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

Forum Index > SC2 General
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TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
April 04 2012 23:57 GMT
#161
Why not just have hatcheries ignore the 3 larvae cap while larvae inject is on them?
kawaiiryuko
Profile Blog Joined January 2011
United States368 Posts
April 05 2012 00:17 GMT
#162
On April 05 2012 08:36 Arkymedes wrote:
Since this bug is triggered by the inject larva from the queen, which uses energy, the closest analogy I can think of is if 1 out of 10 mules you drop, or 1 out of 10 chrono boosts are lost.

It is a big deal and need to be addressed.


It's not nearly so severe. It would be more akin to if a quarter of your chrono boosts (in 1 in 10) was gone - in my mind, it is as if the chrono boost somehow boosted itself so that it ended 2.5% faster (and hence, for every 10 boosts, you lose 25% of one boost, which is akin to what is happening here.)

I would like to see it addressed though, as a zerg player. :D More larva = more units = more gg.
Chrono000
Profile Blog Joined September 2011
Korea (South)358 Posts
April 10 2012 14:55 GMT
#163
Really really hope they fix this... I've felt this bug before when going 7 roach rush and it being 6 sometimes.
DrPhilOfdOOm
Profile Joined July 2011
Sweden353 Posts
April 10 2012 14:56 GMT
#164
Ye, this really needs a fix, when I go 10roach rush with hach cancel, sometimes I only get 9 larvae
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
April 10 2012 15:29 GMT
#165
Every larva is precious. I hope that Blizzard fixes this.
You don't choose to play zerg. The zerg choose you.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-04-10 16:28:10
April 10 2012 16:22 GMT
#166
This is huge actually... And it makes a lot of sense especially in ZvZ. Sometimes you inexplicably end up with 2 more/less lings than your opponent. Couple that with an early engagement that costs you a scouting ling or two, and now you're down by 20% army size to your opponent and you made no considerable mistakes.

Really makes ZvZ a LOT more random particularly because early aggression is so huge in that MU.

Shouldn't really be QQ worthy for Protoss or Terran as this is just adding more consistency to the game.

Basically... This one small thing can account for up to 10% of losses in ZvX...

My god this is huge...
As it turns out, marines don't actually cost any money -Jinro
figq
Profile Blog Joined May 2010
12519 Posts
April 10 2012 16:32 GMT
#167
Hell, nerf larva if you like, just make it consistent or at least controllable (like the patch distance rearrangement for MULEs). Pure engine randomness in a race is just a joke.
If you stand next to my head, you can hear the ocean. - Day[9]
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
April 10 2012 16:47 GMT
#168
On March 31 2012 05:22 Glockateer wrote:
Honestly, inject larva is so strong that this is insignificant. Missing one larva 7% of the time doesn't matter especially when zergs don't always use their extra larva consistently from either resources or busy managing elsewhere. It may be like this by design to begin with. Whether it is changed or not won't make much of a difference.

Show nested quote +
On March 31 2012 04:55 gh0un wrote:
Furthermore, the analogy is terrible anyways.
Its a bug where in 10% of the inject cases, you lose 1 larva, which translates to a unit.
It might be a drone, or an ultralisk, its just gone, you cant build it.
So the analogy should be more along the lines of a battlecruiser suddenly not appearing out of the starport.

No, your analogy is terrible. The battlecruiser is paid for before coming out whereas the larva is something free and didn't cost money to make.


Trying to write this off as unimportant is horrible. Imagine if every single unit you made had a 15second delay added to its build time at random. It doesn't cost you more money, but there is no way for you to control it other than just make extra production facilities and cross your fingers.

This is absolutely huge and should be addressed asaply by blizzard.
As it turns out, marines don't actually cost any money -Jinro
dc0cc
Profile Joined June 2011
United States7 Posts
April 10 2012 19:26 GMT
#169
This is a bug. Trying to relate this to another game mechanic is impossible without doing some serious heavyweight calculations with a bunch of variables included. Until this is done, someone else is just going to bring up some additional variable to invalidate a mechanics-comparison argument and we'll be dancing in circles until the end of time. But I don't think that a mechanics-comparison is even necessary to determine that this as a bug.

There are two things we have to consider-

1) Is this working as intended?
We can deduce that this is not the case because it is not consistent with a measure that has ALREADY been implemented by blizzard to make sure that NOTHING interrupts the following principle.

1)One larva will spawn when the hatchery's "time under 3 larva" timer has hit 15 seconds

NO MATTER WHAT

The measure I am referring to is the pause timer on the natural larva spawn. If a Q larva spawn pops before a natural larva spawn cycle, assuming that we were under 3 natural larva during the pop, then there is a pause placed on the timer. This timer resumes to where it was before the pause as soon as the player dips back under 3 larva. This exact mechanic seems to exist so that Queen/Natural larva spawn time management is completely unnecessary. If blizzard wanted players to keep an eye on natural larva time, they would have either
1) introduce a natural larva timer
2) not have implemented this "pause" timer function to begin with


2) Does this introduce randomness into the game that can NOT be mitigated by player intervention?
Ok, supposing it isn't working as intended, so what? Everything has been balanced according the outcomes of games with this bug intact, removing it would only serve to unhinge an already delicate tightrope walk.
Ignoring the fact that this argument actually defeats itself (changing anything disrupts everything, hence why re-balances follow balances) - mechanical randomness is the bane of competitive anything that doesn't rely on mechanical randomness as the foundation of the game itself. (Poker is an exception because players are dealt hands that are "mechanically random" but everyone else's hands are just as random - I'm sure there are others).
The underlying principle being that we are faced with a mechanically random probability in a game that is supposed to be working towards minimizing these chance occurrences.
Can it be mitigated by player intervention? - Absolutely not. There is no natural larva timer, and therefore no way to accurately predict when the two spawning cycles will fall within the 1.5 second window.

Whether or not this random event is game changing doesn't matter. If it is game-changing then it should be changed because a player will have a significant unfair advantage due to a dice roll that is beyond his/her/korean control. If itisn't game gamechanging, then it should be changed because it isn't working as intended and it changing it won't disrupt the flow of the game that much anyways.
SovSov
Profile Joined September 2010
United States755 Posts
April 10 2012 19:38 GMT
#170
i hate how it takes time for all the injected larva to hit the ground... most annoying thing ever.
SovSov
Profile Joined September 2010
United States755 Posts
April 10 2012 19:41 GMT
#171
On April 11 2012 04:26 dc0cc wrote:
This is a bug. Trying to relate this to another game mechanic is impossible without doing some serious heavyweight calculations with a bunch of variables included. Until this is done, someone else is just going to bring up some additional variable to invalidate a mechanics-comparison argument and we'll be dancing in circles until the end of time. But I don't think that a mechanics-comparison is even necessary to determine that this as a bug.

There are two things we have to consider-

1) Is this working as intended?
We can deduce that this is not the case because it is not consistent with a measure that has ALREADY been implemented by blizzard to make sure that NOTHING interrupts the following principle.

1)One larva will spawn when the hatchery's "time under 3 larva" timer has hit 15 seconds

NO MATTER WHAT

The measure I am referring to is the pause timer on the natural larva spawn. If a Q larva spawn pops before a natural larva spawn cycle, assuming that we were under 3 natural larva during the pop, then there is a pause placed on the timer. This timer resumes to where it was before the pause as soon as the player dips back under 3 larva. This exact mechanic seems to exist so that Queen/Natural larva spawn time management is completely unnecessary. If blizzard wanted players to keep an eye on natural larva time, they would have either
1) introduce a natural larva timer
2) not have implemented this "pause" timer function to begin with


2) Does this introduce randomness into the game that can NOT be mitigated by player intervention?
Ok, supposing it isn't working as intended, so what? Everything has been balanced according the outcomes of games with this bug intact, removing it would only serve to unhinge an already delicate tightrope walk.
Ignoring the fact that this argument actually defeats itself (changing anything disrupts everything, hence why re-balances follow balances) - mechanical randomness is the bane of competitive anything that doesn't rely on mechanical randomness as the foundation of the game itself. (Poker is an exception because players are dealt hands that are "mechanically random" but everyone else's hands are just as random - I'm sure there are others).
The underlying principle being that we are faced with a mechanically random probability in a game that is supposed to be working towards minimizing these chance occurrences.
Can it be mitigated by player intervention? - Absolutely not. There is no natural larva timer, and therefore no way to accurately predict when the two spawning cycles will fall within the 1.5 second window.

Whether or not this random event is game changing doesn't matter. If it is game-changing then it should be changed because a player will have a significant unfair advantage due to a dice roll that is beyond his/her/korean control. If itisn't game gamechanging, then it should be changed because it isn't working as intended and it changing it won't disrupt the flow of the game that much anyways.

It is game changing, no doubt about it. One missing larva can be the deciding factor in a game, so therefore it should be fixed. There's really no debate. Even if it wasn't game changing it should still be fixed since it's a bug that can give slight advantages or slight disadvantages. I don't see why a bug of this manner has to be "justified" to be fixed..
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-04-10 19:48:37
April 10 2012 19:44 GMT
#172
Has anyone brought this up on the battle.net forums?
I would like to see this get fixed.

EVERY LARVAE IS SACRED

~ ~ <°)))><~ ~ ~
Souldrinkah
Profile Joined July 2011
Sweden48 Posts
April 10 2012 19:45 GMT
#173
orek you have the eyes of a hawk, amazin find you are big friend!!!!
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-04-10 20:17:23
April 10 2012 20:15 GMT
#174
I don't agree that this is a bug. Larva will not spawn when larva > 3, as applies to 2+4, as its always been.

That being said, I agree with some other points regarding the overlap of mule casting and I would agree, based on that, that hatcheries should always spawn 3 larva regardless of timing of spawn larva spell. OP should make this point more clear in the opening post.
starleague forever
dc0cc
Profile Joined June 2011
United States7 Posts
April 10 2012 20:54 GMT
#175
Larva not spawning above 3 is not the issue at hand.
The issue is that there is an internal timer for each hatchery that is being reset when it should be paused.
Each hatchery has a "time spent under 3 larva" (hereby referred to as the TS3) timer that resets every 15 seconds as long as there is less than 3 larvae at the hatch. Every time it resets, a larva pops. This timer will be paused if a group of Queen Larvae pop to bring it over 3. It will resume where it last left off the next time the larva count dips below 3.
If the TS3 is anywhere between 13.5 and 14.99 when the Queen Larvae pop, it resets without producing a larva the next time the larvae count dips below 3 instead of resuming at 13.5-14.99. This is the only case in which this timer resets without producing a larva (and seemingly arbitrarily at that).
Read the OP again if you still do not understand.

Xkfyu
Profile Joined December 2006
United States165 Posts
April 10 2012 21:02 GMT
#176
This is an amazing find. I've had ZvZ games where I've done the exact same build order as my opponent and died because I had less lings than him. After watching the replays I couldn't figure out why so I just chocked it up to my noobness. But now it could be this.
Gluon
Profile Joined April 2011
Netherlands405 Posts
April 10 2012 21:19 GMT
#177
Great job, but I'm nou sure about patching (as more people are). Just making the larva spawn no matter what decreases randomness (good thing) but if this amounts to 1 extra larva per 10 injects it might skew balance, so that should be corrected. Perhaps patching this, but then also slightly increasing larva spontaneous spawn time?
That means less randomness, but same amount of larva when averaged out over the time of 10 or so injects.
Anyone who feels the same?
Administrator
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-04-11 15:51:40
April 11 2012 15:34 GMT
#178
I don't think an extra larva every few injects is a major concern in ZvT or ZvP as the limiting factor for unit production is almost ALWAYS economy, supply cap, or queen count/missed injects, and rarely the specific larva count itself. Having 1 more roach or 2 more lings usually isn't going to make the difference in those MUs.

The huge MU affected by this, both now and by a future fix is ZvZ.

ZvZ is a MU that often ends with 1 and 2 base aggression where a single larva often means the difference between an outright win and a loss.

Unlike ZvP or ZvT, it is probably safe to say that a solid 50% of ZvZ are determined by the difference of 2-3 more units. (Like PvP if that makes more sense to you). Often time, the money is available, the supply is available, and the queen is hitting her inject, but there's just not quite enough larva. Thinking back over the past year... How many of those games have been determined not by a brilliant move by the victor, but by this glitch adding up 2-3 times over the course of the game, putting the loser down by just enough units to be no contest?

Almost every Zerg player here understands exactly what's going on here once its brought up because we've all experienced it, we just all chalked it up to our own bad macro. The fact that ZvZs have been getting randomly determined due to bad game mechanics for the past 2 years is huge and in order for that MU specifically to remain competitive and fair, this needs to be resolved as soon as possible.

I doubt ZvT and ZvP would change much.
As it turns out, marines don't actually cost any money -Jinro
Xyik
Profile Blog Joined November 2009
Canada728 Posts
April 11 2012 15:40 GMT
#179
This is a huge fine that dramatically impacts a close zvz game. That being said, the only thing to argue is whether zergs should always be given that fourth larvae or to just ignore it when an inject has been done. Does the extra larvae impact zvp or zvt?
Angry.Zerg
Profile Blog Joined October 2010
Mexico305 Posts
April 11 2012 18:14 GMT
#180
Well, this explains why my early aggression builds have unexpected variations. I used to blame larvae spwan distance to mineral patches when they are at the north side of your main, but this makes a lot more sense.
You play to win
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