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Larva disappearing Glitch in 1.5 (not about 20th larva) -…

Forum Index > SC2 General
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 11 2012 18:23 GMT
#181
--- Nuked ---
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
Last Edited: 2012-04-15 09:57:27
April 15 2012 09:56 GMT
#182
Nice analysis and good find. AS you say, it probably doesn't change the outcome of many games, but it shouldn't be that hard for blizzard to fix.

I think the OP would be easier to read with a short unspoilered (1 paragraph is enough) introduction and summary of what you have found.
(oops, didn't realise the last reply was 3 days ago, sry was linked here. )
JeffS
Profile Joined April 2012
Canada31 Posts
April 15 2012 20:50 GMT
#183
If only people put this much effort/analysis into their real world responsibilities.
Gfire
Profile Joined March 2011
United States1699 Posts
April 15 2012 21:04 GMT
#184
Although I wouldn't consider this a glitch so much as a design decision, it would probably reduce randomness if the timer was paused when interrupted by the larva pop, rather than reset.

There are two ways you could design the larva spawn ability:

1. To reset the timer whenever another larva arrived
2. To reset the timer whenever the timer finished

(With both of these, pausing for any time there are 3 or more.)

Neither of these approaches makes more sense than the other to me. In the absence of the Spawn Larva ability, either of these approaches would replicate BW accurately (I think,) and do the same thing.

I think the second approach, resetting the timer only when it finishes, and just pausing (not resetting,) when more than 3 appear by inject, would reduce randomness, and is probably the better approach. Blizzard currently uses the first method, and I support a switch.
all's fair in love and melodies
dc0cc
Profile Joined June 2011
United States7 Posts
April 20 2012 18:23 GMT
#185
The timer does currently pause when interrupted by a queen spawn. It has always paused. It is designed to pause. When the timer is interrupted by a queen larva pop at the 13.5 - 14.99 second mark it resets instead of pausing. This is a bug because it goes against the way it is designed.

I don't understand what you mean by #1 - larva arrives when the timer finishes, so 1 and 2 should be the same, no?
Gfire
Profile Joined March 2011
United States1699 Posts
April 20 2012 19:23 GMT
#186
They would be the same in the absence of queen injects, but #1 includes when a larva arrives from inject. Sorry that wasn't clear.

Basically it's a "bug" because it stops the larva from spawning as soon as the injected ones pop but doesn't pause the timer until they land, right? So the timer is at 13.5 - 14.99 when the injected ones pop and then finishes while they are in the air, starts again at 0 without spawning a new one and then pauses when they hit the ground. Is that correct? That is odd, it should pause the timer and halt larva production at the same time, whether that's when they pop or when they become selectable.
all's fair in love and melodies
archonOOid
Profile Blog Joined March 2011
1983 Posts
April 20 2012 19:40 GMT
#187
Can someone explain the larvae spawn process in form of a flow chart for the larvae algorithm. I find visualization very helpful when programming stuff.
I'm Quotable (IQ)
dc0cc
Profile Joined June 2011
United States7 Posts
April 20 2012 21:11 GMT
#188
On April 21 2012 04:23 Gfire wrote:
They would be the same in the absence of queen injects, but #1 includes when a larva arrives from inject. Sorry that wasn't clear.

Basically it's a "bug" because it stops the larva from spawning as soon as the injected ones pop but doesn't pause the timer until they land, right? So the timer is at 13.5 - 14.99 when the injected ones pop and then finishes while they are in the air, starts again at 0 without spawning a new one and then pauses when they hit the ground. Is that correct? That is odd, it should pause the timer and halt larva production at the same time, whether that's when they pop or when they become selectable.

Ah, that's a much better way of putting it. The animation puts the larva count above 3 but does not actually pause the timer until the larva land; which is a problem because both algorithms are supposed to be reacting to the same event (larva going over 3 due to queen pop).

Correct and I agree
Chessz
Profile Joined August 2010
United States644 Posts
April 22 2012 19:13 GMT
#189
maybe Blizzard would've caught this themselves if they didn't insist on that stupid animation with the larva flying through the air, which pisses me of every single early game, deciding whether to wait for ~2 energy and inject or use the larvae right away -_______-

still a bug and amazing OP
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
April 23 2012 20:38 GMT
#190
Kinda surprised and a little disappointed that nobody major has taken notice of this and I don't see any mention from Blizzard about fixing it.this bug effectively gives Zerg a 10% chance to be missing 1 larva every time he injects.

Fixing it will have an extremely small impact on ZvP and ZvT while fixing a notable issue in ZvZ. How is this not getting more attention?
As it turns out, marines don't actually cost any money -Jinro
dc0cc
Profile Joined June 2011
United States7 Posts
Last Edited: 2012-04-24 16:13:47
April 24 2012 16:12 GMT
#191
All of you who believe this is a bug, please help out and drop a message on the official support topic!
http://us.battle.net/sc2/en/forum/topic/4253897379
It may just be that Blizzard has not thoroughly parsed through it. It at least warrants a reply from them, if anything.
FeyFey
Profile Joined September 2010
Germany10114 Posts
April 24 2012 16:22 GMT
#192
hmmm would be nice if this would be changed and afterwards the animation of the larva jumping out as well, to optimize it. Since it would probably be enough to reduce the injection to 3 larva.
I personally like it time your injections larva spending perfectly and don't fear loosing a larva. Good way to spread the good from the bad in ZvZ. Usually have my opponents in ZvZ lose a larva or two, because they are lazy with their larva management.
Chemist391
Profile Joined October 2010
United States368 Posts
June 13 2012 18:06 GMT
#193
...here's hoping that Blizzard doesn't provide reparations to each Zerg player based upon minutes spent in-game.
Raven068
Profile Blog Joined September 2011
United States90 Posts
June 13 2012 18:17 GMT
#194
So this was discovered back in March and still nothing has been done about it? Really? Really Blizzard...I get that you can't fix everything all the time, but this should be important to you. I don't understand. ><
www.youtube.com/Omega068
BunnyHopp
Profile Joined April 2012
1 Post
Last Edited: 2012-07-08 12:56:06
July 08 2012 12:30 GMT
#195
Okay for my small brain to get it straight: a) 3 Larva at Hatch -> inject pops 4 additional = 7larvae at available ....
now if there are only b) 2 Larva at Hatch + 1 egg -> inject pops during the 15sec spawn of the default 3rd larva = 2 + 4 = 6 = 1 missing?

Okay. Just tried it... its like i said there (i hope thats the case its all about here too). Its most likely that there is one list or array wich is looked up for the larvae production and the algorithm checks if there is < 3 to trigger the larvae production and since its 6 at that time you wont get your 1 larva back

Edit: okay i red it a 2nd time and what i tried out there isnt what its about ^^ ... just leave me and my comment alone
Orek
Profile Joined February 2012
1665 Posts
August 05 2012 12:02 GMT
#196
Hello OP here again.
Since Patch 1.5 addressed some small glitches like burrowed baneling vs colossus, I rechecked for this larva disappearing glitch under patch 1.5.

The result was rather disappointing. Blizzard didn't take it seriously. It has been over 4 months since my original post, yet they didn't fix the glitch this time. We might have to wait until HOTS comes out.
I updated patch 1.5 experiment result with replay link in OP.

I decided to bump the thread again so that people know this bug still exists.
Your comment here or more importantly at official bug report would help fix this problem sooner.
pyrostat
Profile Joined August 2012
Korea (South)70 Posts
August 17 2012 17:56 GMT
#197
needs to be fixed
Zergrusher
Profile Joined November 2011
United States562 Posts
August 17 2012 18:07 GMT
#198
they still never fixed the ultralisk and dark templar attack missing glitch aswell

:/
Tao367
Profile Joined June 2012
United Kingdom324 Posts
August 17 2012 18:10 GMT
#199
Zerg still doing extremely well in tournaments and on ladder, any buffs to zerg at this point would just increase that. I understand it's a glitch, but fixing it would give a buff to zerg which is not what needs to happen to the game at this point.
Zergrusher
Profile Joined November 2011
United States562 Posts
August 17 2012 18:15 GMT
#200
On August 18 2012 03:10 Tao367 wrote:
Zerg still doing extremely well in tournaments and on ladder, any buffs to zerg at this point would just increase that. I understand it's a glitch, but fixing it would give a buff to zerg which is not what needs to happen to the game at this point.




so if this was an issue with mules or crono

you would be all for it right?
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