Larva disappearing Glitch in 1.5 (not about 20th larva) -…
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Randomaccount#77123
United States5003 Posts
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Cascade
Australia5405 Posts
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
Canada31 Posts
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Gfire
United States1699 Posts
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. | ||
dc0cc
United States7 Posts
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
United States1699 Posts
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. | ||
archonOOid
1983 Posts
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dc0cc
United States7 Posts
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
United States644 Posts
still a bug and amazing OP | ||
Jermstuddog
United States2231 Posts
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? | ||
dc0cc
United States7 Posts
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
Germany10114 Posts
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
United States362 Posts
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Raven068
United States90 Posts
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BunnyHopp
1 Post
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
1665 Posts
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
Korea (South)70 Posts
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Zergrusher
United States562 Posts
:/ | ||
Tao367
United Kingdom324 Posts
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Zergrusher
United States562 Posts
On August 18 2012 03:10 Tao367 wrote: Zerg still doing extremely well in tournaments and on ladder, any buffs to zerg at this point would just increase that. I understand it's a glitch, but fixing it would give a buff to zerg which is not what needs to happen to the game at this point. so if this was an issue with mules or crono you would be all for it right? | ||
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