'm in call and say "yo gankzi meet me at docks and 1 tap/kill me" Gankzi now gets all my stuff and runs away and you could do it constantly with your team. Or worse some random invis 1 taps kills and gets even more free cash.
You're presenting problems that already exist. You can already let yourself die in docks so that all your untagged allies can pick your stuff up without risk to themselves. At least with the change I proposed if an ally is going to pick up your gear quickly they'll need to kill you and therefore put themselves into combat. As for invis players, if one of them manages to steal your kill then you're still able to attack them. With no armor they can't exactly hang around a pile of loot for long.
 

Asynchronized

Well-Known Member
Sentry
What really ruffles my feathers, pulls my leg, and makes my blood boil is full invises in battlezones. Like, what purpose do they serve? They crawl around the battlefield, drooling over themselves, finger in nose, just waiting to spot someone they suspect may be low on pots. And god forbid that someone pulls out a shulker, oooh boy. The full invis' jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, tongue rolls out of mouth. Another unsuspecting victim. Their cheeto-dust-covered RGB mechanical W key is pressed until they're close enough to their prey. Mine shulker, pearl away. A snort-laugh is heard echoing through the streets of the full invis' neighborhood, and off he goes, practically AFKing until he finds another opportunity to instill confusion and frustration into a hard-working fighter.
a wise guy once said...
 

Prodxgy

Active Member
I wasn't originally gonna comment on this because I overdosed on copium but I highly doubt the main goal of the 20 people that have a tent pitched up at end docks is to get the sets of people they kill, or else they wouldn't be fighting right next to the #1 set consumer, the void.

What really ruffles my feathers, pulls my leg, and makes my blood boil is full invises in battlezones. Like, what purpose do they serve? They crawl around the battlefield, drooling over themselves, finger in nose, just waiting to spot someone they suspect may be low on pots. And god forbid that someone pulls out a shulker, oooh boy. The full invis' jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, tongue rolls out of mouth. Another unsuspecting victim. Their cheeto-dust-covered RGB mechanical W key is pressed until they're close enough to their prey. Mine shulker, pearl away. A snort-laugh is heard echoing through the streets of the full invis' neighborhood, and off he goes, practically AFKing until he finds another opportunity to instill confusion and frustration into a hard-working fighter.

Remove battlezone invisibility.
at first, i had no opinion on this. then i saw this post by user kiadmowi on the lokamc forums. this has changed my outlook on everything that’s ever happened in history. i don’t even know what to believe anymore. this forums post on forums.lomamc.com has changed how u will go about anything in life. we should all take some great wisdom from this user.
 

nerdcat

Well-Known Member
Community Rep
Sounds like bad teammates to me
Wdym bad teammates? That’s teamwork.
You're presenting problems that already exist. You can already let yourself die in docks so that all your untagged allies can pick your stuff up without risk to themselves. At least with the change I proposed if an ally is going to pick up your gear quickly they'll need to kill you and therefore put themselves into combat. As for invis players, if one of them manages to steal your kill then you're still able to attack them. With no armor they can't exactly hang around a pile of loot for long.
A invis with no armor can easily hang around for a 2-3 seconds which is enough time for them to pick up most of the gear (they have a mostly empty inventory). Along with this if your teammate can kill you and take the gear and kite away.
 

Skuhoo

Administrator
Staff member
Elder
A invis with no armor can easily hang around for a 2-3 seconds which is enough time for them to pick up most of the gear (they have a mostly empty inventory). Along with this if your teammate can kill you and take the gear and kite away.
Again, that's a problem that already exists. An imperfect solution is not a bad solution. If the way to cheese loot while invis shifts from just having to be near someone who dies to having to actually kill them to get their loot then the problem is still being alleviated.
 

Melon

Active Member
I know that I am currently banned, but I would like to give my input on this situation. If the true problems are invis players stealing loot, as well as players abusing invis to kill others, then I believe an effective solution would be to remove a players invis when they enter combat, and then also make it so that you must be in combat to pick up items from a recently killed player. This would remove peoples' ability to abuse invis, but still allow players that are participating in a fight the chance to pick up dropped items. You could still use invis to approach a target, but you would have to enter combat to pick up the items which makes escaping much more difficult. If it was only the player that dealt the final blow that was allowed to pick up the items, I would agree with Lemon and think a lot of teamkilling would occur to try and secure gear. If using invis to kill others were to be left in the game, I would agree with Foxy's solution of having the invis pick up items slower, if this solution is possible.
 

TheFreshLemon

Well-Known Member
Slicer
You're presenting problems that already exist. You can already let yourself die in docks so that all your untagged allies can pick your stuff up without risk to themselves. At least with the change I proposed if an ally is going to pick up your gear quickly they'll need to kill you and therefore put themselves into combat. As for invis players, if one of them manages to steal your kill then you're still able to attack them. With no armor they can't exactly hang around a pile of loot for long.

Again, that's a problem that already exists. An imperfect solution is not a bad solution. If the way to cheese loot while invis shifts from just having to be near someone who dies to having to actually kill them to get their loot then the problem is still being alleviated.
My g it already exists, but your suggestion basically gives them pickup priority and makes it worse. :/ we get it's already a problem, but it isn't a solution.
 

Skuhoo

Administrator
Staff member
Elder
My g it already exists, but your suggestion basically gives them pickup priority and makes it worse. :/ we get it's already a problem, but it isn't a solution.

You're quoting what you clearly are not reading.

How is forcing an invis to be the one to get the kill to pick up the loot worse than an invis being able to pick up loot without getting the kill?

Edit: To expand, in the worst case scenario with pickup priority an invis can steal a kill, grab their loot, and run. But they can already do that. A geared player's inventory willed be filled with things like shulkers/echests, weapons/tools, and any leftover pots after a kill. An invis, on the other hand, usually only carries at most a sword and some pots. Immediately after a kill it's much easier for an invis to fill up their nearly-empty inventory with loot and run off than it is for a geared player to do the same. So pickup priority would largely protect a geared player's loot from invis vultures while providing next to no additional benefit to invis players who manage to steal a kill.
 
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Tedzi_

Active Member
You're presenting problems that already exist. You can already let yourself die in docks so that all your untagged allies can pick your stuff up without risk to themselves. At least with the change I proposed if an ally is going to pick up your gear quickly they'll need to kill you and therefore put themselves into combat. As for invis players, if one of them manages to steal your kill then you're still able to attack them. With no armor they can't exactly hang around a pile of loot for long.
Yes, but you see here mr skuhoo, I am the king of end, If I were to pick up tfls items I would easily be able to dodge through the enemy swordswingers and find my way out of combat, that is why tfls example is so great. When you have a player as good as myself you simply cannot compete.

(in all seriousness it seems like ur suggestion is pretty good)
 

TheFreshLemon

Well-Known Member
Slicer
You're quoting what you clearly are not reading.

How is forcing an invis to be the one to get the kill to pick up the loot worse than an invis being able to pick up loot without getting the kill?

Edit: To expand, in the worst case scenario with pickup priority an invis can steal a kill, grab their loot, and run. But they can already do that. A geared player's inventory willed be filled with things like shulkers/echests, weapons/tools, and any leftover pots after a kill. An invis, on the other hand, usually only carries at most a sword and some pots. Immediately after a kill it's much easier for an invis to fill up their nearly-empty inventory with loot and run off than it is for a geared player to do the same. So pickup priority would largely protect a geared player's loot from invis vultures while providing next to no additional benefit to invis players who manage to steal a kill.
Why wouldn't you make it so that people invis take longer to pick items up then? It fixes the issue and doesn't cause any other problems.
 

mimo4

Well-Known Member
Slicer
I think a better way to do it might be to make it so invisible players take longer to pick up items, that way they've got to stay on top of the item stack for longer, not only making them unable to pick up the items before the killer can, but also making them much more visible due to their particles sticking around for longer.
yeah just reduce a players pickup priority if they have the invisibility effect somehow (preferably only if they are full invis as being invis in a set is actually tactical and adds a sort of fun confusion as you are unsure who is friendly and who is not)
 
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