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Active: 11134 users

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

Forum Index > SC2 General
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Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2013-03-07 06:25:40
March 24 2012 21:47 GMT
#1
Larva disappearing Glitch in 1.5 (not about 20th larva)


UPDATE August 2012 Patch 1.5 DID NOT fix this glitch. Patch 1.5 experiment result updated below.


4 larvae from injects in animation. About 10 % chance 1 larva is disappearing now.

[image loading]


Introduction

What is so unique about Zerg in SC2 or as a race in any RTS for that matter? Yes, it is the larvae mechanics. Everything, with the exception of Queen, is morphed from a larva that spawns from Hatchery. Unlike Terran and Protoss, Zerg doesn’t need any production buildings other than Hatchery. I’m a Zerg player, so I know that we Zerg desperately need those larvae. I know how that “Where are my laaaaaaarvaeeeeee? I have 1000 mineral I can’t spend!” feels like. Now, what if those larvae were disappearing without us knowing about it? Doesn’t it sound scary? This is a long read(about 10 pages in A4) about seemingly super trivial feature of the game, but this could potentially increase the number of larvae for ALL Zerg players in the world.

Conclusion: When the timing of larva spontaneously generated by Hatchery coincides with 4 larvae spawn from Queen’s Spawn Larva ability, that 1 larva from spontaneous generation never appears and is lost forever.

This seems to be the case unfortunately for Zerg players. I consider this a glitch that ever so slightly favors Terran and Protoss, and needs to be fixed ASAP by Blizzard. If you are a Zerg player, read through and spread words so that Blizzard takes it seriously and patch. Now, some of you might think that nothing is wrong with the aforementioned case because those 4 larvae prevent additional larva generation, but that’s not what I mean. It is so much more complicated than you might think at this point. I couldn’t find better English sentence than the one above to make my point short and clear, so bear with me and let me explain in detail below.

2 great summarizations of the topic
+ Show Spoiler +

On March 25 2012 12:01 lpunatic wrote:
And a ton of people havent read the OP

Scenario 1: larva pops before spawn larva animation, no problem
Scenario 2: larva would pop after spawn larva animation, pops as soon as excess larva is spent, no problem
Scenario 3: larva that should pop during spawn larva animation doesn't pop, not even when excess larva is spent. Bug.

Edit: scenario 3 only applies to the single larva that should have spawned when the excess larva was spent.


+ Show Spoiler +

On March 25 2012 14:25 Jonoman92 wrote:

It took me a really long time to figure out what the OP was saying. I think an easier way of explaining it might be:

1. hatchery larvae generation is on a time counter
2. when the hatchery has 3 or more larvae this timer is paused
3. for some odd reason if the spawn larvae pops at the same time as the larvae generation then the timer is reset, when it should actually pop the larvae as soon and there are fewer than 3 larvae remaining, hence robbing the z player of a larvae they should have



Larvae mechanics/statistics
+ Show Spoiler +

First of all, I need to list some basic statistics/mechanics about larvae production to make a common ground to start.
1. At 0min00sec, you start the game with 3 larvae.

2. Once larvae count becomes less than 3 at any point of the game, namely 0, 1, 2, larva(e), Hatchery starts spontaneous larva generation. It takes exactly 15sec for one larva to appear at south side of Hatchery. If total 3 larvae count is not reached, generation continues every 15sec.

3. Hatchery stops generating any more larva when 3 or more larvae exist at the particular Hatchery. Therefore, state with more than 3 larvae can be reached only by Spawn Larva ability from Queen that will be explained below. In terms of competitive game play, this no spontaneous larva generation means your larva production is wasted.

4. Queen has Spawn Larva ability. It costs 25 energy to “inject” Hatchery. 4 larvae spawn from the injected Hatchery at the same time after exactly 40 seconds later. You cannot stack injects. Injected Hatchery still generates larvae just like normal Hatchery, following the same rule above.

5. Queen has initial 25 energy ready to inject. Energy regeneration rate is 0.5625 energy/sec. Therefore, in order for the queen to regenerate next 25 energy, it takes 25/0.5625=44.4444 seconds. Yes, it takes around 45 seconds for next inject, NOT 40seconds contrary to some popular false belief. In perfect world, Queen always has to wait for about 5sec to inject again, not immediately after 40sec Spawn Larva at Hatchery ends.

6. 19 is the maximum number of larvae one Hatchery can hold. Any additional larvae are killed immediately. Therefore, Queen injects are nothing more than waste of 25 energy and your precious APM when Hatchery already has 19 larvae.

7. SC2 engine recognizes less than 1 sec time period. For example, 6min45.2sec is 0.5seconds earlier than 6min45.7sec. This does not directly come into play in this topic, but you need to be aware of this fact when watching replay and writing down the exact timings for similar research.

8. When 40sec Spawn Larva period finish, we don’t get those 4 larvae immediately. It takes about 1-1.5sec for the animation to finish and larvae land on the ground, at which point we can finally use them. 4 larvae don’t even land on the ground at the same time. If you look closely, 4 larvae land one after another with 0.2sec or so apart from each other. So, it is possible that you may only get 1-3 of those if you do famous SDDDDDD a bit too early.

9. For some reason, Unit tab in replay shows larvae count slightly earlier than actual larvae count at Hatchery command card at bottom right.

10. Your APM is limited, so spending 4 larvae from Queen Spawn Larvae takes some time. It is impossible to spend all with no time lag even in the hands of a pro, it was usually 2-5sec for me, so let me assume it takes 4 sec including the animation that I mentioned above to use those 4 larvae. Blue cells in Table A&B below signify this.

11. IMPORTANT: The progress of spontaneous larva generation doesn’t reset when 4 larvae from Spawn Larva pop up. Progress merely pauses. The progress is not obvious to players, yet SC2 engine definitely retains the progress. For example, assume Hatchery generated a larva 10 seconds ago. If 4 larvae spawn at that point, imaginary larva generation progress bar pauses at 10/15. After using those 4 larvae, you only need to wait for the rest of 5 sec to see the next larva generated by Hatchery, not another 15sec to start all over again.

All of the above can be easily tested by anyone who has SC2, so those Rules need no further proof.


When Larva X gets lost
+ Show Spoiler +

Now, with all those Rules in mind, imagine some hypothetical cases in game.

5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min45sec Hatchery generates 1 larva
“Calling this larva Larva X. This particular Larva X is the center of this topic.”
use 1 larva
7min00sec Hatchery generates 1 larva
Nothing interesting for this no Queen example so far.

With Queen,
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min05sec Queen Injects AROUND this time
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min45sec…

How do you think larvae count changes in this case after 6min45sec? With the Rules above, 4 larvae should spawn at 6min45sec, which is exactly 40sec later from the injection. Also, Larva X should appear from spontaneous generation at 6min45sec, which is exactly 15sec later from the last generation. Do we all agree that 5 larva appear at 6min45sec? Is it really what happens? To answer this question, that suspicious “AROUND” 6min05sec injection needs to be addressed. There are 3 different scenarios to this. I classify them as Case E for “E”arlier Larva X than 4 larvae, Case L for “L”ater Larva X than 4 larvae, and finally Case “N” for “N”o Larva X which I consider a glitch.

Case E
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min06sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min45sec Hatchery generates 1 larva = Larva X
6min46sec 4 larvae spawn
use 5 larva
7min04sec Hatchery generates 1 larva
Total 9 larvae so far

In Case E, generation of Larva X is slightly earlier than 40sec Spawn Larva finish. So, it gets generated and 4 larvae subsequently spawn, making larvae count 5. Then, since larvae count is currently higher than 3 for 4 sec (check Rule 10), next larva generation gets delayed by 4 sec compared to no Queen case. Therefore, 7min04sec with 9 larvae is the result.

Case L
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min03sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min43sec 4 larvae spawn
use 4 larvae
6min49sec Hatchery generates 1 larva = Larva X
use 1 larva
7min04sec Hatchery generates 1 larva
Total 9 larvae so far

In this variation, Spawn Larva finishes earlier than Larva X generation. According to Rule 11, progress of the generation pauses at 6min43sec – 6min30sec = 13sec, leaving 2 more seconds to go. 4 larvae get used after 4sec (Rule 10) so at 6min43sec +4sec = 6min47sec, the progress resumes. 6min47sec + 2sec =6min49sec is the time when Larva X appears. Next larva is exactly 15sec later, so 7min04.0sec. Doesn’t this 9 larvae at 7min04.0sec sound familiar? Yes, Case E and Case L results are virtually the same in the end. The tricky part lies in the next Case N.

Case N
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min05sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min45sec 4 larvae spawn
use 4 larvae
No Larva X generated during this time
7min04.0sec Hatchery generates 1 larva
Total 8 larvae so far

Do you see the difference? For Case N, 4 larvae spawning timing is exactly the same as Larva X generation timing. However, unlike Case E and L, no larva gets generated before nor after the 4 larvae spawn. Since larva generation progress only pause, NOT RESET when there are 3 or more larvae (Rule 11), there is no reason why there shouldn’t be any larva until next 7min04sec generation. Case N only produces 8 larvae in total, which is 1 less than Case E and L. Inject timings are L<N<E in chronological order. When Case L and Case E have 9 larvae in total, Case N, whose inject timing is right in between them should also have 9 larvae, shouldn’t it?

My hypothesis is that SC2 engine does calculate and generate the Larva X internally and resets the generation progress bar, which we will never get to see, yet fails to reflect the calculation result of Larva X progress into actual game display. Maybe it is because of the animation it takes for those 4 larvae to land on ground and become available to players (Rule 8). Larva X probably gets mixed into those 4 larvae and lost in void forever. As a matter of fact, Larva X generation timing doesn’t necessarily exactly coincide with 4 larvae spawning timing. As long as Larva X generation timing is less than about 1.0-1.5sec after 4 larvae spawn, then Larva X never appear. Whenever the animation is on at the point when Larva X is supposed to come out, no Larva X comes out according to my observation. Or, as Rule 9 says, there are 2 different larvae count at a particular time during this very short yet sensitive period. Spontaneous larva generation and Spawn Larva ability could be using those 2 different ones to calculate. Whatever the case, this is not how it should work and how Blizzard intended this game to work.


Experiment and Result
+ Show Spoiler +

Enough of hypothetical case with no actual replay or proof? Don’t worry, here it is me vs computer just to see larvae count at my hatchery.

http://drop.sc/141266

Experiment starts at 4min00sec and ends at 14min07sec.
In this experiment, I made drones only from spontaneously generated larvae and overlords only from larvae from Spawn Larvae. I kept both at left side of the base. Ignore the number of drones mining and overlords on the right side as they are the ones produced before 4min00sec. Here are the results in tables. Table A is what happened in this experiment and Table B is what I consider should have happened.
+ Show Spoiler +

[image loading]

Spawn Larvae finishing at 6min07sec, 6min55sec and 11min31sec results in Case N where Larva X gets lost (Green in table).
Spawn Larvae finishing at 5min23sec and 10min46sec results in Case E (Pink).
Spawn Larvae finishing at 7min41sec results in Case L (Orange).
Blue color in table shows 2-5 delay to spend 4 larvae to keep Hatchery larvae count lower than 3. (check Rule 10)
Yellow color in table shows what I call a glitch. More than 30seconds from last spontaneous larva generation means one larva, which I named Larva X, is skipped.
At the very end of the experiment, I ended up with 34 dornes and 48 overlords on the left. The fact that I didn’t get 37 drones as in Table B, which is what should have happened and how Blizzard needs to patch, confirms that 3 larvae are definitely lost forever because of the unfortunate larva generation timing. I was very unfortunate, or maybe fortunate in this case to prove my point, to lose 3 larvae in 12 injects. Considering 15sec generation interval and 1.5sec or so for possible glitch period, 1.5/15=10% would be my fair guess for the frequency. So lucky(?) to see 25% chance for the experiment intended to find this out.


EDIT PATCH1.5 Experiment and Result
+ Show Spoiler +

Here is replay under patch 1.5.
http://drop.sc/234257

Done in similar way to the original experiment above. Experiment starts at 4min00sec and ends at 18min20sec.

Result in table
+ Show Spoiler +

[image loading]

Spawn Larvae finishing at 12min48sec and 16min31sec results in Case N where Larva X gets lost (green in table).
This proves that patch 1.5 DID NOT address this issue. The glitch still exists in game.


Visualization of Larva X timings
+ Show Spoiler +

The following Chart E shows Larva X timings for all Cases explained above. Note that in previous sections, Spawn Larva timings varied, but in this Chart E, Spawn Larva timing is set and instead Larva X timings are variables so that it is clear what “early” and “late” Larva X means.
[image loading]


Examples in pro replays
+ Show Spoiler +

For those of you who don’t believe from a replay of me vs computer at off-line setting and think that it’s only my computers problem, I have examples in professional game replays. In order to add authenticity, I chose 3 important matches of this and last month with easy access to replays.
Game 5 of Stephano vs Polt on Korhal Compound at Assembly Winter 2012 Final
Game 6 of DRG vs MKP on Antiga Shipyard at MLG Winter Arena Championship
I chose both of those because those were the very last matches of the Final in respective tournaments. I also chose another short one.
Game 2 of DRG vs MKP on Daybreak at MLG Winter Arena Championship
You may download replays from websites below.
Assembly
http://tournaments.peliliiga.fi/winter12/tournaments/view/asus-rog-starcraft-ii-tournament
MLG Winter Arena
http://www.majorleaguegaming.com/news/vod-and-replays-from-winter-arena-now-available-to-all

Stephano vs Polt
Macro hatchery at main
12min24sec larva generation
12min38sec 4 larvae
12min58sec next larva generation
Larva X is missing at 12min43sec

DRG vs MKP on Antiga Shipyard
Main hatchery
9min08sec larva generation
9min22sec 4 larvae
9min42sec larva generation
Larva X is missing at 9min27sec

3rd Hatchery
11min50sec larva generation
12min05sec 4 larvae
12min27sec larva generation
Larva X is missing at 12min12sec

Also, Case E where Larva X barely managed to appear earlier happens at 5min35sec at main hatchery in this replay.
Case L where Larva X appears slightly after 4 larvae are used happens at 12min39sec at main, too.

DRG vs MKP on Daybreak
Natual Hatchery
8min34sec larva generation
8min48sec 4 larvae
9min07sec larva generation
Larva X is missing at 8min52sec.

These are the first 3 replays I analyzed and although not too many, all of these replays contained missing Larva X at least once. Did it matter for the game results? I would say absolutely not. Even one of the best players in the world like DRG and Stephano sits with more than 3 larvae at a hatchery quite often after mid game, so I highly doubt this missing 1 or 2 larvae in 10min+ games mattered for anything. I’m sure they don’t know the problem exists either. In fact, I could well be the only one who is aware of this problem in the entire world at the time or writing, or is it too bold of a statement.


Why this matters
+ Show Spoiler +

Ironically, this problem would matter the most in ZvZ. In ZvZ, larvae count is super important as we all know. Imagine 2 players doing the exact same build. If player A was very unlucky and managed to lose 2 Larva X in a row from his first 2 injects while player B didn’t, with everything else being equal, 2 less larvae would be 2 less drones or 4 less lings, provided enough mineral is available. At that early stage of the game, 2 less drones means 5-10 % of total economy. With linear engagement without neither side having good concave, 14lings win vs 10lings any day of the week. However rare it may sound, I find this potentially game-breaking. Even with 400APM and stellar timing awareness, it is practically impossible to intentionally avoid this unfortunate timing. Starcraft is a great game because everything is deterministic so to say. A roach does 16 damage, not 14-18 where there is 20% chance to get 14,15,16,17 or 18 damage respectively depending on your luck as in some other games. I like SC2 high ground advantage over Broodwar one because there is no 50% chance gamble in SC2. However, with this problem in place, luck could come into play. The chance of losing Larva X is probably 10% or less, but we already know that 25% chance is possible with my unlucky me vs computer game on Scrap Station.


Balance Concern
+ Show Spoiler +

If patch hits, ZvP and ZvT balance would shift in favor of Z ever so slightly by something like 0.0000001% or so. With current trend of macro play, number of games where this glitch matters is very small in the first place. I would say this glitch could matter vs prolonged rather successful 2 rax and 4 gate because these happen around the time your first inject finishes and having extra 2 lings does make a difference in killing a bunker or getting last hit against stalker. Having 2 less lings could prevent you from breaking 2 rax repaired bunker contain. It would be painful to think your luck prevented you from killing the bunker by hair’s breadth and see red life bunker getting repaired back to full life, killing your natural. Vs 4 gate, a Stalker, with 1 life remaining due to 2 less lings, that comes back with full shield 1 min later cannot help Zerg either. Having listed those particular situations, these games are fairly rare and this glitch itself is rare enough to change the balance significantly, though it certainly does.

Zerg winrate in ZvZ is apparently 100%, but patch would matter the most in ZvZ. In ZvZ, unit battles happen earlier and first inject finish just in time for 14gas14pool ling speed upgrade research is done. I’m sure many of you have done or being done 15 drones no-more-drones mass ling attack right when speed finishes at least once in your career. (or every game if you are a ZvZ hater and go quick & easy coin flip with this build ^^) In this scenario, you usually have 20 “or so” lings running at enemy base. I haven’t done enough research on this one, but I’m sure having 2 less lings would matter a lot at less than 6 min into the game. Therefore, the patch would favor actual good player and make ZvZ less about luck. ZvZ is coinflippy enough without this glitch after all, so why keep it? :D

Interesting feedback on balance change
On March 25 2012 21:33 Zandar wrote:
I remember when I did 7 roach rush a long time ago and spammed that strategy a lot, trying to stay as close to the same build order and timing as I could.
Sometimes I ended up with only 6 roaches and I was so confused about what I did differently compared to previous games.
Could this explain that?

Delaying 1 roach for potentially 15sec sounds the biggest balance concern so far. I’m lazy to explore this for now and prefer to do other researches, but I might dig into this if patch doesn’t hit for a long time, in order to force Blizzard to realize potential big problem.


The way Blizzard needs to patch
+ Show Spoiler +

“What? Making Larva X appear as in Table B by reprogramming is the only way to patch this. There is no need to discuss how it should be patched.” I don’t blame you for thinking that way. I had thought so as well until I read the following feedback.
+ Show Spoiler +

On March 26 2012 00:11 -_- wrote:
Orek:

You seem convinced that the larva "disappearance" you describe is a bug. However, this depends on your assumption that the 15 second larva "countdown" should stall, rather than reset, upon reaching the larva limit.

In other words, what if this scenario is the "bug."

Case L
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min03sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min43sec 4 larvae spawn
use 4 larvae
6min49sec Hatchery generates 1 larva = Larva X
use 1 larva
7min04sec Hatchery generates 1 larva
Total 9 larvae so far

I've certainly never heard blizzard state a firm intention on what larva spawning should be. So, perhaps Protoss and Terran players should be complaining about Zerg having an extra larva?



This alternative solution caught my attention. Many might say it’s just a QQ against Zerg, but that last part is not what is interesting about this post. Interesting concept is that when there are 2 rules that contradicts each other and there is a need to fix one of them to have 1 universal rule that applies to all situations, this post suggests that the majority rule is the one that needs to be fixed and minority rule must be applied. Fixing 90% so that 10% rules all sounds so weird. Bill Clinton wins 50% popular vote, Ralph Nader wins 1% popular vote, then now we should have Ralph Nader as our President!!! That’s how it sounds like. However, if fixing the glitch was the sole purpose, this approach works, too. Inspired by this post, I recalculated everything in my me vs computer experiment on scrap station and simulated what WOULD it be like if larva generation timer reset instead of pause when 3+ is available at Hatchery. Take a look at Table C below.
+ Show Spoiler +

[image loading]

When larva generation progress reset every time 4 larvae pop from Spawn Larva, I would have ended up with 29 drones, which is 5 larvae shorter than current state. The key is that generating 3 larvae takes 15sec*3+(2~5sec)=47~50sec while minimum Spawn Larvae interval is 44.4sec. Due to the shorter Spawn Larvae interval, only 2 larvae gets generated between 2 injects and 3rd larva’s progress is almost always lost at 13/15. Now, then what if I just timed injects so that 3 larvae always appear between 2 injects? Table D shows this scenario. I would have ended up with 37 drones, which is 37-29=8 more larvae than when inject timing is not timed well as in Table C.

Coincidentally, this 37 larvae is exactly the same as in Table B, which is how I originally considered the only way to patch. Can this be alternative way to patch? For pure game logic reason, I would say yes. However, in terms of practical game play, I must say absolutely not. More natural patch as in Table B is so much more flexible regarding the inject timings. Making injects 1sec earlier or later has almost no impact overall. On the other hand, alternative patch as in Table C&D punishes 1sec earlier injects so severely that as much as 8 larvae can get lost in 10 min time. Terran equivalent of this would be dropping MULE 1 sec too “early,” not late, somehow gives you less resource despite better play by dropping mule on time. Protoss equivalent of this would be chronoboosting Nexus 1 sec too “early,” not late, somehow gives you less probes despite better play by doing it early. Had this rule implemented, keeping track of your inject timings and intentionally delaying it would become the #1 priority in Zerg play, and even DRG level player would have to stare at his hatcheries like some bronze players. Whoever thinks alternative patch is viable even after reading this section must be a true Zerg hater.


Special Thanks
+ Show Spoiler +

Those who hang around at Zerg Strategy Chat.Channel for some advice/opinion, especialy Pikacho for finding right terms.
VoirDire for post that inspired me for this work [D] Finding the optimal macro ZvP opening
MLG/Assembly Organizing for releasing awesome professional game replays
Blizzard for patching it. No matter when it might be, thank you in advance.
All of you who are reading this part. I assume you read it all. Thank you!! Spread the words if you think this needs to be patched. Feedback is much appreciated.


Post at Official Bug Report with good editing
http://us.battle.net/sc2/en/forum/topic/4253897379
+ Show Spoiler +

On March 25 2012 12:34 SDream wrote:
I lost 1h (in-game time) to try to confirm everything the OP said.

But I did confirm everything, even the bug. So, I will post this on official forums soon if you don't do it yourself pretty soon.

Edit:

Posted here:

http://us.battle.net/sc2/en/forum/topic/4253897379

If you want to clarify anything in the battle.net forums, you can and should post there, PM me here on teamliquid if you want me to edit anything I wrote there. Thanks again for your finding.



Orek's Articles/Guides
+ Show Spoiler +

+ Show Spoiler [Article etc.] +

BitByBit Fan Club
A bit on BitByBit
IlIlIlIlIlIl or lIlIlIlIlIlI?
Optimal Creep Spread in Theory
Various Businesses in Starcraft 2
Balance Discussion Math(Best of N format analysis)
Underground Activities in Starcraft 2
Artosis pylon Art
Map Size History & Analysis
Larva disappearing Glitch in 1.5 (not about 20th larva)


+ Show Spoiler [Guide] +

[G] Walling Mechanics
[G] Unit/Structure Selection Priority
[G] ~8% faster gas mining
[G] ZvT Perfect Spine placement vs 2rax Bunker
[G] Zerg Sim City for Spire protection in ZvP
[G]Health Bar Color
[G]Map Distance & Travel Time

moopie
Profile Joined July 2009
12605 Posts
March 24 2012 21:50 GMT
#2
Wrong forum.

That aside, You should probably not have the introduction in a spoiler, since off the bat there is a single image and a bunch of spoilers, and the explanation for the thread is not directly visible.
I'm going to sleep, let me get some of that carpet.
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
March 24 2012 21:53 GMT
#3
Moved to SC2
Cyro
Profile Blog Joined June 2011
United Kingdom20282 Posts
March 24 2012 21:57 GMT
#4
That is.... very interesting... suprised it took 2 years to notice this
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 24 2012 22:00 GMT
#5
If this is true, thats a cool find. I don't play Zerg so I don't know how the mechanic truly truly works in terms of a missing larva X but GJ for taking the time to put this together.

Remove intro from the spoiler though or create a simple abstract so people know what they are getting into when they open up the thread
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
topschutter
Profile Joined June 2011
Netherlands93 Posts
March 24 2012 22:03 GMT
#6
Ok so what will happen if those larva are not missing? The game is now pretty good balanced, if zerg gets extra larva it will make the game less balanced. Solution? Fix it, so what is the point?
Zennith
Profile Blog Joined July 2011
United States795 Posts
March 24 2012 22:09 GMT
#7
On March 25 2012 07:03 topschutter wrote:
Ok so what will happen if those larva are not missing? The game is now pretty good balanced, if zerg gets extra larva it will make the game less balanced. Solution? Fix it, so what is the point?


No.. this does clearly hurt the zerg pretty obviously... it isn't a question of balance, it's a question of how the game is supposed to function.
Sentinel Gaming Competitive Team Manager | 1500+ points Masters Zerg | twitch.tv/zennith6
kcdc
Profile Blog Joined April 2010
United States2311 Posts
March 24 2012 22:13 GMT
#8
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.
StarDrive
Profile Joined September 2010
90 Posts
Last Edited: 2012-03-24 22:16:27
March 24 2012 22:15 GMT
#9
I must be misunderstanding something. Can someone explain to me how this is different from a larva attempting to be spawned (and thus not getting spawned) in between when the 4 larvae pop and you spend them?
Orek
Profile Joined February 2012
1665 Posts
March 24 2012 22:18 GMT
#10
On March 25 2012 07:00 ZeromuS wrote:
If this is true, thats a cool find. I don't play Zerg so I don't know how the mechanic truly truly works in terms of a missing larva X but GJ for taking the time to put this together.

Remove intro from the spoiler though or create a simple abstract so people know what they are getting into when they open up the thread


Thank you for the advice. I just did.

On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.


I am very well aware of 3+ larvae situation. If you dont mind, please read on. I think I made it clear enough with enough evidence. Thank you.
onPHYRE
Profile Joined October 2010
Bulgaria892 Posts
March 24 2012 22:27 GMT
#11
Very interesting... I don't think it is costing Zergs games in almost any situation, but would be nice to have this patched.
Livin' this life like it was written.
Areon
Profile Joined November 2010
United States273 Posts
March 24 2012 22:37 GMT
#12
1.0-1.5 seconds is a very, very, very small window of time. That said, you've done your research and have made a sound argument. Good find.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 24 2012 22:40 GMT
#13
People who obviously didn't read the op shouldn't coment. This is abug and needs to be patched asap
KrrFan
Profile Joined March 2010
Lithuania26 Posts
Last Edited: 2012-03-24 22:42:21
March 24 2012 22:41 GMT
#14
Nice find, thanks for sharing. Also nice to know all those larvae mechanics/statistics.
dear
Jaiden
Profile Joined November 2010
Germany60 Posts
March 24 2012 22:43 GMT
#15
Very nice find, great job!

Hope it will be fixed soon. Almost any Zerg should have been in situations where you just have 1 or 2 less units to win a battle and this could be because of this problem.
Ovi
Profile Joined April 2010
164 Posts
Last Edited: 2012-03-25 11:52:16
March 24 2012 22:47 GMT
#16
Very nice find! Since it just makes for more randomness/luck it should be fixed imo. But its an insignificant problem in the grand scheme of things so im not sure wer gonna see blizzard act on it any time soon.
PhoenixVoid
Profile Blog Joined December 2011
Canada32740 Posts
March 24 2012 22:48 GMT
#17
Whoa nice find, that's some insane nitpicking into the game mechanics. I hope Blizzard reads this post, and fixes this problem ASAP.
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
Roblin
Profile Joined April 2010
Sweden948 Posts
March 24 2012 22:58 GMT
#18
On March 25 2012 07:37 Areon wrote:
1.0-1.5 seconds is a very, very, very small window of time. That said, you've done your research and have made a sound argument. Good find.

tecnically speaking, the total time window relevant is 15 seconds, the time between spawned larvae.

1.0-1.5 seconds out of 15 seconds is 7-10% of the time.

10% is a lot, so much that statistically this "larva X disappeareance" should happen once every 10 injects.

suddenly, its a significant deal.
I'm better today than I was yesterday!
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
March 24 2012 23:12 GMT
#19
I'm actually surprised people didn't know about this. Anyone who has noticed this has a good eye indeed.
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
March 24 2012 23:22 GMT
#20
Hard proof that ZvZ is, indeed, the most coin-flippy matchup.
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)
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
Gelenn
Profile Joined April 2011
United States87 Posts
March 25 2012 02:55 GMT
#61
Well thought out, awesome analysis and good eye by the OP. To those arguing this is not a bug: reread the OP. You missed something.
Uncultured
Profile Joined September 2010
United States1340 Posts
March 25 2012 02:57 GMT
#62
On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.



Because a ton of you seemed to have not read the first page. This isn't a bug, it's working as intended. I'm going to assume if the animation for the auto-spawn larva starts before the inject larva animation, then it will indeed spawn.
Don't you rage when you lose too? -FruitDealer
lpunatic
Profile Joined October 2011
235 Posts
Last Edited: 2012-03-25 03:02:10
March 25 2012 03:01 GMT
#63
And a ton of people havent read the OP

Scenario 1: larva pops before spawn larva animation, no problem
Scenario 2: larva would pop after spawn larva animation, pops as soon as excess larva is spent, no problem
Scenario 3: larva that should pop during spawn larva animation doesn't pop, not even when excess larva is spent. Bug.

Edit: scenario 3 only applies to the single larva that should have spawned when the excess larva was spent.
gondolin
Profile Blog Joined September 2007
France332 Posts
March 25 2012 03:03 GMT
#64
On March 25 2012 11:57 Uncultured wrote:
Show nested quote +
On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.



Because a ton of you seemed to have not read the first page. This isn't a bug, it's working as intended. I'm going to assume if the animation for the auto-spawn larva starts before the inject larva animation, then it will indeed spawn.


You did not understand the OP The OP says that if a "natural" larva spans during the animation of the "queen" larvas, then this larva disappear. This is not the same as the fact that the hatchery larva timer is paused when there is 4+ larva at the hatchery.
VictorJones
Profile Blog Joined December 2010
United States235 Posts
Last Edited: 2012-03-25 03:04:40
March 25 2012 03:03 GMT
#65
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol
Uncultured
Profile Joined September 2010
United States1340 Posts
March 25 2012 03:13 GMT
#66
On March 25 2012 12:03 gondolin wrote:
Show nested quote +
On March 25 2012 11:57 Uncultured wrote:
On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.



Because a ton of you seemed to have not read the first page. This isn't a bug, it's working as intended. I'm going to assume if the animation for the auto-spawn larva starts before the inject larva animation, then it will indeed spawn.


You did not understand the OP The OP says that if a "natural" larva spans during the animation of the "queen" larvas, then this larva disappear. This is not the same as the fact that the hatchery larva timer is paused when there is 4+ larva at the hatchery.



I'm having a hard time noticing where you draw the distinction between larva in animation to pop, and larva already on the ground. Are you saying you think the "count" of the larva shouldn't be effective till the animation is completed, because this would arbitrarily change nothing but an extremely tiny buff given to zergs all because it "should" be that way?

I assure you blizzard does balance around hypothetical potential larva counts that generate at a certain speed. This doesn't all of the sudden throw a wrench into the balance of the game, like it was just an unseen hindrance. If anything it's another opportunity to get better at the game.
Don't you rage when you lose too? -FruitDealer
Phyrful
Profile Joined July 2011
United States248 Posts
March 25 2012 03:14 GMT
#67
1 in every 15 injects, each inject is 4 larvae, so on average the biggest difference, discounting natural larvae generation, is 60 to 61 larvae = about 1.6% difference. This is much too small to be relevant in a game; I don't think anyone can say they lost because they were down 1 worker at 60 workers, or their 60 roach army was missing another roach.
"It's a choose, not a perfumation"-Lina
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
March 25 2012 03:14 GMT
#68
Nice find man. They should definitely fix this.

But, you documented it too well. You know people can't read and comprehend all that text.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
gondolin
Profile Blog Joined September 2007
France332 Posts
March 25 2012 03:33 GMT
#69
On March 25 2012 12:13 Uncultured wrote:
Show nested quote +
On March 25 2012 12:03 gondolin wrote:
On March 25 2012 11:57 Uncultured wrote:
On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.



Because a ton of you seemed to have not read the first page. This isn't a bug, it's working as intended. I'm going to assume if the animation for the auto-spawn larva starts before the inject larva animation, then it will indeed spawn.


You did not understand the OP The OP says that if a "natural" larva spans during the animation of the "queen" larvas, then this larva disappear. This is not the same as the fact that the hatchery larva timer is paused when there is 4+ larva at the hatchery.



I'm having a hard time noticing where you draw the distinction between larva in animation to pop, and larva already on the ground. Are you saying you think the "count" of the larva shouldn't be effective till the animation is completed, because this would arbitrarily change nothing but an extremely tiny buff given to zergs all because it "should" be that way?

I assure you blizzard does balance around hypothetical potential larva counts that generate at a certain speed. This doesn't all of the sudden throw a wrench into the balance of the game, like it was just an unseen hindrance. If anything it's another opportunity to get better at the game.


Ok let's see it this way: during the time it takes for the larvas injected by the queen to spawn, the hatchery naturally generates 4 larvaes. So (assuming you consume them all) after the larva spawn you have used 8 larvas in total. The 9th will appear 15s later. Well there is a bug where sometimes only 7 larvas have spawned rather than 8. The 8th (which should have been the 9th) will appear 15s later, so there is really a lost larva.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
Last Edited: 2012-03-25 03:56:01
March 25 2012 03:34 GMT
#70
I lost 1h (in-game time) to try to confirm everything the OP said.

But I did confirm everything, even the bug. So, I will post this on official forums soon if you don't do it yourself pretty soon.

Edit:

Posted here:

http://us.battle.net/sc2/en/forum/topic/4253897379

If you want to clarify anything in the battle.net forums, you can and should post there, PM me here on teamliquid if you want me to edit anything I wrote there. Thanks again for your finding.
JoeBot
Profile Joined December 2011
Australia8 Posts
March 25 2012 04:59 GMT
#71
Nice bug find.

Im sure terran and protoss players would love having a miscellaneous percentage of units not pop out of their production facilities after unit completion (with no loss of resources at the start of production).

This would be the non-zerg equivalent.

As it stands it can actually benefit a zerg player to inject larvae at a later time to avoid this glitch (Case L) so there is no real balance reason that it shouldn't be fixed.
lurker rush!
Baum
Profile Blog Joined April 2010
Germany1010 Posts
March 25 2012 05:10 GMT
#72
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.
I want to be with those who share secret things or else alone.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
March 25 2012 05:19 GMT
#73
Woah... wtf this is weird O.o
I wonder if they will patch it.
User was warned for too many mimes.
nakedsurfer
Profile Joined April 2011
Canada500 Posts
Last Edited: 2012-03-25 05:30:49
March 25 2012 05:22 GMT
#74
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.
Root4Root
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
March 25 2012 05:25 GMT
#75
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


No, what the OP posted about is a real bug. The mule thing isn't a bug in any sense of the word. If you micro properly you can have the mule not waste those 30 minerals or I believe if they are on a close enough patch they will be able to return it.

It took me a really long time to figure out what the OP was saying. I think an easier way of explaining it might be:

1. hatchery larvae generation is on a time counter
2. when the hatchery has 3 or more larvae this timer is paused
3. for some odd reason if the spawn larvae pops at the same time as the larvae generation then the timer is reset, when it should actually pop the larvae as soon and there are fewer than 3 larvae remaining, hence robbing the z player of a larvae they should have
Blasterion
Profile Blog Joined October 2010
China10272 Posts
March 25 2012 05:26 GMT
#76
Interesting and thought provoking find, well done Orek, I commend you for finding this information and bringing the topic to our discussion.
[TLNY]Mahjong Club Thread
Acritter
Profile Joined August 2010
Syria7637 Posts
March 25 2012 05:27 GMT
#77
On March 25 2012 13:59 JoeBot wrote:
Nice bug find.

Im sure terran and protoss players would love having a miscellaneous percentage of units not pop out of their production facilities after unit completion (with no loss of resources at the start of production).

This would be the non-zerg equivalent.

As it stands it can actually benefit a zerg player to inject larvae at a later time to avoid this glitch (Case L) so there is no real balance reason that it shouldn't be fixed.


Yes, one every 6 minutes for every base they have up, and it's always a worker. This is hardly noticeable. While it should be patched for the sake of consistency, this is not even remotely a balance issue. Zerg players always build their more expensive units first, so this will be almost entirely limited to Zerglings and Drones. One less Drone or pair of Zerglings per base for every six minutes is NOT going to make a noticeable difference, and any Zerg players saying so don't understand the game.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
March 25 2012 05:38 GMT
#78
On March 25 2012 06:47 Orek wrote:
Everything, with the exception of Queen, is morphed from a larva that spawns from Hatchery.



not everything. you don't need to use larvae to create broodlings, which can even come from your first hatch
JoeBot
Profile Joined December 2011
Australia8 Posts
March 25 2012 05:46 GMT
#79
On March 25 2012 14:27 Acritter wrote:
Show nested quote +
On March 25 2012 13:59 JoeBot wrote:
Nice bug find.

Im sure terran and protoss players would love having a miscellaneous percentage of units not pop out of their production facilities after unit completion (with no loss of resources at the start of production).

This would be the non-zerg equivalent.

As it stands it can actually benefit a zerg player to inject larvae at a later time to avoid this glitch (Case L) so there is no real balance reason that it shouldn't be fixed.


Yes, one every 6 minutes for every base they have up, and it's always a worker. This is hardly noticeable. While it should be patched for the sake of consistency, this is not even remotely a balance issue. Zerg players always build their more expensive units first, so this will be almost entirely limited to Zerglings and Drones. One less Drone or pair of Zerglings per base for every six minutes is NOT going to make a noticeable difference, and any Zerg players saying so don't understand the game.


It is more inclined to effect lower cost units, yes. Since this is the most common instance where all larvae is depleted. But it is possible to run out of larvae on higher cost units (where each unit has a bigger impact). And it also can effect the requirement of macro hatcheries.

But overall the change is indeed insignificant (otherwise it would have been noticed sooner).
lurker rush!
Acritter
Profile Joined August 2010
Syria7637 Posts
March 25 2012 05:54 GMT
#80
On March 25 2012 14:46 JoeBot wrote:
Show nested quote +
On March 25 2012 14:27 Acritter wrote:
On March 25 2012 13:59 JoeBot wrote:
Nice bug find.

Im sure terran and protoss players would love having a miscellaneous percentage of units not pop out of their production facilities after unit completion (with no loss of resources at the start of production).

This would be the non-zerg equivalent.

As it stands it can actually benefit a zerg player to inject larvae at a later time to avoid this glitch (Case L) so there is no real balance reason that it shouldn't be fixed.


Yes, one every 6 minutes for every base they have up, and it's always a worker. This is hardly noticeable. While it should be patched for the sake of consistency, this is not even remotely a balance issue. Zerg players always build their more expensive units first, so this will be almost entirely limited to Zerglings and Drones. One less Drone or pair of Zerglings per base for every six minutes is NOT going to make a noticeable difference, and any Zerg players saying so don't understand the game.


It is more inclined to effect lower cost units, yes. Since this is the most common instance where all larvae is depleted. But it is possible to run out of larvae on higher cost units (where each unit has a bigger impact). And it also can effect the requirement of macro hatcheries.

But overall the change is indeed insignificant (otherwise it would have been noticed sooner).

By the time you're making those high-cost units, you ought to have enough Hatcheries that you SHOULDN'T be able to deplete your larvae with them. At least, if you've been macroing properly, which turns this into a macro issue and not a balance issue. The most expensive units I see this ever being a problem with are Mutas, and one Muta more or less in the midgame is not going to be absolutely gamechanging. The only time this could EVER have a significant effect on the game is the 7RR.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
poeticEnnui
Profile Joined September 2010
United States78 Posts
March 25 2012 06:01 GMT
#81
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand this line of argumentation. You equate this inconsistency with the MULE mining inconsistency, but the MULE is grounded in a clear and present mechanic, that is, lasting for exactly 90 seconds. No matter what you do, the MULE will without fail last for this amount of time regardless of what it's carrying. All other limitations are derivatives of this time-constraint -- the MULE death condition isn't "270 minerals returned" (even though I think it should be -- but that's irrelevant to the argument at hand).

This bug, on the other hand, is not at all clear nor present. We could argue the empirical truth of this just based on the fact that it took an incredibly observant player two years to figure it out, but even still, it totally contradicts the two clear and present mechanics of the Zerg production cycle, that is:

1) a Hatchery with < 3 larvae will spawn a larvae every 15 seconds until it reaches a maximum of 3;
2) a Hatchery will spawn 4 larvae 45 seconds after a Queen inject.

If you want to argue that there's a third condition that's as clear and present as the first two --

3) a Hatchery with < 3 larvae will not spawn a larvae in accordance with the cycle described in mechanic 1 if and only if it coincides with the larvae spawn of an inject

-- well, lol. Nowhere is that mechanic limited to a definite constraint as with the MULE's 90 second lifetime; you'd have a pretty hard time arguing for it.

As to the onus of mitigating the inconsistency being on the player...well, OK. There are a million ways to make the game arbitrarily harder. You could add the condition "if you Chronoboost a probe when it's exactly 3.5 seconds done, the probe explodes when it finishes" to the game because it adds "depth" (which it does) and requires "skill" (which it also does) to mitigate.

Hell, this inconsistency is even harder to deal with than that simply because there's no way to determine where the natural larva cycle is. If you're managing 2+ hatcheries, do you honestly think that any human player would be able to micromanage when each falls below three larvae AND time each individual inject accordingly? What about when hatcheries are grouped together? Micromanagement of the larvae isn't even possible at that point, no matter how good you are.

tl; dr: it's not clear at all that this should be an intended mechanic, and there are infinite ways to make the game "require more skill"
Baum
Profile Blog Joined April 2010
Germany1010 Posts
March 25 2012 06:06 GMT
#82
On March 25 2012 14:22 nakedsurfer wrote:
Show nested quote +
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
Show nested quote +
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.
I want to be with those who share secret things or else alone.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
March 25 2012 06:08 GMT
#83
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.

When larva injects become stackable like how MULEs don't have a cooldown, then I'll glady let this glitch remain in the game.
Jaedong <3 HOOK'EM HORNS!
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 25 2012 06:10 GMT
#84
I've always wondered the purpose in responding to those who obviously have not read the OP, as if they will read your response...

Good analysis and write up, OP, definitely a bug.
aksfjh
Profile Joined November 2010
United States4853 Posts
March 25 2012 06:15 GMT
#85
This is probably the most overblown "glitch" thread I have ever seen. It has as much ramifications as, if not fewer than, stacking workers on close minerals or larva spawning opposite of mineral patches.
Slipspace
Profile Joined May 2010
United States381 Posts
March 25 2012 06:18 GMT
#86
On March 25 2012 15:06 Baum wrote:
Show nested quote +
On March 25 2012 14:22 nakedsurfer wrote:
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.


bro, delaying every inject by 2 seconds isn't going to help a pro maximize his chance at winning

why would anyone WANT to do that ?

while this isn't game breaking necessarily, it's definitely a glitch with 0 benefits to keeping it in the game

just to reiterate, injecting SLOWER is BAD
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
March 25 2012 06:18 GMT
#87
i like how most people haven't read the OP
| Idra | YuGiOh | Leenock | Coca |
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
March 25 2012 06:22 GMT
#88
On March 25 2012 15:18 Slipspace wrote:
Show nested quote +
On March 25 2012 15:06 Baum wrote:
On March 25 2012 14:22 nakedsurfer wrote:
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.


bro, delaying every inject by 2 seconds isn't going to help a pro maximize his chance at winning

why would anyone WANT to do that ?

while this isn't game breaking necessarily, it's definitely a glitch with 0 benefits to keeping it in the game

just to reiterate, injecting SLOWER is BAD


Pretty much this. Anyone trying to argue that this remaining in the game is a way to separate the pros from the average players is just delusional.
Jaedong <3 HOOK'EM HORNS!
Roblin
Profile Joined April 2010
Sweden948 Posts
March 25 2012 06:28 GMT
#89
some quick math:

in effect, the times when a larvae dissappear the inject larvae mechanic produces not 4, but 3 larvae, the time frame for this to happen is 1.5 seconds out of 15 seconds, aka 10% of the time.

best case: no larvae is lost, 1 hatchery produces (on average) 66.66667 larvae per 400 seconds (6 minutes 40 seconds)
(100% larvae production, 0% lost)

worst case: 1 larvae per inject is lost, 1 hatchery produces 57.66667 larvae per 400 seconds
(85% larvae production, 15% lost)

average case: 1 in 10 larvae is lost per inject, 1 hatchery produces 65.66667 larvae per 400 seconds
(98.5% larvae production, 1.5% lost)

the thing people is complaining about here is clearly not the fact that a tiny amount of larvae is lost on average, its that a very significant amount of larvae is lost in the worst case.

I would say that 15% of you larvae is enough to decide the outcome of a game, but most importantly, this is a random factor.

there is no way to control whether the bug occurs or not except staring at your hatchery at all times of the game.

obviously, staring at your hatchery and expecting to win is simply not feasible, and thus, this is in fact, a random factor and random factors are discouraged and should be patched out.

yes, I have done the math, I know that for 3 bases to have continuous worst case scenario in 3 consecutive minutes that is the following chance:
1 / 1.000.000.000

do note that losing 15% of larvae for 3 minutes is probably an autoloss though.

for shits and giggles: 3 bases for 9 minutes: 1 / 1.000.000.000.000.000.000.000.000.000

but all that is necessary to lose a game is 1 or 2 lost larvae at a critical time, and that is just 1/ 10 and 1 / 100 respectively.
I'm better today than I was yesterday!
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2012-03-25 06:40:29
March 25 2012 06:35 GMT
#90
On March 25 2012 15:22 cHaNg-sTa wrote:
Show nested quote +
On March 25 2012 15:18 Slipspace wrote:
On March 25 2012 15:06 Baum wrote:
On March 25 2012 14:22 nakedsurfer wrote:
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.


bro, delaying every inject by 2 seconds isn't going to help a pro maximize his chance at winning

why would anyone WANT to do that ?

while this isn't game breaking necessarily, it's definitely a glitch with 0 benefits to keeping it in the game

just to reiterate, injecting SLOWER is BAD


Pretty much this. Anyone trying to argue that this remaining in the game is a way to separate the pros from the average players is just delusional.


Anyone that is making stupid posts about mules being stackable and injects being not is even more delusional. I made an argument for keeping this because it let's a player maximize their larva by exceptional larva management while it has no impact at all for low level players. So far there hasn't been one single post that convinced me that this is a bad idea. Most Zergs aren't even injecting in time anyway. But hey if most people dislike this I don't care if it gets removed.
I want to be with those who share secret things or else alone.
JoeBot
Profile Joined December 2011
Australia8 Posts
March 25 2012 06:44 GMT
#91
This is also extremely easy to recreate.

The inject timings when you have 3 larvae waiting are:

Drone at 25/40 completion of inject - normal larvae appears right before inject larvae completes.
Drone at 26/40 or 27/40 completion of inject - normal larvae appears 15 seconds after inject larvae completes.
Drone at 28/40 completion of inject - normal larvae appears right after inject larvae completes.

It's that simple.
lurker rush!
Roblin
Profile Joined April 2010
Sweden948 Posts
March 25 2012 06:47 GMT
#92
On March 25 2012 15:35 Baum wrote:
Show nested quote +
On March 25 2012 15:22 cHaNg-sTa wrote:
On March 25 2012 15:18 Slipspace wrote:
On March 25 2012 15:06 Baum wrote:
On March 25 2012 14:22 nakedsurfer wrote:
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.


bro, delaying every inject by 2 seconds isn't going to help a pro maximize his chance at winning

why would anyone WANT to do that ?

while this isn't game breaking necessarily, it's definitely a glitch with 0 benefits to keeping it in the game

just to reiterate, injecting SLOWER is BAD


Pretty much this. Anyone trying to argue that this remaining in the game is a way to separate the pros from the average players is just delusional.


Anyone that is making stupid posts about mules being stackable and injects being not is even more delusional. I made an argument for keeping this because it let's a player maximize their larva by exceptional larva management while it has no impact at all for low level players. So far there hasn't been one single post that convinced me that this is a bad idea. Most Zergs aren't even injecting in time anyway. But hey if most people dislike this I don't care if it gets removed.

is this the post you were looking for?

On March 25 2012 15:01 poeticEnnui wrote:
Show nested quote +
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand this line of argumentation. You equate this inconsistency with the MULE mining inconsistency, but the MULE is grounded in a clear and present mechanic, that is, lasting for exactly 90 seconds. No matter what you do, the MULE will without fail last for this amount of time regardless of what it's carrying. All other limitations are derivatives of this time-constraint -- the MULE death condition isn't "270 minerals returned" (even though I think it should be -- but that's irrelevant to the argument at hand).

This bug, on the other hand, is not at all clear nor present. We could argue the empirical truth of this just based on the fact that it took an incredibly observant player two years to figure it out, but even still, it totally contradicts the two clear and present mechanics of the Zerg production cycle, that is:

1) a Hatchery with < 3 larvae will spawn a larvae every 15 seconds until it reaches a maximum of 3;
2) a Hatchery will spawn 4 larvae 45 seconds after a Queen inject.

If you want to argue that there's a third condition that's as clear and present as the first two --

3) a Hatchery with < 3 larvae will not spawn a larvae in accordance with the cycle described in mechanic 1 if and only if it coincides with the larvae spawn of an inject

-- well, lol. Nowhere is that mechanic limited to a definite constraint as with the MULE's 90 second lifetime; you'd have a pretty hard time arguing for it.

As to the onus of mitigating the inconsistency being on the player...well, OK. There are a million ways to make the game arbitrarily harder. You could add the condition "if you Chronoboost a probe when it's exactly 3.5 seconds done, the probe explodes when it finishes" to the game because it adds "depth" (which it does) and requires "skill" (which it also does) to mitigate.

Hell, this inconsistency is even harder to deal with than that simply because there's no way to determine where the natural larva cycle is. If you're managing 2+ hatcheries, do you honestly think that any human player would be able to micromanage when each falls below three larvae AND time each individual inject accordingly? What about when hatcheries are grouped together? Micromanagement of the larvae isn't even possible at that point, no matter how good you are.

tl; dr: it's not clear at all that this should be an intended mechanic, and there are infinite ways to make the game "require more skill"
I'm better today than I was yesterday!
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
March 25 2012 06:49 GMT
#93
On March 25 2012 15:35 Baum wrote:
Show nested quote +
On March 25 2012 15:22 cHaNg-sTa wrote:
On March 25 2012 15:18 Slipspace wrote:
On March 25 2012 15:06 Baum wrote:
On March 25 2012 14:22 nakedsurfer wrote:
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.


bro, delaying every inject by 2 seconds isn't going to help a pro maximize his chance at winning

why would anyone WANT to do that ?

while this isn't game breaking necessarily, it's definitely a glitch with 0 benefits to keeping it in the game

just to reiterate, injecting SLOWER is BAD


Pretty much this. Anyone trying to argue that this remaining in the game is a way to separate the pros from the average players is just delusional.


Anyone that is making stupid posts about mules being stackable and injects being not is even more delusional. I made an argument for keeping this because it let's a player maximize their larva by exceptional larva management while it has no impact at all for low level players. So far there hasn't been one single post that convinced me that this is a bad idea. Most Zergs aren't even injecting in time anyway.

It was obviously just a joke. I don't think that injects should be stackable. I was saying how you saying that since MULEs can lose minerals on trips back on the last second as an "argument" to why this glitch should stay is completely irrevalent. No zerg can watch all the hatcheries and make sure they're not injecting on that 15th second. However, for the MULE, you just drop the MULE on a far patch and you're completely fine. There's not even an indicator on when a larva will spawn. This "larva management" is impossible for any player to keep track of over the course of the game. There hasn't been a single post to convince me why this is a good idea to keep either.
Jaedong <3 HOOK'EM HORNS!
Exoteric
Profile Joined January 2011
Australia2330 Posts
March 25 2012 06:50 GMT
#94
On March 25 2012 15:35 Baum wrote:
Show nested quote +
On March 25 2012 15:22 cHaNg-sTa wrote:
On March 25 2012 15:18 Slipspace wrote:
On March 25 2012 15:06 Baum wrote:
On March 25 2012 14:22 nakedsurfer wrote:
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.


bro, delaying every inject by 2 seconds isn't going to help a pro maximize his chance at winning

why would anyone WANT to do that ?

while this isn't game breaking necessarily, it's definitely a glitch with 0 benefits to keeping it in the game

just to reiterate, injecting SLOWER is BAD


Pretty much this. Anyone trying to argue that this remaining in the game is a way to separate the pros from the average players is just delusional.


Anyone that is making stupid posts about mules being stackable and injects being not is even more delusional. I made an argument for keeping this because it let's a player maximize their larva by exceptional larva management while it has no impact at all for low level players. So far there hasn't been one single post that convinced me that this is a bad idea. Most Zergs aren't even injecting in time anyway. But hey if most people dislike this I don't care if it gets removed.


Ok, let's introduce a mechanic where unit production out of your building is halted for 15 seconds if you queue them up at a certain time interval. Because that exemplifies player skill and truly separates the pros and the casuals. Fair, right?
hell is other people
Slipspace
Profile Joined May 2010
United States381 Posts
Last Edited: 2012-03-25 06:53:04
March 25 2012 06:50 GMT
#95
On March 25 2012 15:35 Baum wrote:
Show nested quote +
On March 25 2012 15:22 cHaNg-sTa wrote:
On March 25 2012 15:18 Slipspace wrote:
On March 25 2012 15:06 Baum wrote:
On March 25 2012 14:22 nakedsurfer wrote:
On March 25 2012 12:03 VictorJones wrote:
If you wait like 1.6 seconds after your larva pop before injecting again, you get slightly higher larva output. This isn't a problem. It separates the great zergs from the slightly greater zergs

EDIT: Yeah okay, it's been said. I suppose they should change the hatchery animation for the sake of consistency if it really matters.. lol


Actually, If you're going to make players wait a few seconds before every inject then it doesn't sound like you're encouraging better play. An amazing zerg player is one that can keep up with the injects everytime it pops. This glitch, if anything, rewards players who can't keep up with zerg macro because they get the extra larvae and not the better player(the one who is spot on with injects). In my eyes, it'd be harder to keep up perfectly with the injects rather than keeping the glitch and giving the player a 2 second leeway to get around to it since it'd be "better" to do anyway. So even though this glitch isn't balance breaking, this only really hurts the better player since they should be on top of their macro and the lesser player gets rewarded.

Again, it should be about perfect spot on play and not oh just take your time to do it since you actually get a bonus for being the slower player


EDIT:
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand how people keep relating these topics. They are nothing similar.
You're essentially making the zerg player wait 2 seconds per inject. That makes the injects slower on all hatcheries. Which makes all units coming from the larvae injecting come out slower. You're basically saying if you want an extra larva(per hatch) you must be slower at what you do and let your queens build up some energy. If there is 4 hatches and the player is playing perfectly, they will lose 4 larvae. But if they are not playing perfectly, then they can end up with 4 more larvae.

The closest you can compare is like every warp-in, you must wait 2 seconds before warping things in again after the cooldown. If you don't, one of your gates won't work for a cycle of warp-in.


If you lose four larva you are not playing perfectly. If you want to maximize your larva you wait those two seconds. It's so much easier to tab through your hatcheries and spam spawn larva as soon as you got the energy than to time it perfectly every time. I am just saying this is something that makes the game deeper and it doesn't affect master and below at all so why shouldn't we keep it.


bro, delaying every inject by 2 seconds isn't going to help a pro maximize his chance at winning

why would anyone WANT to do that ?

while this isn't game breaking necessarily, it's definitely a glitch with 0 benefits to keeping it in the game

just to reiterate, injecting SLOWER is BAD


Pretty much this. Anyone trying to argue that this remaining in the game is a way to separate the pros from the average players is just delusional.


Anyone that is making stupid posts about mules being stackable and injects being not is even more delusional. I made an argument for keeping this because it let's a player maximize their larva by exceptional larva management while it has no impact at all for low level players. So far there hasn't been one single post that convinced me that this is a bad idea. Most Zergs aren't even injecting in time anyway. But hey if most people dislike this I don't care if it gets removed.


It's not a matter of figuring out a pattern and following it every game and eluding the bug. In order to prevent this bug from effecting your larva count, you would have to monitor every single inject. You would have to stare at the larva and make sure you don't inject in that narrow window. Every single time. And it's not a simple matter of finding a pattern and injecting according to it. Not only is every game different with numerous strategies and scenarios that could disrupt that pattern, but the method that you create units isn't instant. When you hold down 'D' to make drones, you have to hold it down for a little while to get all the larva. Over time this alone would fuck up any pattern you were following to elude the bug.

As it stands, it's literally just a small chance at having the occasional lost larva that probably won't effect anything but potentionally could over the course of a game. That is, if the odds aren't in your favor. And historically, that makes for bad gameplay.
Lunares
Profile Joined May 2010
United States909 Posts
March 25 2012 07:21 GMT
#96
This really only effects ZvZ to any degree. Either way it's definitely something that should be patched.
MkJeehad
Profile Joined March 2012
1 Post
March 25 2012 07:40 GMT
#97
Crazy find, I can't believe someone actually spotted this. Though not game breaking in any way I believe it should be fixed as it's just based on bad luck of timing. However, for the sake of further discussion, how do we know that the 15 second timer is supposed to pause if an inject interrupts it's count? Is this in fact how it is intended to operate? Why would injecting above 3 larva not reset the timer, which then restarts it's 15 second countdown when under 3? Perhaps this is a bug which in turn causes this other situation to occur at all.
Galvanox
Profile Joined March 2012
3 Posts
March 25 2012 07:52 GMT
#98
Baum obviously has an IQ in the single digits and hasn't bothered to read any material in the OP or any other comments, This is obviously an unintentional bug in the game.
sl0v
Profile Joined May 2011
Norway51 Posts
March 25 2012 09:00 GMT
#99
I really hope this gets fixed in an upcoming patch, or even a hotfix. I do agree with people saying that this has very little effect in a multi-base 30 minutes ++ macrogame, but it absolutely can effect the outcome of any early onebase play. Please post if you get any response from the blizzardforum!
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 25 2012 09:04 GMT
#100
On March 25 2012 16:52 Galvanox wrote:
Baum obviously has an IQ in the single digits and hasn't bothered to read any material in the OP or any other comments, This is obviously an unintentional bug in the game.


this couldn't be made unintentional, they could have also moved the larva animation to the last seconds of the injection period, to add the larva count as the timer finishes. So the larva count for the respawn and the larva count of useable larva is always the same.
But they decided that the larva is there but not usable for the duration of the animation. (by no means does someone count the same thing two times unintentionally). For the game flow the way they have done it is probably the best and least random.

I wonder if people complaining about this also leave every game if they spawn on a position with the minerals being north, while the opponent has them south. Horrible for ZvZ, I wonder if in zvz anyone spawning north ever won on xel naga caverns, where the natural is the same as the main.

Blizzard followed a line with the game mechanics and didn't made many exceptions to how certain things run ingame, that helps the gameflow as you don't have to think about the 100 special rules every unit has. Which increases intuitive play, something that is really important for an rts where you have to control many units.

Something like this is part of the game, just like having different maps, where a spawn position might put you in a suboptimal position. Otherwise there would be only one race and one map.
Aberu
Profile Blog Joined April 2010
United States968 Posts
March 25 2012 09:09 GMT
#101
On March 25 2012 15:15 aksfjh wrote:
This is probably the most overblown "glitch" thread I have ever seen. It has as much ramifications as, if not fewer than, stacking workers on close minerals or larva spawning opposite of mineral patches.


In ZvZ stacking workers on close minerals or larva spawning on opposite of mineral patches has a significant effect. If you have your workers travelling farther to start mining, you have to play defensive based on where you spawn in ZvZ at the highest level. If you don't stack workers at the beginning, you can delay all of your timings by a few seconds here and there, making ling baneling timing attacks all that stronger against you. If you don't believe me, Stephano has talked about this on his stream before, and it does make a difference.
srsly
Exoteric
Profile Joined January 2011
Australia2330 Posts
March 25 2012 09:20 GMT
#102
On March 25 2012 18:04 FeyFey wrote:
Show nested quote +
On March 25 2012 16:52 Galvanox wrote:
Baum obviously has an IQ in the single digits and hasn't bothered to read any material in the OP or any other comments, This is obviously an unintentional bug in the game.


this couldn't be made unintentional, they could have also moved the larva animation to the last seconds of the injection period, to add the larva count as the timer finishes. So the larva count for the respawn and the larva count of useable larva is always the same.
But they decided that the larva is there but not usable for the duration of the animation. (by no means does someone count the same thing two times unintentionally). For the game flow the way they have done it is probably the best and least random.

I wonder if people complaining about this also leave every game if they spawn on a position with the minerals being north, while the opponent has them south. Horrible for ZvZ, I wonder if in zvz anyone spawning north ever won on xel naga caverns, where the natural is the same as the main.

Blizzard followed a line with the game mechanics and didn't made many exceptions to how certain things run ingame, that helps the gameflow as you don't have to think about the 100 special rules every unit has. Which increases intuitive play, something that is really important for an rts where you have to control many units.

Something like this is part of the game, just like having different maps, where a spawn position might put you in a suboptimal position. Otherwise there would be only one race and one map.


Obviously intentional, just like how you could once avoid drone damage and only drone damage completely with proper control, right? Right?
hell is other people
Roblin
Profile Joined April 2010
Sweden948 Posts
March 25 2012 09:28 GMT
#103
On March 25 2012 18:04 FeyFey wrote:
Show nested quote +
On March 25 2012 16:52 Galvanox wrote:
Baum obviously has an IQ in the single digits and hasn't bothered to read any material in the OP or any other comments, This is obviously an unintentional bug in the game.


this couldn't be made unintentional, they could have also moved the larva animation to the last seconds of the injection period, to add the larva count as the timer finishes. So the larva count for the respawn and the larva count of useable larva is always the same.
But they decided that the larva is there but not usable for the duration of the animation. (by no means does someone count the same thing two times unintentionally). For the game flow the way they have done it is probably the best and least random.

I wonder if people complaining about this also leave every game if they spawn on a position with the minerals being north, while the opponent has them south. Horrible for ZvZ, I wonder if in zvz anyone spawning north ever won on xel naga caverns, where the natural is the same as the main.

Blizzard followed a line with the game mechanics and didn't made many exceptions to how certain things run ingame, that helps the gameflow as you don't have to think about the 100 special rules every unit has. Which increases intuitive play, something that is really important for an rts where you have to control many units.

Something like this is part of the game, just like having different maps, where a spawn position might put you in a suboptimal position. Otherwise there would be only one race and one map.

how much experience do you have with programming?

by your reasoning I would say none.

it is very easy to do things unintentionally, they are called bugs, have you heard of them?

besides, you seem to be arguing against yourself:

"Blizzard followed a line with the game mechanics and didn't made many exceptions to how certain things run ingame, that helps the gameflow as you don't have to think about the 100 special rules every unit has. Which increases intuitive play, something that is really important for an rts where you have to control many units."

the rule "if spawn larvae goes off cooldown just as a natural larvae is to be spawned, then the natural larvae will not spawn"
seems like a very special and non-intuitive rule, thus, as you say, blizzard should not have intended to implement it.
I'm better today than I was yesterday!
Junichi
Profile Joined January 2011
Germany1056 Posts
Last Edited: 2012-03-25 09:44:33
March 25 2012 09:43 GMT
#104
Very good OP. Thank you very much and I am, along with a lot of other people it seems, impressed someone actually spotted this.

I'm looking forward to see if Blizzard has anything to say about this.
"Until the very, very top, in almost anything all that matters, is how much work you put in. The only problem is that most people can't work hard even at things they do enjoy, much less things they don't have a real passion for." - Greg "IdrA" Fields
Uncultured
Profile Joined September 2010
United States1340 Posts
March 25 2012 09:46 GMT
#105
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.
Don't you rage when you lose too? -FruitDealer
Zandar
Profile Blog Joined July 2010
Netherlands1541 Posts
March 25 2012 09:55 GMT
#106
On March 25 2012 18:46 Uncultured wrote:
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.


It's not true, because it doesn't happen often.
But when it happens, especially early game zvz with 2 equal level zergs, 1 player is 1 drone behind without making any mistake. And in such a coin flip matchup that can mean a lot.
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.
Cereb
Profile Joined November 2011
Denmark3388 Posts
March 25 2012 10:05 GMT
#107
Very nice find. Now Blizzard just needs to know
"Until the very very top in almost anything, all that matters is how much work you put in. The only problem is most people can't work hard even at things they do enjoy, much less things they don't have a real passion for. -Greg "IdrA" Fields
Roblin
Profile Joined April 2010
Sweden948 Posts
March 25 2012 10:12 GMT
#108
On March 25 2012 18:46 Uncultured wrote:
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.

it is literally impossible to balance something around a random factor, which this is.
I'm better today than I was yesterday!
Prillan
Profile Joined August 2011
Sweden350 Posts
March 25 2012 10:34 GMT
#109
On March 25 2012 19:12 Roblin wrote:
Show nested quote +
On March 25 2012 18:46 Uncultured wrote:
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.

it is literally impossible to balance something around a random factor, which this is.

Have you heard about the thing called lottery? Expected value

From what I understand; The bug is that the spawn timer is reset without any larvae spawning. Shouldn't be hard to fix.But is it necessary? Don't think so.
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Roblin
Profile Joined April 2010
Sweden948 Posts
March 25 2012 10:42 GMT
#110
On March 25 2012 19:34 Prillan wrote:
Show nested quote +
On March 25 2012 19:12 Roblin wrote:
On March 25 2012 18:46 Uncultured wrote:
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.

it is literally impossible to balance something around a random factor, which this is.

Have you heard about the thing called lottery? Expected value

From what I understand; The bug is that the spawn timer is reset without any larvae spawning. Shouldn't be hard to fix.But is it necessary? Don't think so.

I have never heard of a proffessional lottery player. tell me if you know of one.

I have heard of proffessional poker players, but in that game the random factor is the same for everyone and is accepted byall players.

SC2 is not a gambling game, it is not a game of risk, it is a game of strategy, and in strategic games you need to have predictable results.
I'm better today than I was yesterday!
Prillan
Profile Joined August 2011
Sweden350 Posts
March 25 2012 10:48 GMT
#111
On March 25 2012 19:42 Roblin wrote:
Show nested quote +
On March 25 2012 19:34 Prillan wrote:
On March 25 2012 19:12 Roblin wrote:
On March 25 2012 18:46 Uncultured wrote:
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.

it is literally impossible to balance something around a random factor, which this is.

Have you heard about the thing called lottery? Expected value

From what I understand; The bug is that the spawn timer is reset without any larvae spawning. Shouldn't be hard to fix.But is it necessary? Don't think so.

I have never heard of a proffessional lottery player. tell me if you know of one.

I have heard of proffessional poker players, but in that game the random factor is the same for everyone and is accepted byall players.

SC2 is not a gambling game, it is not a game of risk, it is a game of strategy, and in strategic games you need to have predictable results.


Yeah, sorry. I was only pointing out that it is possible to work with randomness.

The game should in no way be random. (They need to fix the SCV building walk!) But this isn't really that random. You can predict it from in-game information. But that doesn't mean that it shouldn't be fixed
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Chunhyang
Profile Joined December 2011
Bangladesh1389 Posts
March 25 2012 10:55 GMT
#112
I share the sentiment of goodpoltergeist.

well written

detailed

informative

and I think they should fix this regardless of balance ramifications.

Great find op.
If you could reason with haters, there would be no haters. YGTMYFT
Orek
Profile Joined February 2012
1665 Posts
March 25 2012 11:45 GMT
#113
Hi, this is OP here.
OMG. Never expected this many replies as this was my first post on TL. So far, there are about 100 feedbacks here. Though I cannot respond individually to all, thank every one of you for taking your time to read and reply! It is sad and mind-boggling to find several people post obviously without reading the content, but if you read it all and still have questions, it’s my fault for not making things clear enough. So, any counter argument is welcome.
Let me pick up some of the interesting feedbacks to respond.

2 great summarizations of the topic
+ Show Spoiler +

On March 25 2012 12:01 lpunatic wrote:
And a ton of people havent read the OP

Scenario 1: larva pops before spawn larva animation, no problem
Scenario 2: larva would pop after spawn larva animation, pops as soon as excess larva is spent, no problem
Scenario 3: larva that should pop during spawn larva animation doesn't pop, not even when excess larva is spent. Bug.

Edit: scenario 3 only applies to the single larva that should have spawned when the excess larva was spent.


+ Show Spoiler +

On March 25 2012 14:25 Jonoman92 wrote:

It took me a really long time to figure out what the OP was saying. I think an easier way of explaining it might be:

1. hatchery larvae generation is on a time counter
2. when the hatchery has 3 or more larvae this timer is paused
3. for some odd reason if the spawn larvae pops at the same time as the larvae generation then the timer is reset, when it should actually pop the larvae as soon and there are fewer than 3 larvae remaining, hence robbing the z player of a larvae they should have



Post at Official Bug Report with good editing
http://us.battle.net/sc2/en/forum/topic/4253897379
+ Show Spoiler +

On March 25 2012 12:34 SDream wrote:
I lost 1h (in-game time) to try to confirm everything the OP said.

But I did confirm everything, even the bug. So, I will post this on official forums soon if you don't do it yourself pretty soon.

Edit:

Posted here:

http://us.battle.net/sc2/en/forum/topic/4253897379

If you want to clarify anything in the battle.net forums, you can and should post there, PM me here on teamliquid if you want me to edit anything I wrote there. Thanks again for your finding.



Reading all replies, I found 2 different groups as to how Blizzard should approach this problem. This pretty much summarizes argument that is going on in this thread.
Group A
Blizzard needs to patch this and fix it because this is a bug.
I am on this side, and so seems 90% or more of the community.
Group B
Blizzard shouldn’t patch this because this adds more depth into the game.

Although Group B is minority and I disagree with their opinion, they have a point, too.
2 notable people in Group B
+ Show Spoiler +

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.

On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


+ Show Spoiler +

On March 25 2012 18:04 FeyFey wrote:
Show nested quote +
On March 25 2012 16:52 Galvanox wrote:
Baum obviously has an IQ in the single digits and hasn't bothered to read any material in the OP or any other comments, This is obviously an unintentional bug in the game.


this couldn't be made unintentional, they could have also moved the larva animation to the last seconds of the injection period, to add the larva count as the timer finishes. So the larva count for the respawn and the larva count of useable larva is always the same.
But they decided that the larva is there but not usable for the duration of the animation. (by no means does someone count the same thing two times unintentionally). For the game flow the way they have done it is probably the best and least random.

I wonder if people complaining about this also leave every game if they spawn on a position with the minerals being north, while the opponent has them south. Horrible for ZvZ, I wonder if in zvz anyone spawning north ever won on xel naga caverns, where the natural is the same as the main.

Blizzard followed a line with the game mechanics and didn't made many exceptions to how certain things run ingame, that helps the gameflow as you don't have to think about the 100 special rules every unit has. Which increases intuitive play, something that is really important for an rts where you have to control many units.

Something like this is part of the game, just like having different maps, where a spawn position might put you in a suboptimal position. Otherwise there would be only one race and one map.


I need to commend these 2 for being honest and taking all the disagreement comments from the rest of the community. The MULE argument from Baum was something I had never thought of.

There are so many attacks from Group A against B. While attacking one’s logic is great for the argument’s sake, some seem to attack one’s personality and I want to keep that to minimum.
Some of the good posts from Group A against Group B.
+ Show Spoiler +

On March 25 2012 15:01 poeticEnnui wrote:
Show nested quote +
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand this line of argumentation. You equate this inconsistency with the MULE mining inconsistency, but the MULE is grounded in a clear and present mechanic, that is, lasting for exactly 90 seconds. No matter what you do, the MULE will without fail last for this amount of time regardless of what it's carrying. All other limitations are derivatives of this time-constraint -- the MULE death condition isn't "270 minerals returned" (even though I think it should be -- but that's irrelevant to the argument at hand).

This bug, on the other hand, is not at all clear nor present. We could argue the empirical truth of this just based on the fact that it took an incredibly observant player two years to figure it out, but even still, it totally contradicts the two clear and present mechanics of the Zerg production cycle, that is:

1) a Hatchery with < 3 larvae will spawn a larvae every 15 seconds until it reaches a maximum of 3;
2) a Hatchery will spawn 4 larvae 45 seconds after a Queen inject.

If you want to argue that there's a third condition that's as clear and present as the first two --

3) a Hatchery with < 3 larvae will not spawn a larvae in accordance with the cycle described in mechanic 1 if and only if it coincides with the larvae spawn of an inject

-- well, lol. Nowhere is that mechanic limited to a definite constraint as with the MULE's 90 second lifetime; you'd have a pretty hard time arguing for it.

As to the onus of mitigating the inconsistency being on the player...well, OK. There are a million ways to make the game arbitrarily harder. You could add the condition "if you Chronoboost a probe when it's exactly 3.5 seconds done, the probe explodes when it finishes" to the game because it adds "depth" (which it does) and requires "skill" (which it also does) to mitigate.

Hell, this inconsistency is even harder to deal with than that simply because there's no way to determine where the natural larva cycle is. If you're managing 2+ hatcheries, do you honestly think that any human player would be able to micromanage when each falls below three larvae AND time each individual inject accordingly? What about when hatcheries are grouped together? Micromanagement of the larvae isn't even possible at that point, no matter how good you are.

tl; dr: it's not clear at all that this should be an intended mechanic, and there are infinite ways to make the game "require more skill"


+ Show Spoiler +

On March 25 2012 15:28 Roblin wrote:
some quick math:

in effect, the times when a larvae dissappear the inject larvae mechanic produces not 4, but 3 larvae, the time frame for this to happen is 1.5 seconds out of 15 seconds, aka 10% of the time.

best case: no larvae is lost, 1 hatchery produces (on average) 66.66667 larvae per 400 seconds (6 minutes 40 seconds)
(100% larvae production, 0% lost)

worst case: 1 larvae per inject is lost, 1 hatchery produces 57.66667 larvae per 400 seconds
(85% larvae production, 15% lost)

average case: 1 in 10 larvae is lost per inject, 1 hatchery produces 65.66667 larvae per 400 seconds
(98.5% larvae production, 1.5% lost)

the thing people is complaining about here is clearly not the fact that a tiny amount of larvae is lost on average, its that a very significant amount of larvae is lost in the worst case.

I would say that 15% of you larvae is enough to decide the outcome of a game, but most importantly, this is a random factor.

there is no way to control whether the bug occurs or not except staring at your hatchery at all times of the game.

obviously, staring at your hatchery and expecting to win is simply not feasible, and thus, this is in fact, a random factor and random factors are discouraged and should be patched out.

yes, I have done the math, I know that for 3 bases to have continuous worst case scenario in 3 consecutive minutes that is the following chance:
1 / 1.000.000.000

do note that losing 15% of larvae for 3 minutes is probably an autoloss though.

for shits and giggles: 3 bases for 9 minutes: 1 / 1.000.000.000.000.000.000.000.000.000

but all that is necessary to lose a game is 1 or 2 lost larvae at a critical time, and that is just 1/ 10 and 1 / 100 respectively.



One person in Group B not for depth in game but, interestingly, for game balance reason.
+ Show Spoiler +

On March 25 2012 18:46 Uncultured wrote:
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.



Balance Concern
If patch hits, ZvP and ZvT balance would shift in favor of Z ever so slightly by something like 0.0000001% or so. With current trend in favor of macro play, number of games where this glitch matters is very small in the first place. I would say this glitch could matter vs 2 rax and 4 gate because these happen around the time your first inject finishes and having extra 2 lings does make a difference in such a short micro oriented game.
Zerg winrate in ZvZ is apparently 100%, but patch would matter more in ZvZ than the other 2. ZvZ battle happen earlier and first inject finish just in time for 14gas14pool ling speed upgrade research is done. I’m sure many of you have done or being done 15 drones no-more-drones mass ling attack right when speed finishes at least once in your career. In this scenario, you usually have 20 “or so” lings running at enemy base. I haven’t done enough research on this one, but I’m sure having 2 more or less lings would matter a lot in this case. Therefore, the patch would favor actual good player and less about luck in ZvZ.

If people think I need to add these into original post, I might do it later on. Tell me what you think.
dmfg
Profile Joined May 2008
United Kingdom591 Posts
March 25 2012 12:21 GMT
#114
Great find!

Also, for those saying "Blizzard balanced around this bugged mechanic", remember that a significant portion of Blizzard's balancing is done in spreadsheets and theory, as well as in testing.

I imagine what probably happens is that they make spreadsheets saying
- by X time, zerg has 3 + (15X) + (4 * Y) = Z larvae
- therefore they have however many larvae to hold this particular timing attack, which should be enough

Then they probably play some test games with their imperfect mechanics, and think "close enough, it probably just comes down to micro". But they probably haven't even noticed that in 1 in 6 games, Zerg is down a larva and maybe that's why they're winning or losing - to RNG, not because of skill.
Zandar
Profile Blog Joined July 2010
Netherlands1541 Posts
March 25 2012 12:33 GMT
#115
I remember when I did 7 roach rush a long time ago and spammed that strategy a lot, trying to stay as close to the same build order and timing as I could.
Sometimes I ended up with only 6 roaches and I was so confused about what I did differently compared to previous games.
Could this explain that?
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.
Ender985
Profile Blog Joined August 2010
Spain910 Posts
March 25 2012 12:38 GMT
#116
Pretty nice find. It's a very niche scenario, since you have to time the queen inject perfectly for this bug to happen, but it's clearly a bug nontheless. I hope it gets fixed in the next patch!

Also, maybe you should edit those 3 points into your OP to make the whole topic clear, your in depth analysis is a good explanation of the bug but making the point more clear will probably maintain the thread more civil.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
March 25 2012 12:50 GMT
#117
On March 25 2012 20:45 Orek wrote:
Hi, this is OP here.
OMG. Never expected this many replies as this was my first post on TL. So far, there are about 100 feedbacks here. Though I cannot respond individually to all, thank every one of you for taking your time to read and reply! It is sad and mind-boggling to find several people post obviously without reading the content, but if you read it all and still have questions, it’s my fault for not making things clear enough. So, any counter argument is welcome.
Let me pick up some of the interesting feedbacks to respond.

2 great summarizations of the topic
+ Show Spoiler +

On March 25 2012 12:01 lpunatic wrote:
And a ton of people havent read the OP

Scenario 1: larva pops before spawn larva animation, no problem
Scenario 2: larva would pop after spawn larva animation, pops as soon as excess larva is spent, no problem
Scenario 3: larva that should pop during spawn larva animation doesn't pop, not even when excess larva is spent. Bug.

Edit: scenario 3 only applies to the single larva that should have spawned when the excess larva was spent.


+ Show Spoiler +

On March 25 2012 14:25 Jonoman92 wrote:

It took me a really long time to figure out what the OP was saying. I think an easier way of explaining it might be:

1. hatchery larvae generation is on a time counter
2. when the hatchery has 3 or more larvae this timer is paused
3. for some odd reason if the spawn larvae pops at the same time as the larvae generation then the timer is reset, when it should actually pop the larvae as soon and there are fewer than 3 larvae remaining, hence robbing the z player of a larvae they should have



Post at Official Bug Report with good editing
http://us.battle.net/sc2/en/forum/topic/4253897379
+ Show Spoiler +

On March 25 2012 12:34 SDream wrote:
I lost 1h (in-game time) to try to confirm everything the OP said.

But I did confirm everything, even the bug. So, I will post this on official forums soon if you don't do it yourself pretty soon.

Edit:

Posted here:

http://us.battle.net/sc2/en/forum/topic/4253897379

If you want to clarify anything in the battle.net forums, you can and should post there, PM me here on teamliquid if you want me to edit anything I wrote there. Thanks again for your finding.



Reading all replies, I found 2 different groups as to how Blizzard should approach this problem. This pretty much summarizes argument that is going on in this thread.
Group A
Blizzard needs to patch this and fix it because this is a bug.
I am on this side, and so seems 90% or more of the community.
Group B
Blizzard shouldn’t patch this because this adds more depth into the game.

Although Group B is minority and I disagree with their opinion, they have a point, too.
2 notable people in Group B
+ Show Spoiler +

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.

On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


+ Show Spoiler +

On March 25 2012 18:04 FeyFey wrote:
Show nested quote +
On March 25 2012 16:52 Galvanox wrote:
Baum obviously has an IQ in the single digits and hasn't bothered to read any material in the OP or any other comments, This is obviously an unintentional bug in the game.


this couldn't be made unintentional, they could have also moved the larva animation to the last seconds of the injection period, to add the larva count as the timer finishes. So the larva count for the respawn and the larva count of useable larva is always the same.
But they decided that the larva is there but not usable for the duration of the animation. (by no means does someone count the same thing two times unintentionally). For the game flow the way they have done it is probably the best and least random.

I wonder if people complaining about this also leave every game if they spawn on a position with the minerals being north, while the opponent has them south. Horrible for ZvZ, I wonder if in zvz anyone spawning north ever won on xel naga caverns, where the natural is the same as the main.

Blizzard followed a line with the game mechanics and didn't made many exceptions to how certain things run ingame, that helps the gameflow as you don't have to think about the 100 special rules every unit has. Which increases intuitive play, something that is really important for an rts where you have to control many units.

Something like this is part of the game, just like having different maps, where a spawn position might put you in a suboptimal position. Otherwise there would be only one race and one map.


I need to commend these 2 for being honest and taking all the disagreement comments from the rest of the community. The MULE argument from Baum was something I had never thought of.

There are so many attacks from Group A against B. While attacking one’s logic is great for the argument’s sake, some seem to attack one’s personality and I want to keep that to minimum.
Some of the good posts from Group A against Group B.
+ Show Spoiler +

On March 25 2012 15:01 poeticEnnui wrote:
Show nested quote +
On March 25 2012 14:10 Baum wrote:
The non-zerg equivalent is Mules mining and waisting 30 minerals when they don't return their last trip. You can avoid that by pulling them away before that just like you can time your inject correctly. As said things like this only make the game deeper and they don't matter at all at the level most of us are playing at. In fact there should be more things like this.


I don't understand this line of argumentation. You equate this inconsistency with the MULE mining inconsistency, but the MULE is grounded in a clear and present mechanic, that is, lasting for exactly 90 seconds. No matter what you do, the MULE will without fail last for this amount of time regardless of what it's carrying. All other limitations are derivatives of this time-constraint -- the MULE death condition isn't "270 minerals returned" (even though I think it should be -- but that's irrelevant to the argument at hand).

This bug, on the other hand, is not at all clear nor present. We could argue the empirical truth of this just based on the fact that it took an incredibly observant player two years to figure it out, but even still, it totally contradicts the two clear and present mechanics of the Zerg production cycle, that is:

1) a Hatchery with < 3 larvae will spawn a larvae every 15 seconds until it reaches a maximum of 3;
2) a Hatchery will spawn 4 larvae 45 seconds after a Queen inject.

If you want to argue that there's a third condition that's as clear and present as the first two --

3) a Hatchery with < 3 larvae will not spawn a larvae in accordance with the cycle described in mechanic 1 if and only if it coincides with the larvae spawn of an inject

-- well, lol. Nowhere is that mechanic limited to a definite constraint as with the MULE's 90 second lifetime; you'd have a pretty hard time arguing for it.

As to the onus of mitigating the inconsistency being on the player...well, OK. There are a million ways to make the game arbitrarily harder. You could add the condition "if you Chronoboost a probe when it's exactly 3.5 seconds done, the probe explodes when it finishes" to the game because it adds "depth" (which it does) and requires "skill" (which it also does) to mitigate.

Hell, this inconsistency is even harder to deal with than that simply because there's no way to determine where the natural larva cycle is. If you're managing 2+ hatcheries, do you honestly think that any human player would be able to micromanage when each falls below three larvae AND time each individual inject accordingly? What about when hatcheries are grouped together? Micromanagement of the larvae isn't even possible at that point, no matter how good you are.

tl; dr: it's not clear at all that this should be an intended mechanic, and there are infinite ways to make the game "require more skill"


+ Show Spoiler +

On March 25 2012 15:28 Roblin wrote:
some quick math:

in effect, the times when a larvae dissappear the inject larvae mechanic produces not 4, but 3 larvae, the time frame for this to happen is 1.5 seconds out of 15 seconds, aka 10% of the time.

best case: no larvae is lost, 1 hatchery produces (on average) 66.66667 larvae per 400 seconds (6 minutes 40 seconds)
(100% larvae production, 0% lost)

worst case: 1 larvae per inject is lost, 1 hatchery produces 57.66667 larvae per 400 seconds
(85% larvae production, 15% lost)

average case: 1 in 10 larvae is lost per inject, 1 hatchery produces 65.66667 larvae per 400 seconds
(98.5% larvae production, 1.5% lost)

the thing people is complaining about here is clearly not the fact that a tiny amount of larvae is lost on average, its that a very significant amount of larvae is lost in the worst case.

I would say that 15% of you larvae is enough to decide the outcome of a game, but most importantly, this is a random factor.

there is no way to control whether the bug occurs or not except staring at your hatchery at all times of the game.

obviously, staring at your hatchery and expecting to win is simply not feasible, and thus, this is in fact, a random factor and random factors are discouraged and should be patched out.

yes, I have done the math, I know that for 3 bases to have continuous worst case scenario in 3 consecutive minutes that is the following chance:
1 / 1.000.000.000

do note that losing 15% of larvae for 3 minutes is probably an autoloss though.

for shits and giggles: 3 bases for 9 minutes: 1 / 1.000.000.000.000.000.000.000.000.000

but all that is necessary to lose a game is 1 or 2 lost larvae at a critical time, and that is just 1/ 10 and 1 / 100 respectively.



One person in Group B not for depth in game but, interestingly, for game balance reason.
+ Show Spoiler +

On March 25 2012 18:46 Uncultured wrote:
People don't seem to realize the game has been balanced around this very glitch. And that fixing it could possibly (If it has as much effect as some are saying it does) cause things to become more unbalanced.



Balance Concern
If patch hits, ZvP and ZvT balance would shift in favor of Z ever so slightly by something like 0.0000001% or so. With current trend in favor of macro play, number of games where this glitch matters is very small in the first place. I would say this glitch could matter vs 2 rax and 4 gate because these happen around the time your first inject finishes and having extra 2 lings does make a difference in such a short micro oriented game.
Zerg winrate in ZvZ is apparently 100%, but patch would matter more in ZvZ than the other 2. ZvZ battle happen earlier and first inject finish just in time for 14gas14pool ling speed upgrade research is done. I’m sure many of you have done or being done 15 drones no-more-drones mass ling attack right when speed finishes at least once in your career. In this scenario, you usually have 20 “or so” lings running at enemy base. I haven’t done enough research on this one, but I’m sure having 2 more or less lings would matter a lot in this case. Therefore, the patch would favor actual good player and less about luck in ZvZ.

If people think I need to add these into original post, I might do it later on. Tell me what you think.


*claps*

this, people, is how to deal with an arguement. you win the internet.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Ireniicus
Profile Joined August 2011
United Kingdom374 Posts
March 25 2012 13:09 GMT
#118
I do not have too much to say about this other than it might be hlpeful against proxy gate/rax...brilliant post and follow up by OP Orek ..gg
Earll
Profile Blog Joined March 2010
Norway847 Posts
Last Edited: 2012-03-25 14:22:19
March 25 2012 14:19 GMT
#119
This might already have been mentioned, but I see some people trying to downplay the importance of this bug saying it is only a 10% chance to happen and that means 1 larva every 6 minutes which is not a big deal, that is not really how something works. If you have a 1% chance explode all your scvs explode every per game minutes, that is not many scvs lost per game, but when it happens it can mean a lot (obviously a slightly more extreme example.) If this happens to a few of your first injects, then this can easily mess up your early game.

I guess a good thing is that inject larva cooldown does not line up with the larva spawn, where you could risk to have it happen on every larva spawn you do if you line it up perfectly. Should still be fixed though.
Wat
DawN883
Profile Joined November 2011
Sweden558 Posts
March 25 2012 14:32 GMT
#120
Hard work must have been put onto this to notice it. Blizzard should patch this ASAP
If the dead are not raised, Let us eat and drink, for tomorrow we die
kurrysauce
Profile Joined October 2010
272 Posts
March 25 2012 14:53 GMT
#121
Glad someone found this bug , until blizzard does something about this , I'll just blame all my losses against 1 base all ins on this.

Seriously though , I can see this being a huge problem when playing ZvZ against 1 base all ins or an even bigger problem when you are the one carrying out the 1base all in .
- special tactics -
Profile Joined March 2012
Ukraine39 Posts
March 25 2012 15:08 GMT
#122
Wow didnt notice this before. Thanks.
White Ra is my hero!
-_-
Profile Blog Joined November 2003
United States7081 Posts
March 25 2012 15:11 GMT
#123
Orek:

You seem convinced that the larva "disappearance" you describe is a bug. However, this depends on your assumption that the 15 second larva "countdown" should stall, rather than reset, upon reaching the larva limit.

In other words, what if this scenario is the "bug."

Case L
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min03sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min43sec 4 larvae spawn
use 4 larvae
6min49sec Hatchery generates 1 larva = Larva X
use 1 larva
7min04sec Hatchery generates 1 larva
Total 9 larvae so far

I've certainly never heard blizzard state a firm intention on what larva spawning should be. So, perhaps Protoss and Terran players should be complaining about Zerg having an extra larva?
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 25 2012 16:33 GMT
#124
Wow, great job!
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
SDream
Profile Blog Joined November 2010
Brazil896 Posts
Last Edited: 2012-03-25 16:59:51
March 25 2012 16:36 GMT
#125
On March 26 2012 00:11 -_- wrote:
Orek:

You seem convinced that the larva "disappearance" you describe is a bug. However, this depends on your assumption that the 15 second larva "countdown" should stall, rather than reset, upon reaching the larva limit.

In other words, what if this scenario is the "bug."

Case L
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min03sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min43sec 4 larvae spawn
use 4 larvae
6min49sec Hatchery generates 1 larva = Larva X
use 1 larva
7min04sec Hatchery generates 1 larva
Total 9 larvae so far

I've certainly never heard blizzard state a firm intention on what larva spawning should be. So, perhaps Protoss and Terran players should be complaining about Zerg having an extra larva?


As long as there is one working design, the developers will balance the game around it. However, how can you balance around a random bug? A bug exists regardless and Blizzard will fix it somehow and then design the balance around it, that's fine.

We aren't asking for a buff, nor a nerf, but for consistency.
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
March 25 2012 18:27 GMT
#126
Excellent first post. I'm sorry (though not surprised) that so many people missed the point of it, but I am on the other hand pleasantly surprised that most seem to have understood it. You laid it out very well.

Yeah, on average this won't make a difference. But once in a while it will, and that shouldn't happen.

Really interesting bug
poeticEnnui
Profile Joined September 2010
United States78 Posts
Last Edited: 2012-03-26 01:04:04
March 26 2012 00:45 GMT
#127
So I've been (re)thinking about this from a programming perspective. This is probably how Blizzard's code currently looks in logical terms:

if [larva count] < 3, start [larva timer]

when [larva timer] ends, spawn 1 larva and add 1 to [larva count] if any only if [larva count] < 3

when [queen inject timer] ends, spawn 4 larvae and add 4 to [larva count]

What happens is that if the queen inject timer ends before the third larva spawns, the larva count raises to above three, so even if the natural larva timer is in progression, a larva won't spawn. This makes sense: if you've been at two larvae for ten seconds and get 4 larvae from a queen inject spawn, the larva which would have otherwise spawned in five seconds doesn't spawn even if the natural larva timer counts down to zero because you're already at 6 larvae.

The problem arises when the injection timer ends at an infinitesmially short time before the natural larva timer ends, e.g.

larva count = 2 and larva timer = 0.00...001; queen inject adds 4 to larva count, and the natural larva consequently gets lost.

So this is in some regard working as intended: Blizz doesn't want the natural larva timer adding a larva to a hatchery that already has 6 larva.

That is to say: as long as there is < 3 larvae and an inject finishes, there will always be a lost larva whose natural timer was counting down, be it at 5 seconds into the timer or 14.99999999999 seconds into the timer. What we perceive as larva "getting lost" is actually the larva count increasing beyond three just before the natural larva timer finishes.

What does this mean in terms of "solutions"? Well, a consistency fix could be

if [larva timer] has < 1 second left, spawn the goddamned larva anyway

but there would still be the issue of arbitrariness between the player who injects the larva at 0.99...9 seconds and the player who injects larva at 1.00...01 seconds in relation to the larva timer, that is, the former losing the larva and the latter having it.

The only way to do it which I think is absolutely "fair" is to let each natural larva timer produce a larva, which would break the current mechanic of no larva being able to spawn past 3.

I can't say whether this solution is "good" or "bad", but it's the only one that would remove what we perceive as an inconsistency.

tl; dr: There is no way to argue that this is a "bug" in the sense that the programmers are somehow at fault for designing a faulty mechanic; rather, the issue is one of consistency and...hate to say it, balance.
KookyMonster
Profile Joined January 2012
United States311 Posts
March 26 2012 00:53 GMT
#128
This is really interesting. Blizzard will probably patch it soon or just fix it in HotS.
Paper is Imba. Scissors is fine. -Rock
Moliere
Profile Joined February 2011
51 Posts
March 26 2012 01:03 GMT
#129
On March 25 2012 20:45 Orek wrote:
Zerg winrate in ZvZ is apparently 100%
I lol'd. Well done.
CptCutter
Profile Joined September 2010
United Kingdom370 Posts
March 26 2012 01:14 GMT
#130
On March 25 2012 07:18 Orek wrote:
Show nested quote +
On March 25 2012 07:00 ZeromuS wrote:
If this is true, thats a cool find. I don't play Zerg so I don't know how the mechanic truly truly works in terms of a missing larva X but GJ for taking the time to put this together.

Remove intro from the spoiler though or create a simple abstract so people know what they are getting into when they open up the thread


Thank you for the advice. I just did.

Show nested quote +
On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.


I am very well aware of 3+ larvae situation. If you dont mind, please read on. I think I made it clear enough with enough evidence. Thank you.


perhaps you should just build another hatchery? this bug you talk of will most likely happen once or twice per game max and will effect the gameplay very little. it is the same kind of 'bug' as mules mining 30 more minerals then dieing without being able to return them. its not game breaking unless the 2 players that are playing are literally perfect players.
figq
Profile Blog Joined May 2010
12519 Posts
March 26 2012 01:44 GMT
#131
Great work, OP, thank you. As for the solution, they should just treat the N case as either E or L case, regardless, the result would be basically the same. My bet is they didn't notice and thought it works as L case. (I myself assumed it works that way and never checked so thoroughly to find the disappearing larva during animation in ~10% of the cases)
On March 26 2012 10:14 CptCutter wrote:
Show nested quote +
On March 25 2012 07:18 Orek wrote:
On March 25 2012 07:00 ZeromuS wrote:
If this is true, thats a cool find. I don't play Zerg so I don't know how the mechanic truly truly works in terms of a missing larva X but GJ for taking the time to put this together.

Remove intro from the spoiler though or create a simple abstract so people know what they are getting into when they open up the thread


Thank you for the advice. I just did.

On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.


I am very well aware of 3+ larvae situation. If you dont mind, please read on. I think I made it clear enough with enough evidence. Thank you.


perhaps you should just build another hatchery? this bug you talk of will most likely happen once or twice per game max and will effect the gameplay very little. it is the same kind of 'bug' as mules mining 30 more minerals then dieing without being able to return them. its not game breaking unless the 2 players that are playing are literally perfect players.
Mules' behavior is deterministic though, not random. Depends on the distance between the particular mineral patch and the command center. A player can control this consciously.

Here we have a truly random behavior, based on invisible timer against which you throw a dice each time you inject. It is not within player's control and it could lead to streaks of unlucky or lucky outcomes in a row, completely randomly.
If you stand next to my head, you can hear the ocean. - Day[9]
quistador
Profile Joined March 2011
United States43 Posts
Last Edited: 2012-03-26 01:57:41
March 26 2012 01:54 GMT
#132
For those confused: What OP is saying is if you have an inject pop at 6:43 and the hatch would have generated a larva at 6:45, if you then use those 4 larvae that popped at 6:45, the larva that would have been generated in 2 more seconds will then be generated at 6:47 (2 seconds later) because you've used all the larvae.

However, if a pop occurs exactly when regular larva generation would have occrured (6:45), the larva that would have been naturally generated is now skipped, and when you use the larvae from the inject the next larva won't generate for 15 more seconds, resarting generation instead of generating that larva as soon as the inject's larvae are used.
Anubis390
Profile Joined March 2012
Germany7 Posts
March 26 2012 01:56 GMT
#133
It's not a bug, it's a feature!

seriously I think this is kinda intended.
quistador
Profile Joined March 2011
United States43 Posts
March 26 2012 01:57 GMT
#134
On March 26 2012 10:56 Anubis390 wrote:
It's not a bug, it's a feature!

seriously I think this is kinda intended.


It's not if you understand what is meant. Read my post.
Berailfor
Profile Joined January 2012
441 Posts
Last Edited: 2012-03-26 02:09:34
March 26 2012 02:01 GMT
#135
On March 25 2012 23:53 kurrysauce wrote:
Glad someone found this bug , until blizzard does something about this , I'll just blame all my losses against 1 base all ins on this.

Seriously though , I can see this being a huge problem when playing ZvZ against 1 base all ins or an even bigger problem when you are the one carrying out the 1base all in .


A huge problem? A 1/50 chance that you'll lose 1 larva is a huge problem? I mean c'mon what allins are you talking about. If it's 1 base roach make spines and your own units and 1 larva won't matter. If it's a baneling allin. Well 1 baneling can kill like 10 larva worth of zerglings. So I highly doubt 1 larva is going to matter. If anything it'd matter more if your trying to macro and you lose 1 larva early when your droning, then overall you'd lose like a few hundred minerals if the game lasted a long time. And that's only if you and your enemy are droning at the same time.

Don't get me wrong I agree this needs to be fixed. But a HUGE problem is a HUGE overstatement.
Orek
Profile Joined February 2012
1665 Posts
March 26 2012 02:48 GMT
#136
On March 26 2012 00:11 -_- wrote:
Orek:

You seem convinced that the larva "disappearance" you describe is a bug. However, this depends on your assumption that the 15 second larva "countdown" should stall, rather than reset, upon reaching the larva limit.

In other words, what if this scenario is the "bug."

Case L
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min03sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min43sec 4 larvae spawn
use 4 larvae
6min49sec Hatchery generates 1 larva = Larva X
use 1 larva
7min04sec Hatchery generates 1 larva
Total 9 larvae so far

I've certainly never heard blizzard state a firm intention on what larva spawning should be. So, perhaps Protoss and Terran players should be complaining about Zerg having an extra larva?


Hi, OP here. Inspired by this feedback, I added another section in original post.

EDIT The way Blizzard needs to patch
“What? Making Larva X appear as in Table B by reprogramming is the only way to patch this. There is no need to discuss how it should be patched.” I don’t blame you for thinking that way. I had thought so as well until I read the following feedback.
+ Show Spoiler +

On March 26 2012 00:11 -_- wrote:
Orek:

You seem convinced that the larva "disappearance" you describe is a bug. However, this depends on your assumption that the 15 second larva "countdown" should stall, rather than reset, upon reaching the larva limit.

In other words, what if this scenario is the "bug."

Case L
5min59sec Hatchery has 0 larva
6min00sec Hatchery generates 1 larva
6min03sec Queen injects
6min15sec Hatchery generates 1 larva
use 2 larvae
6min30sec Hatchery generates 1 larva
use 1 larva
6min43sec 4 larvae spawn
use 4 larvae
6min49sec Hatchery generates 1 larva = Larva X
use 1 larva
7min04sec Hatchery generates 1 larva
Total 9 larvae so far

I've certainly never heard blizzard state a firm intention on what larva spawning should be. So, perhaps Protoss and Terran players should be complaining about Zerg having an extra larva?



This alternative solution caught my attention. Many might say it’s just a QQ against Zerg, but that last part is not what is interesting about this post. Interesting concept is that when there are 2 rules that contradicts each other and there is a need to fix one of them to have 1 universal rule that applies to all situations, this post suggests that the majority rule is the one that needs to be fixed and minority rule must be applied. Fixing 90% so that 10% rules all sounds so weird. Bill Clinton wins 50% popular vote, Ralph Nader wins 1% popular vote, then now we should have Ralph Nader as our President!!! That’s how it sounds like. However, if fixing the glitch was the sole purpose, this approach works, too. Inspired by this post, I recalculated everything in my me vs computer experiment on scrap station and simulated what WOULD it be like if larva generation timer reset instead of pause when 3+ is available at Hatchery. Take a look at Table C below.
+ Show Spoiler +

[image loading]

When larva generation progress reset every time 4 larvae pop from Spawn Larva, I would have ended up with 29 drones, which is 5 larvae shorter than current state. The key is that generating 3 larvae takes 15sec*3+(2~5sec)=47~50sec while minimum Spawn Larvae interval is 44.4sec. Due to the shorter Spawn Larvae interval, only 2 larvae gets generated between 2 injects and 3rd larva’s progress is almost always lost at 13/15. Now, then what if I just timed injects so that 3 larvae always appear between 2 injects? Table D shows this scenario. I would have ended up with 37 drones, which is 37-29=8 more larvae than when inject timing is not timed well as in Table C.

Coincidentally, this 37 larvae is exactly the same as in Table B, which is how I originally considered the only way to patch. Can this be alternative way to patch? For pure game logic reason, I would say yes. However, in terms of practical game play, I must say absolutely not. More natural patch as in Table B is so much more flexible regarding the inject timings. Making injects 1sec earlier or later has almost no impact overall. On the other hand, alternative patch as in Table C&D punishes 1sec earlier injects so severely that as much as 8 larvae can get lost in 10 min time. Terran equivalent of this would be dropping MULE 1 sec too “early,” not late, somehow gives you less resource despite better play by dropping mule on time. Protoss equivalent of this would be chronoboosting Nexus 1 sec too “early,” not late, somehow gives you less probes despite better play by doing it early. Had this rule implemented, keeping track of your inject timings and intentionally delaying it would become the #1 priority in Zerg play, and even DRG level player would have to stare at his hatcheries like some bronze players. Whoever thinks alternative patch is viable even after reading this section must be a true Zerg hater.
J.E.G.
Profile Joined May 2010
United States389 Posts
Last Edited: 2012-03-26 03:00:51
March 26 2012 02:55 GMT
#137
it doesn't matter, the game has been balanced around they way it currently works.

EDIT: Cool find though
Do or do not; there is no try.
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2012-03-26 03:20:52
March 26 2012 03:11 GMT
#138
If you are a Terran: Imagine your barracks having 10% chance for a marine to take twice its usual production time.
If you are a Protoss: Imagine your warpgate having 10% chance for its cooldown to be doubled.

Try to justify such kind of erratic behavior as intentional or insignificant.
If you stand next to my head, you can hear the ocean. - Day[9]
Berailfor
Profile Joined January 2012
441 Posts
March 26 2012 04:02 GMT
#139
On March 26 2012 12:11 figq wrote:
If you are a Terran: Imagine your barracks having 10% chance for a marine to take twice its usual production time.
If you are a Protoss: Imagine your warpgate having 10% chance for its cooldown to be doubled.

Try to justify such kind of erratic behavior as intentional or insignificant.


10% chance? You mean 2% chance right? As it's close to 1/50 that it'll happen and if it didn't happen meanwhile your injecting perfectly it isn't going to happen anyway. Second of all, you can't compare the other races to the Zergs extreme production capability.

Like I said before I agree it is bad and needs to be patched. But why are you exaggerating it so much. It very rarely happens and when it does it's so unnoticeable that it has almost zero effect on actual gameplay. The most effect in ZvZ where it's an equal chance for both players and still has almost zero effect. Like I said before the chance is ridiculously low, and has almost no effect with the Zerg production capabilities anyway. Seeing as nobody has noticed this for this long it clearly isn't too big a deal.
di3alot
Profile Joined December 2011
172 Posts
March 26 2012 04:13 GMT
#140
its like the guardian shield bug for me and it should be fixed.
nothing to discuss here
pi_rate_pir_ate
Profile Joined April 2010
United States179 Posts
Last Edited: 2012-03-26 04:25:46
March 26 2012 04:24 GMT
#141
On March 26 2012 09:45 poeticEnnui wrote:
So I've been (re)thinking about this from a programming perspective. This is probably how Blizzard's code currently looks in logical terms:

if [larva count] < 3, start [larva timer]

when [larva timer] ends, spawn 1 larva and add 1 to [larva count] if any only if [larva count] < 3

when [queen inject timer] ends, spawn 4 larvae and add 4 to [larva count]

What happens is that if the queen inject timer ends before the third larva spawns, the larva count raises to above three, so even if the natural larva timer is in progression, a larva won't spawn. This makes sense: if you've been at two larvae for ten seconds and get 4 larvae from a queen inject spawn, the larva which would have otherwise spawned in five seconds doesn't spawn even if the natural larva timer counts down to zero because you're already at 6 larvae.

The problem arises when the injection timer ends at an infinitesmially short time before the natural larva timer ends, e.g.

larva count = 2 and larva timer = 0.00...001; queen inject adds 4 to larva count, and the natural larva consequently gets lost.

So this is in some regard working as intended: Blizz doesn't want the natural larva timer adding a larva to a hatchery that already has 6 larva.

That is to say: as long as there is < 3 larvae and an inject finishes, there will always be a lost larva whose natural timer was counting down, be it at 5 seconds into the timer or 14.99999999999 seconds into the timer. What we perceive as larva "getting lost" is actually the larva count increasing beyond three just before the natural larva timer finishes.

What does this mean in terms of "solutions"? Well, a consistency fix could be

if [larva timer] has < 1 second left, spawn the goddamned larva anyway

but there would still be the issue of arbitrariness between the player who injects the larva at 0.99...9 seconds and the player who injects larva at 1.00...01 seconds in relation to the larva timer, that is, the former losing the larva and the latter having it.

The only way to do it which I think is absolutely "fair" is to let each natural larva timer produce a larva, which would break the current mechanic of no larva being able to spawn past 3.

I can't say whether this solution is "good" or "bad", but it's the only one that would remove what we perceive as an inconsistency.

tl; dr: There is no way to argue that this is a "bug" in the sense that the programmers are somehow at fault for designing a faulty mechanic; rather, the issue is one of consistency and...hate to say it, balance.


This is incorrect, because the issue is the timer is not supposed to reset according to their own programming-see OP. When the hatch begins larva spawn immediately because the 15 sec counter is at 0. The counter should be at 0 in this missing larva exception, so that once the larva are spent 1 larva immediately spawns and the counter continues. The point of the OP is that the game is programmed to have a coninuous timer on the hatches. What is actually lost is 15 seconds of spawn larva time. 15 seconds equates perfectly with 1 larva, hence the larva disappearing glitch being a better name than "I want my 15 seconds back."
Orek
Profile Joined February 2012
1665 Posts
March 26 2012 04:25 GMT
#142
On March 26 2012 13:02 Berailfor wrote:
Show nested quote +
On March 26 2012 12:11 figq wrote:
If you are a Terran: Imagine your barracks having 10% chance for a marine to take twice its usual production time.
If you are a Protoss: Imagine your warpgate having 10% chance for its cooldown to be doubled.

Try to justify such kind of erratic behavior as intentional or insignificant.


10% chance? You mean 2% chance right? As it's close to 1/50 that it'll happen and if it didn't happen meanwhile your injecting perfectly it isn't going to happen anyway. Second of all, you can't compare the other races to the Zergs extreme production capability.

Like I said before I agree it is bad and needs to be patched. But why are you exaggerating it so much. It very rarely happens and when it does it's so unnoticeable that it has almost zero effect on actual gameplay. The most effect in ZvZ where it's an equal chance for both players and still has almost zero effect. Like I said before the chance is ridiculously low, and has almost no effect with the Zerg production capabilities anyway. Seeing as nobody has noticed this for this long it clearly isn't too big a deal.


Hi, OP here. Thank you for your feedback, although I have to say the chance is more like 10% rather than 2%. 1.5 glitch period from my observation (could be closer to 1.0, could be closer to 2.0) and 15sec larva generation interval means 1.5/15=10% or so. Whether you think 10% is a big deal or not is all up to you. As you said, millions of games have been played in the last 2 years including beta period, and until a couple days ago when I started this research, no one in the world seemed to have noticed it. You have a point in that some pros must have noticed it way before me if this were a super significant deal. I just wanted to clarify that it is about 10%, not 2% for sure as you could see from my experiment.
Thank you again for agreeing that this needs to be patched regardless. Some Terran and Protoss insisted that this obvious bug should stay for balance reasons. That, I cannot agree with.
mrafaeldie12
Profile Joined July 2011
Brazil537 Posts
March 26 2012 04:33 GMT
#143
Wow, how did this go unnoticed for so long? Its so fucked up something this big has gone incognito for ages...
"..it all comes thumbling down thumbling down thumblin down"
tsango
Profile Joined July 2011
Australia214 Posts
March 26 2012 04:43 GMT
#144
not to rain on the parade and suggest that bugs should be overlooked or ignored, but the game has been balanced up untill this point with game mechanics as they currently stand.

With mechanics as complicated as the zerg lavae spawn rates and queens, im sure blizzard would have spent lengthy periods of time balancing out the spawn rate and injection timers pre-release in alpha testing of the game, since then any short coming of the race has been balanced out by altering structure health/armour and units similarly.

probably not a great analogy but ill try it anyway - lets say someone discovers that zealots infact dont run as fast as they're supposed to - zealots are not inherantly any weaker a unit relative to the other races because there health/armour/damage/etc has been balanced around that unrealised short coming.
If you dont like something, then that should be reason enough to try and change it
Berailfor
Profile Joined January 2012
441 Posts
March 26 2012 04:52 GMT
#145
On March 26 2012 13:25 Orek wrote:
Show nested quote +
On March 26 2012 13:02 Berailfor wrote:
On March 26 2012 12:11 figq wrote:
If you are a Terran: Imagine your barracks having 10% chance for a marine to take twice its usual production time.
If you are a Protoss: Imagine your warpgate having 10% chance for its cooldown to be doubled.

Try to justify such kind of erratic behavior as intentional or insignificant.


10% chance? You mean 2% chance right? As it's close to 1/50 that it'll happen and if it didn't happen meanwhile your injecting perfectly it isn't going to happen anyway. Second of all, you can't compare the other races to the Zergs extreme production capability.

Like I said before I agree it is bad and needs to be patched. But why are you exaggerating it so much. It very rarely happens and when it does it's so unnoticeable that it has almost zero effect on actual gameplay. The most effect in ZvZ where it's an equal chance for both players and still has almost zero effect. Like I said before the chance is ridiculously low, and has almost no effect with the Zerg production capabilities anyway. Seeing as nobody has noticed this for this long it clearly isn't too big a deal.


Hi, OP here. Thank you for your feedback, although I have to say the chance is more like 10% rather than 2%. 1.5 glitch period from my observation (could be closer to 1.0, could be closer to 2.0) and 15sec larva generation interval means 1.5/15=10% or so. Whether you think 10% is a big deal or not is all up to you. As you said, millions of games have been played in the last 2 years including beta period, and until a couple days ago when I started this research, no one in the world seemed to have noticed it. You have a point in that some pros must have noticed it way before me if this were a super significant deal. I just wanted to clarify that it is about 10%, not 2% for sure as you could see from my experiment.
Thank you again for agreeing that this needs to be patched regardless. Some Terran and Protoss insisted that this obvious bug should stay for balance reasons. That, I cannot agree with.


Ah good point, I was thinking about the larva inject time of 45 seconds which is why I was thinking about 1/50. But that makes sense I didn't think about the fact that the interval will happen 3 times per inject. Well that definitely means it should be patched haha. Anyway good find man.
MountainGoat
Profile Blog Joined April 2011
United States507 Posts
March 26 2012 05:10 GMT
#146
On March 26 2012 13:43 tsango wrote:
not to rain on the parade and suggest that bugs should be overlooked or ignored, but the game has been balanced up untill this point with game mechanics as they currently stand.

With mechanics as complicated as the zerg lavae spawn rates and queens, im sure blizzard would have spent lengthy periods of time balancing out the spawn rate and injection timers pre-release in alpha testing of the game, since then any short coming of the race has been balanced out by altering structure health/armour and units similarly.

probably not a great analogy but ill try it anyway - lets say someone discovers that zealots infact dont run as fast as they're supposed to - zealots are not inherantly any weaker a unit relative to the other races because there health/armour/damage/etc has been balanced around that unrealised short coming.


The problem with that analogy is that it would be the same for everyone. In this case, their is an amount of random chance in the game where someone could have less zerglings or less drones in a very tight early game situation in one situation and more in another. The game, instead of coming down to practiced skill, would come down to if you luckily managed to avoid losing one larva for no difference. In most cases it won't matter but there have been plenty of very close games where the outcome could have been different with an earlier roach, two more zerglings or another drone.

RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
March 26 2012 05:18 GMT
#147
It sucks. But hey Mules on far mineral patches die during the last cargo as well. It's not that game breaking.
Someone call down the Thunder?
bro_fenix
Profile Joined February 2010
United States132 Posts
March 26 2012 05:21 GMT
#148
Good find I guess, and thanks for the edits on other peoples explanation of the bug.
Life isnt about waiting for the storm to pass... Its about learning to dance in the rain.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
March 26 2012 05:58 GMT
#149
On March 26 2012 14:18 RaiKageRyu wrote:
It sucks. But hey Mules on far mineral patches die during the last cargo as well. It's not that game breaking.


Don't put them on far mineral patches then, your own problem if you do. There is nothing we can do about this.
Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2012-03-26 06:37:26
March 26 2012 06:24 GMT
#150
OP here.
Added and edited some new contents for opening post for clearer explaination
Sylfyre
Profile Joined January 2012
Australia222 Posts
March 26 2012 06:31 GMT
#151
How the hell did you see this ?? O.o very good eye sir.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
March 30 2012 00:07 GMT
#152
Great find. This has to be patched next patch.

And thanks for the recognition
steelcurtain09
Profile Joined October 2011
United States87 Posts
March 30 2012 17:56 GMT
#153
Once again great job by the OP in identifying and researching this glitch so in depth.

I have also been attempting to figure out how exactly the glitch does occur from a programming perspective and how it would be fixed. I went and conducted my own tests just to see for myself. It took me until 15:00 game time to finally record the glitch, but I attribute that to my attempts to reproduce it by timing my injects and missing by the slightest margins. However, while doing this and watching the replay of it I noticed a few interesting things.

Things I noticed:
1. Larva from queens appear in the unit counter before they appear as usable at the hatchery. On the other hand, naturally spawned larva appear in both the unit counter and at their hatchery at the same time.
2. Larva from queens increment in the unit counter and at the hatchery in the same manner and at the same rate (at least as I perceive). They are counted 1, 2, 3, 4 and the same happens at the hatchery a second or two later.
3. Natural larva will still appear at the hatchery at any time up until the unit counter says the hatch has 3 larva. This was observed at a point when a natural larva appeared when the first larva from the queen spawn was already in the counting station.

My assumption (untested and not very easy to test) is that the critical window when the larva will be lost is the time between when the unit counting station hits 3 and when the third larva hits the ground at the hatch. Using one of my larva injects as a test I observed that this span is over the space of parts of three separate seconds and is therefore greater than a full second. This means that if I am correct, then the window is also greater than 1 second and the OP is correct in saying that 10% of game time lies within the window.

Now looking at this from a programming standpoint (I am a junior computer engineer at university so there are others more qualified, but I believe I am more qualified than most), I would think that the reason this larva is lost is based on how the natural larva timer works and what its triggers are for pausing and generating larva. As I said, larva appear in the unit counting station immediately after spawn larva completes. These larva are not usable for an obvious reason - they are in mid-air and it makes no sense to create eggs in mid-air; it would just look weird and not really work physically.

My hypothesis is based on the triggers for both larva generation and timer pausing. My guess is that there is a trigger that says that no more larva are generated once there are more than 3 larva assigned to that particular hatch. I also believe that there is a separate trigger for pausing the larva generation timer based on the number of larva on the ground. Note that based on #1 and #2 above, these variables are not the same. Normally this is not a problem since with normal larva generation there is no inconsistency between the two variables. However, with spawn larva there is a window where the two variables are not the same and this is when a larva is lost.
Chemist
Profile Joined November 2011
Austria127 Posts
March 30 2012 18:49 GMT
#154
well i guess ist another thing you have to be good at: "work on your spawn larva timing, so that this doesn't happens":D just like pulling off the MULE if it's about to die and won't deliver the minerals

joke aside, i hope this is fixed soon
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
March 30 2012 18:50 GMT
#155
On March 25 2012 08:22 darkscream wrote:
Hard proof that ZvZ is, indeed, the most coin-flippy matchup.


I lol'd
gh0un
Profile Joined March 2011
601 Posts
March 30 2012 19:55 GMT
#156
On March 26 2012 10:14 CptCutter wrote:
Show nested quote +
On March 25 2012 07:18 Orek wrote:
On March 25 2012 07:00 ZeromuS wrote:
If this is true, thats a cool find. I don't play Zerg so I don't know how the mechanic truly truly works in terms of a missing larva X but GJ for taking the time to put this together.

Remove intro from the spoiler though or create a simple abstract so people know what they are getting into when they open up the thread


Thank you for the advice. I just did.

On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.


I am very well aware of 3+ larvae situation. If you dont mind, please read on. I think I made it clear enough with enough evidence. Thank you.


perhaps you should just build another hatchery? this bug you talk of will most likely happen once or twice per game max and will effect the gameplay very little. it is the same kind of 'bug' as mules mining 30 more minerals then dieing without being able to return them. its not game breaking unless the 2 players that are playing are literally perfect players.


Its in no way shape or form the same kind of bug.
If you drop a mule on the close patch, it will consistently lose 30 minerals on its way back, each and every time.
If you constantly keep injecting your hatchery, you wont consistently lose a larva here and there, you might lose one every time, or you might not lose one the whole game.

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.

The larva problem is a definitive bug, while the mule issue is a feature.
If you dont send it on the close patch, it wont expire half way back.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
March 30 2012 20:07 GMT
#157
Lol, as if i'd ever notice something like this..
I don't think this'll ever affect gameplay at my level 8)

Great catch though!
Glockateer
Profile Joined June 2009
United States254 Posts
Last Edited: 2012-03-30 20:32:38
March 30 2012 20:22 GMT
#158
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.

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.
GET SM4SHED
nttdt
Profile Joined March 2012
Netherlands1 Post
Last Edited: 2012-03-30 22:08:09
March 30 2012 21:21 GMT
#159
On March 31 2012 04:55 gh0un wrote:
Show nested quote +
On March 26 2012 10:14 CptCutter wrote:
On March 25 2012 07:18 Orek wrote:
On March 25 2012 07:00 ZeromuS wrote:
If this is true, thats a cool find. I don't play Zerg so I don't know how the mechanic truly truly works in terms of a missing larva X but GJ for taking the time to put this together.

Remove intro from the spoiler though or create a simple abstract so people know what they are getting into when they open up the thread


Thank you for the advice. I just did.

On March 25 2012 07:13 kcdc wrote:
No. The hatchery doesn't do the auto-spawn in that situation because it's already at 3+ larvae. If the inject happens right before the auto-spawn and you don't spend the larvae to get the standing larvae under 3, then it will skip that auto-spawn. It's not a bug--hatcheries just don't spawn larvae when there are already 4 sitting there.


I am very well aware of 3+ larvae situation. If you dont mind, please read on. I think I made it clear enough with enough evidence. Thank you.


perhaps you should just build another hatchery? this bug you talk of will most likely happen once or twice per game max and will effect the gameplay very little. it is the same kind of 'bug' as mules mining 30 more minerals then dieing without being able to return them. its not game breaking unless the 2 players that are playing are literally perfect players.


Its in no way shape or form the same kind of bug.
If you drop a mule on the close patch, it will consistently lose 30 minerals on its way back, each and every time.
If you constantly keep injecting your hatchery, you wont consistently lose a larva here and there, you might lose one every time, or you might not lose one the whole game.

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.

The larva problem is a definitive bug, while the mule issue is a feature.
If you dont send it on the close patch, it wont expire half way back.


If you only drop mules on farther patches those will get mined faster tho, so when nearly mined out ur left with only close
mineral patches which will result in oversaturation.
while we are at it someone could test this also.
Arkymedes
Profile Joined March 2012
Brazil2 Posts
April 04 2012 23:36 GMT
#160
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.
Play hard. Go pro.
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
Netherlands381 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
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 States366 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?
Tao367
Profile Joined June 2012
United Kingdom324 Posts
August 17 2012 18:16 GMT
#201
On August 18 2012 03:15 Zergrusher wrote:
Show nested quote +
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be i nthe best interest of the game.
Zergrusher
Profile Joined November 2011
United States562 Posts
August 17 2012 18:19 GMT
#202
On August 18 2012 03:16 Tao367 wrote:
Show nested quote +
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be i nthe best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?


Corrosive
Profile Joined August 2010
Canada3741 Posts
August 17 2012 18:20 GMT
#203
On August 18 2012 03:16 Tao367 wrote:
Show nested quote +
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be i nthe best interest of the game.

It's not a buff. Even if Zerg was 100% win rate in every tournament, it's still a bug. Has to be fixed.
Maruprime.
Tao367
Profile Joined June 2012
United Kingdom324 Posts
August 17 2012 18:23 GMT
#204
On August 18 2012 03:19 Zergrusher wrote:
Show nested quote +
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be i nthe best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.
Zergrusher
Profile Joined November 2011
United States562 Posts
August 17 2012 18:25 GMT
#205
On August 18 2012 03:23 Tao367 wrote:
Show nested quote +
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be i nthe best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?
Tao367
Profile Joined June 2012
United Kingdom324 Posts
August 17 2012 18:27 GMT
#206
On August 18 2012 03:25 Zergrusher wrote:
Show nested quote +
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.
Zergrusher
Profile Joined November 2011
United States562 Posts
August 17 2012 18:33 GMT
#207
On August 18 2012 03:27 Tao367 wrote:
Show nested quote +
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/
Tao367
Profile Joined June 2012
United Kingdom324 Posts
August 17 2012 18:36 GMT
#208
On August 18 2012 03:33 Zergrusher wrote:
Show nested quote +
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-08-17 18:41:58
August 17 2012 18:40 GMT
#209
On August 18 2012 03:36 Tao367 wrote:
Show nested quote +
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


what would you say about that?
Tao367
Profile Joined June 2012
United Kingdom324 Posts
August 17 2012 18:42 GMT
#210
On August 18 2012 03:40 Zergrusher wrote:
Show nested quote +
On August 18 2012 03:36 Tao367 wrote:
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


Look, read what I posted. I said, if a bug is happening, and that race is strong, it does not need to be made stronger - even if its a glitch. Likewise, if a race is weak, and there is a bug - it should be fixed to bring them on par. You're the one misinterpreting what I've said.
MrF
Profile Joined October 2011
United States320 Posts
August 17 2012 18:45 GMT
#211
On August 18 2012 03:40 Zergrusher wrote:
Show nested quote +
On August 18 2012 03:36 Tao367 wrote:
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


what would you say about that?


you are making all these comparisons that arent the same at all, the fact is an ultralisk missing an attack would be HUGE whereas this is minor and that is why personally i think they should just fix it so it pauses the larvae untill you are below 3 again not gonna change much, or dont fix it still wont change much.
HunterXHunter is awesome
Zergrusher
Profile Joined November 2011
United States562 Posts
August 17 2012 19:01 GMT
#212
On August 18 2012 03:45 MrF wrote:
Show nested quote +
On August 18 2012 03:40 Zergrusher wrote:
On August 18 2012 03:36 Tao367 wrote:
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
[quote]



so if this was an issue with mules or crono

you would be all for it right?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


what would you say about that?


you are making all these comparisons that arent the same at all, the fact is an ultralisk missing an attack would be HUGE whereas this is minor and that is why personally i think they should just fix it so it pauses the larvae untill you are below 3 again not gonna change much, or dont fix it still wont change much.



why not fix all 3 bugs/glitches?


Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
August 17 2012 23:01 GMT
#213
On August 18 2012 03:36 Tao367 wrote:
Show nested quote +
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.


"Game breaking" in that it affects the consistency of solid zerg play in a way that cannot be controlled. If zerg is too strong, fix that by nerfing zerg. Arguing to leave this bug in as a way to nerf zerg is ridiculous, because it isn't consistently impacting Zerg as a race... it is inconsistently impacting them. It'd be like if terran mules had a 10% chance to detonate on impact next to a mineral patch that had a 6 in its value somewhere... sure, over many games and many iterations statistics would show that it would come out as a 2% "nerf to terran", but the truth of the situation is that it wouldn't be a 2% nerf to terran ALWAYS, but a 4% nerf to terran in half of terran games.

Not fixing this and relying on it to help "fix" zerg is like saying that if zerg gets really and truly unlucky with something completely unrelated to either's play, the matchup is balanced (or less zerg favored/not zerg favored) and you'd consider that an optimal outcome.
I'm actually Fleetfeet D:
pyrostat
Profile Joined August 2012
Korea (South)70 Posts
August 18 2012 02:32 GMT
#214
asap fix this
Kazahk
Profile Blog Joined April 2012
United States385 Posts
August 20 2012 04:39 GMT
#215
Is it a glitch or an intended graphic?
(I mean, four larva eggs look better than 3 imo)

and also it hasn't affected game balance much either.

Personally i think it's intended.
Rngesus blessed me with a tooth half, then shunned me with a spinach roll.
Pinna
Profile Joined April 2011
Finland152 Posts
Last Edited: 2012-08-20 04:45:49
August 20 2012 04:45 GMT
#216
On August 18 2012 03:45 MrF wrote:
Show nested quote +
On August 18 2012 03:40 Zergrusher wrote:
On August 18 2012 03:36 Tao367 wrote:
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
[quote]



so if this was an issue with mules or crono

you would be all for it right?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


what would you say about that?


you are making all these comparisons that arent the same at all, the fact is an ultralisk missing an attack would be HUGE whereas this is minor and that is why personally i think they should just fix it so it pauses the larvae untill you are below 3 again not gonna change much, or dont fix it still wont change much.

There is a glitch with the ultralisk, where it makes the attack-animation, but doesn't do any damage if the unit it's attacking runs away fast enough. The same with dark templar.
School..
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
August 20 2012 04:49 GMT
#217
On August 20 2012 13:45 Pinna wrote:
Show nested quote +
On August 18 2012 03:45 MrF wrote:
On August 18 2012 03:40 Zergrusher wrote:
On August 18 2012 03:36 Tao367 wrote:
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
[quote]

If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


what would you say about that?


you are making all these comparisons that arent the same at all, the fact is an ultralisk missing an attack would be HUGE whereas this is minor and that is why personally i think they should just fix it so it pauses the larvae untill you are below 3 again not gonna change much, or dont fix it still wont change much.

There is a glitch with the ultralisk, where it makes the attack-animation, but doesn't do any damage if the unit it's attacking runs away fast enough. The same with dark templar.


O i see is this the same one that happens when someone runs away from seeker missile or loads something into a medivac/warp prism/overlord before a projectile hits?
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
August 20 2012 04:55 GMT
#218
On August 18 2012 03:33 Zergrusher wrote:
Show nested quote +
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


On August 18 2012 03:36 Tao367 wrote:
Show nested quote +
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.


On August 18 2012 03:40 Zergrusher wrote:
Show nested quote +
On August 18 2012 03:36 Tao367 wrote:
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
On August 18 2012 03:16 Tao367 wrote:
On August 18 2012 03:15 Zergrusher wrote:
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?


If it was a bug, and if the case was that fixing it would give a buff to an already very strong race at that moment in time, yes, fixing it would not be in the best interest of the game.



so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


what would you say about that?


LOL

No matter the recent changes to balance, or the results, Zerg will always be underpowered in Zergrusher's mind.

Also, no diversion going on here. Tao367 responded to Zergrusher's own choice in wording this bug as "game breaking".
Infernal_dream
Profile Joined September 2011
United States2359 Posts
August 20 2012 05:13 GMT
#219
On August 20 2012 13:49 GTPGlitch wrote:
Show nested quote +
On August 20 2012 13:45 Pinna wrote:
On August 18 2012 03:45 MrF wrote:
On August 18 2012 03:40 Zergrusher wrote:
On August 18 2012 03:36 Tao367 wrote:
On August 18 2012 03:33 Zergrusher wrote:
On August 18 2012 03:27 Tao367 wrote:
On August 18 2012 03:25 Zergrusher wrote:
On August 18 2012 03:23 Tao367 wrote:
On August 18 2012 03:19 Zergrusher wrote:
[quote]


so what was your reaction to mules getting nerfed on gold bases?




It stopped mules becoming retarded on gold bases with 3 or 4 orbitals when terran were "very strong." As a Terran, (and someone that looks at this game with balance in mind, trying to be as little biased as possible), it was a nessecary change.



so if a races marco mechanic is glitched shouldn't it be fixed for the sake of balance?


You should try re-reading my posts to see what I've written.



your QQing about zerg and calling it op and trying to justify why a game breaking glitch shouldn't be fixed/


"Game breaking", as in so bad that zerg simply cannot win games at the moment? Oh wait.



sigh nice job trying to divert the thread its not going to work.


what if i told you that theres a bug with the attack of the Darktemplar and ultralisk causing them to miss attacks?


what would you say about that?


you are making all these comparisons that arent the same at all, the fact is an ultralisk missing an attack would be HUGE whereas this is minor and that is why personally i think they should just fix it so it pauses the larvae untill you are below 3 again not gonna change much, or dont fix it still wont change much.

There is a glitch with the ultralisk, where it makes the attack-animation, but doesn't do any damage if the unit it's attacking runs away fast enough. The same with dark templar.


O i see is this the same one that happens when someone runs away from seeker missile or loads something into a medivac/warp prism/overlord before a projectile hits?


No it's not the same. The attack animation will go through and the unit will not be hit because of attack point speed (not the same as attack speed) which is a bug. The projectile thing is intended because it's manually flying through the air and is meant to be dodgeable. An ultralisk/dt melee attack is not supposed to be dodgeable once the animation has started but is.
Exoteric
Profile Joined January 2011
Australia2330 Posts
August 20 2012 08:00 GMT
#220
The main problem with the bug is that it can give a player an unfair advantage in a zvz matchup even if they both do the same build, and, well, it's a fucking bug. Fixing it would provide a negligible difference in the zvt and zvp matchup. I can't fathom why people who don't play zerg would want to keep the bug, it won't affect them at all.
hell is other people
Xapti
Profile Joined April 2010
Canada2473 Posts
August 20 2012 08:38 GMT
#221
If you're _______ enough to think that larva inject is overpowered and should be lowered in effectiveness that doesn't change the fact that this is a bug and that this bug should be fixed.

Balance is a separate issue that can be dealt with on it's own as normal.

It's as simple as that. No one should be against fixing the bug.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
figq
Profile Blog Joined May 2010
12519 Posts
August 20 2012 08:43 GMT
#222
Very sad they didn't address it in 1.5. Have Blizzard really ignored this thread (and similar on their site)? Can't they figure out how important is the randomness produced by that glitch? Should we make slides and a TED presentation for them?
If you stand next to my head, you can hear the ocean. - Day[9]
Andre
Profile Blog Joined August 2009
Slovenia3521 Posts
August 20 2012 11:08 GMT
#223
It's probably the whole proccess of eliminating bugs. There's a bunch of shit you gotta do to get the programmers fix the bugs. I'm 100% sure they know this bug and plenty of others.

That said, this should be at the top of the list lol..it's quite big.
You must gather your party before venturing forth.
Orek
Profile Joined February 2012
1665 Posts
August 20 2012 15:43 GMT
#224
Hi. OP here.
I just realized that a moderator added "in 1.5" to the title. I don't know when it was added.
Maybe that's what attracted some people to this old thread.
This thread was my first post on TL. I hope this gets enough attention and fixed at least in HotS.
CamoPillbox
Profile Joined April 2012
Czech Republic229 Posts
August 20 2012 15:51 GMT
#225
fixed by add another makro hatch case closed
Czech Terran(Hots) player
NanashiStarCraft
Profile Joined October 2011
Germany48 Posts
February 12 2014 02:30 GMT
#226
Is this still a thing?

User was warned for this post
ander
Profile Blog Joined September 2010
Canada403 Posts
February 12 2014 02:47 GMT
#227
quality necro 10/10
Normal
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