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

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
Kmatt
Profile Joined July 2011
United States1019 Posts
March 25 2012 01:59 GMT
#41
I can't help but wonder if Larva X has been the difference between defending and dying to a 4gate.
We CAN have nice things
Lysenko
Profile Blog Joined April 2010
Iceland2128 Posts
March 25 2012 02:03 GMT
#42
Have you considered posting this in the bug report forum on the battle.net SC2 forums?
http://en.wikipedia.org/wiki/Lysenkoism
Baio
Profile Joined March 2012
112 Posts
March 25 2012 02:11 GMT
#43
Absolutely amazing analysis. I'm really curious to see if any changes are gonna be made as this would be a very subtile zerg buff in a time a lot of people complain about zerg. Blizzard has shown to be quite active when it comes to bugs though. (The drone atk delay fix e.g)

On March 25 2012 09:12 sTrike17 wrote:
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.

Pretty obviously you have not read a single word of the awesome OP.

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.

I hope this is a joke and not one of the most idiotic versions of pseudo elitism I have ever heard of.



Baum
Profile Blog Joined April 2010
Germany1010 Posts
March 25 2012 02:16 GMT
#44
On March 25 2012 11:11 Baio 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.

I hope this is a joke and not one of the most idiotic versions of pseudo elitism I have ever heard of.


Why? Things like this make a difference and they hardly matter in mid master or below. So far there hasn't been a single argument in this thread why this should be removed when you can prevent it from happening.
I want to be with those who share secret things or else alone.
ropumar
Profile Joined January 2011
Brazil111 Posts
March 25 2012 02:16 GMT
#45
really nice thread and research.

So much mechanics explaining for such a simple bug, very well done.

Blizzard need to get this information ASAP.
gondolin
Profile Blog Joined September 2007
France332 Posts
March 25 2012 02:18 GMT
#46
Nice find and it should definitively be patched since this should not change the balance of the game anyway (if the bugs occurs approximatively for 10% of injects, it means around 1 more larva every 6 minutes, not really game breaking...)
dsousa
Profile Joined October 2011
United States1363 Posts
Last Edited: 2012-03-25 02:28:26
March 25 2012 02:22 GMT
#47
So if I understand this correctly, 1 in every 15 injects will cause a larva to not spawn because the popping larva will correspond with the spawning larva?

Since larva spawns every 15 second, if the clock ticks are 1 second, then 1/15 or 6.66% chance of losing a larva.

Still a huge find 2 years into the game.... larva is key.

SDream
Profile Blog Joined November 2010
Brazil896 Posts
Last Edited: 2012-03-25 02:32:30
March 25 2012 02:22 GMT
#48
Thanks for your effort, spent time and important finding!

Did you report it to Blizzard already? Link please, so I can like it. They do read here more often than some think, but they read their bug report forums even more regularly so if you don't post it there soon I will have to infringe copyright of your effort and let them know myself.

Thanks for this, it seems small but it might actually make a difference in some games so it's definitelly important to lower the random events in this game ^^'
Fyrewolf
Profile Joined January 2010
United States1533 Posts
Last Edited: 2012-03-25 02:30:35
March 25 2012 02:28 GMT
#49
So..... If a hatch larva spawns during the spawn larva animation (of them falling to the ground), the hatch larva dissapears?

That does seem like it would be a bug.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
FluffyBinLaden
Profile Blog Joined December 2010
United States527 Posts
March 25 2012 02:31 GMT
#50
An excellent find, sir! I applaud you for following this up with so much research on the mechanics and rules of larvae and injects. I'm very impressed with our community, and you.
Riddles in the Dark. Answers in the Light.
Filter
Profile Blog Joined November 2010
Canada620 Posts
March 25 2012 02:38 GMT
#51
Really cool find, but so far away from game breaking.

The people that are saying it should only pause.. that would be a huge buff.
Live hard, live free.
pi_rate_pir_ate
Profile Joined April 2010
United States179 Posts
March 25 2012 02:39 GMT
#52
This is an awesome write up. Your English was readable. I completely understand your point. I'm not sure how some people are confused by this.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
March 25 2012 02:39 GMT
#53
On March 25 2012 11:38 Filter wrote:
Really cool find, but so far away from game breaking.

The people that are saying it should only pause.. that would be a huge buff.


It seems you didn't understand the bug, have you read the entire post?

This is a bug, no doubt and should by all means be fixed, doesn't matter how small impact it actually has in-game.
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
March 25 2012 02:40 GMT
#54
On March 25 2012 11:16 Baum wrote:
Show nested quote +
On March 25 2012 11:11 Baio wrote:
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.

I hope this is a joke and not one of the most idiotic versions of pseudo elitism I have ever heard of.


Why? Things like this make a difference and they hardly matter in mid master or below. So far there hasn't been a single argument in this thread why this should be removed when you can prevent it from happening.

Because it's literally impossible to accurately count seconds in your head?
Average means I'm better than half of you.
SadSatyr
Profile Joined April 2010
United States77 Posts
March 25 2012 02:41 GMT
#55
Congrats on the great find. Hopefully blizz will do something about this. Don't pay attention to the people that didn't read the entire op, they are just tools commenting on something they don't understand.
ExO_
Profile Blog Joined September 2009
United States2316 Posts
March 25 2012 02:42 GMT
#56
I'm not sure if I understand this bug exactly, but am I wrong if I say the larve only disappears if you have 2 larve, with the 3rd natural larve about to be generated from the hatch, at the same time ur 4 spawn larve, larve appear?
papapanda
Profile Joined April 2010
Taiwan326 Posts
March 25 2012 02:43 GMT
#57
On March 25 2012 11:38 Filter wrote:
Really cool find, but so far away from game breaking.

The people that are saying it should only pause.. that would be a huge buff.


It is already pausing, according to OP.
Impressive work, thank you for you time/effort to make sc2 mechanically better(Even though I don't play zergs)<3!
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
March 25 2012 02:49 GMT
#58
Many lost ZvZ would have been won had i had that extra larva, and I used to pride myself on hitting those larva injects exactly when the larva popped from the hatch :/
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2012-03-25 02:50:48
March 25 2012 02:50 GMT
#59
hmm quiet interesting read. guess i am spending my larva early game pretty effectively then, checked 3 replays and had no loss yay. But finding an injection timing that will negate this, might be pretty cool. Just like knowing your mule timings, so they don't die when carrying 30 minerals.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
March 25 2012 02:55 GMT
#60
Mules can die holding minerals and chrono boost time can be wasted if an upgrade/unit finishes during the duration.

This is just another thing that can and should be managed by good players.
"You people need to just generally care a lot less about everything." -Zatic
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