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

Forum Index > SC2 General
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GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
March 24 2012 23:26 GMT
#21
I expected this post to be a basic post about some silly glitch, but the amount of content is overwhelming. Good Post!
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
zasta
Profile Joined April 2011
United Kingdom99 Posts
March 24 2012 23:29 GMT
#22
Amazing work! Very very well done.

Now I have a legitimate zerg QQ :D
Haydin
Profile Joined December 2010
United States1481 Posts
March 24 2012 23:29 GMT
#23
Look the Larvae are just getting some exercise. Some people go rock climbing, zergs scale the hatch.
aka ilovesharkpeople
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
Last Edited: 2012-03-25 00:43:06
March 25 2012 00:05 GMT
#24
i dont wanna complain but seriously drg just maxed out 200/200 with 3 base on tal'darim with full roach at 12 minutes.. with 4 larvas it would be faster .. adding another bar to see when hatch gonna pop another auto-larva is better in my opinion then just putting pause on auto larvae pop . also it would make game harder
1/4 \pi \epsilon_0
Ashakyre
Profile Joined October 2011
United States99 Posts
March 25 2012 00:06 GMT
#25
Isn't Zerg supposed to be buggy?

+ Show Spoiler +
Good spot!
sharky246
Profile Blog Joined November 2010
1197 Posts
March 25 2012 00:11 GMT
#26
On March 25 2012 06:57 Cyro wrote:
That is.... very interesting... suprised it took 2 years to notice this

I'm suprised someone actually noticed at all. This might become one of idra's new excuses about why he loses.
On January 03 2011 13:14 IdrA wrote: being high on the ladder doesnt get you any closer to your goal. Avoiding practice to protect your rating is absurd. If you want to be good go play 40 games a day and stop thinking about becoming a pro.
sTrike17
Profile Joined September 2011
United States11 Posts
March 25 2012 00:12 GMT
#27
This isn't a glitch because blizzard did this on purpose to make sure that zerg has to continue to inject and if it were constantly building larvae zerg would never have to inject thus the race is imbalanced and to easy.
StarDrive
Profile Joined September 2010
90 Posts
March 25 2012 00:12 GMT
#28
Say you have 4 larvae at a hatchery sitting there for a while. Then you spend them all at once. Do you immediately get a new larva? If not, then I don't think there is a bug in the engine because it is supposed to reset. It starts the timer as soon as there are strictly less than 3 larvae.
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
Last Edited: 2012-03-25 00:13:56
March 25 2012 00:13 GMT
#29
On March 25 2012 09:05 xsnac wrote:
i dont wanna complain but seriously drg just maxed out 200/200 with 3 base on tal'darim with full roach at 12 minutes.. with 4 larvas it would be faster .. i think they should fix the " visual bug "


yea one player is doing good with the race, let's just keep that glitch around...

e: awesome analysis by OP. your work is appreciated.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
March 25 2012 00:23 GMT
#30
so thats the story behind nestea's zvz losses
| Idra | YuGiOh | Leenock | Coca |
Baum
Profile Blog Joined April 2010
Germany1010 Posts
March 25 2012 00:23 GMT
#31
So if I understand this correctly you should be able negate this from happening by lining up your injects correctly so this shouldn't be a problem but actually separates the good from the very best players. If this is true it should absolutely stay in the game. It's the same for managing your mules.
I want to be with those who share secret things or else alone.
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
March 25 2012 00:27 GMT
#32
On March 25 2012 09:23 Baum wrote:
So if I understand this correctly you should be able negate this from happening by lining up your injects correctly so this shouldn't be a problem but actually separates the good from the very best players. If this is true it should absolutely stay in the game. It's the same for managing your mules.


it's not. because it's not visible. If you don't stare at your hatch all the time, you can't determine, when your last larva was generating. Thus, this is, in fact, nothing a player can influence.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
shabby
Profile Joined March 2010
Norway6402 Posts
March 25 2012 00:32 GMT
#33
Good job! Findings like these actually do matter, and I'm glad people take the time.
Jaedong, Gumibear, Leenock, Byun
zJayy962
Profile Blog Joined April 2010
1363 Posts
March 25 2012 00:41 GMT
#34
Very interesting. Good find. Obviously its not game breaking but should be patched.
Baum
Profile Blog Joined April 2010
Germany1010 Posts
March 25 2012 00:45 GMT
#35
On March 25 2012 09:27 Jayjay54 wrote:
Show nested quote +
On March 25 2012 09:23 Baum wrote:
So if I understand this correctly you should be able negate this from happening by lining up your injects correctly so this shouldn't be a problem but actually separates the good from the very best players. If this is true it should absolutely stay in the game. It's the same for managing your mules.


it's not. because it's not visible. If you don't stare at your hatch all the time, you can't determine, when your last larva was generating. Thus, this is, in fact, nothing a player can influence.


Well, you can test and remember the timings.
I want to be with those who share secret things or else alone.
vol_
Profile Joined May 2010
Australia1608 Posts
March 25 2012 01:30 GMT
#36
Wow, nice spot and a very interesting find. ZvZ is the matchup I can see this having the biggest impact on and would be nice to have it patched.
Jaedong gives me a deep resonance.
goodpoltergeist
Profile Joined February 2011
United States41 Posts
Last Edited: 2012-03-25 01:49:05
March 25 2012 01:43 GMT
#37
I wanted to find some error in your post, but haven't found one yet. Clever, and a great catch. Really surprised it's taken someone this long to notice that, but I guess the right people just weren't paying attention. I hope this issue is addressed, or we'll have to adjust our injects to hit so we don't lose a larva. Great post, well thought out, presents hypothesis, predicted observation, experiment and observation. Glad this was brought to light, and in such a well-constructed manner, and I hope something is done to address it soon.

Edit: also wanted to say when I first opened this thread I thought it was similar to when larva would "suicide" when spawned near cliffs. Turns out it was much more exciting than that.
zyce
Profile Blog Joined March 2011
United States649 Posts
March 25 2012 01:45 GMT
#38
Good god, I have brought this up in conversation before but have never been able to pinpoint where the missing larva has went to.

Thanks for doing the research and finding it. I'm able to reproduce the bug and hopefully I can avoid it by staying away from that +5s window... This should really be patched out of the game. It's a hidden chance-based production statistic that Blizzard has never mentioned, and probably didn't intend to happen.

The larva timer should only pause, never reset. Fix this, and ship it.
Beauty is not the goal of competitive sports, but high-level sports are a prime venue for the expression of human beauty. The relation is roughly that of courage to war.
wassup
Profile Joined November 2011
17 Posts
March 25 2012 01:56 GMT
#39
waow man really awesome work here, i hope you can make a huge impact and make world less painful for us zergs
Fealthas
Profile Joined May 2011
607 Posts
Last Edited: 2012-03-25 01:59:00
March 25 2012 01:58 GMT
#40
Are you sure blizzard did not intend it to be this way?
(Or am I misunderstanding what you are saying lol)
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