On July 22 2015 23:01 B-royal wrote:
But why does it work with 2 counters? Why is this variance included? Very interesting.
But why does it work with 2 counters? Why is this variance included? Very interesting.
Noob/Brilliant coding.
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BisuDagger
Bisutopia19137 Posts
On July 22 2015 23:01 B-royal wrote: But why does it work with 2 counters? Why is this variance included? Very interesting. Noob/Brilliant coding. | ||
ArmadA[NaS]
United States346 Posts
but... wtf why bizzard? LOL | ||
RoomOfMush
1296 Posts
On July 22 2015 23:01 B-royal wrote: But why does it work with 2 counters? Why is this variance included? Very interesting. Because not every programmer has brains. Perhaps they wanted more randomness to not make it too obvious but instead of adding a random delay they went for the option that seemed more complicated. Why? Because they can. | ||
[[Starlight]]
United States1578 Posts
On July 23 2015 00:29 f10eqq wrote: So, if I'm calculating this right, larva spawn time can vary by as much as an entire second... but... wtf why bizzard? LOL It is a WTF, but I guess it sort of fits. I remember reading somewhere on BWAPI that unit attack cooldown varies by +2 to -1 from the baseline value each attack. Guess there it makes the game feel more realistic, since you won't then have a bunch of units all firing together in absolute perfect, robotic lockstep in certain situations. But for larvae spawn, I guess I don't see the compelling reason to make it somewhat variable. What's the point there? | ||
TelecoM
United States10622 Posts
On July 23 2015 00:29 f10eqq wrote: So, if I'm calculating this right, larva spawn time can vary by as much as an entire second... but... wtf why bizzard? LOL Becauses, you must harness your inner Korean to spawn larva correctly. | ||
c3rberUs
Japan11285 Posts
On July 23 2015 09:55 GGzerG wrote: Show nested quote + On July 23 2015 00:29 f10eqq wrote: So, if I'm calculating this right, larva spawn time can vary by as much as an entire second... but... wtf why bizzard? LOL Becauses, you must harness your inner Korean to spawn larva correctly. Only by being Jaedong can you spawn larva correctly. | ||
xboi209
United States1173 Posts
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art_of_turtle
United States1172 Posts
On July 22 2015 21:19 BisuDagger wrote: Show nested quote + On July 22 2015 19:27 Xiphias wrote: I think we have an answer here: http://www.staredit.net/topic/16810/#5 That answer is amazing. The math was like a brain massage it felt so good to read. What it feels like to read through this thread + Show Spoiler + | ||
Xiphias
Norway2223 Posts
On July 23 2015 10:23 xboi209 wrote: I've updated the Liquipedia page to say "average every 342 frames" as well as write a better description for the unit. If my math is right, the timer icon on the right that says 20 sec should then be changed to 22.8 (average). | ||
xboi209
United States1173 Posts
On July 23 2015 14:53 Xiphias wrote: Show nested quote + On July 23 2015 10:23 xboi209 wrote: I've updated the Liquipedia page to say "average every 342 frames" as well as write a better description for the unit. If my math is right, the timer icon on the right that says 20 sec should then be changed to 22.8 (average). I'm not sure if it's correct to modify that, idk | ||
[[Starlight]]
United States1578 Posts
On July 23 2015 15:28 xboi209 wrote: Show nested quote + On July 23 2015 14:53 Xiphias wrote: On July 23 2015 10:23 xboi209 wrote: I've updated the Liquipedia page to say "average every 342 frames" as well as write a better description for the unit. If my math is right, the timer icon on the right that says 20 sec should then be changed to 22.8 (average). I'm not sure if it's correct to modify that, idk Would be more accurate if changed, though. 23 would probably be fine/close enough, if decimal numbers look weird as build/spawn times on the unit description sidebar. | ||
LaStScan
Korea (South)1289 Posts
I think it's 10 because another larva spawns before a drone morphs completely. | ||
vOdToasT
Sweden2870 Posts
On July 23 2015 00:08 BisuDagger wrote: Show nested quote + On July 22 2015 23:01 B-royal wrote: But why does it work with 2 counters? Why is this variance included? Very interesting. Noob/Brilliant coding. I haven't looked at the code, but if what they did with the Protoss Carrier is any indication, it's the former. It has its own class, just for itself, because the code that they wrote for the other units wouldn't work with a unit producing unit like the carrier, lmao They didn't see it coming. Like they didn't foresee the problem of workers getting stuck on each other while mining, so they added the floating physics to harvesters But you know what? They had a good idea, and they worked their asses off. And that's what matters, as long as the game runs smoothly. (for games, anyway. If you're programming for NASA, then I guess it's different) For this, I applaud them. | ||
Fuchsteufelswild
Australia2028 Posts
On July 22 2015 Neiv wrote: Average larva spawn time 342 frames, best ~318, worst ~366. So converted into Normal speed, this would be 21.2-24.4 (av. 22.8) and at Fastest speed, it would be 13.25-15.25 (av. 14.25) game seconds. On July 23 2015 15:28 xboi209 wrote: Show nested quote + On July 23 2015 14:53 Xiphias wrote: On July 23 2015 10:23 xboi209 wrote: I've updated the Liquipedia page to say "average every 342 frames" as well as write a better description for the unit. If my math is right, the timer icon on the right that says 20 sec should then be changed to 22.8 (average). I'm not sure if it's correct to modify that, idk At the very least, a little numerical footnote (right name) like ¹ could be added with a link to a note pointing this out, or at least to one of the "Additional Reading" links just added. | ||
JieXian
Malaysia4677 Posts
YOU TELLING ME THERE IS RNG IN BW??!?!?! | ||
Avexyli
United States688 Posts
That's literally the only reason I can think of why they would include such variance in a mechanic as important as larva spawning. | ||
[[Starlight]]
United States1578 Posts
On September 21 2015 09:46 Avexyli wrote: It could be a possibility that it feels "random" could be attributed to the concept of Zerg. While Protoss and Terran have society, timings, mechanics, Zerg was more natural, meaning sometimes not everything will line up perfectly. We never have a constant rate of birth as humans, it fluctuates up and down with varying factors, sometimes an individual larva may have genetics that cause it to grow slower than others. That's literally the only reason I can think of why they would include such variance in a mechanic as important as larva spawning. Maybe the designers didn't like the idea that without the slight randomization, if you have multiple hatches on screen at the same time, all the larvae pop out at the exact same time in perfect robotic precision? I dunno for sure... like you, I'm kinda guessing. | ||
Bill Murray
United States9292 Posts
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[[Starlight]]
United States1578 Posts
On September 21 2015 17:55 Bill Murray wrote: i like that guess Thanks. Does fit in with some other aspects of the game design, such as cooldown being randomized by anywhere from +2 to -1, as per BWAPI. The BW design team didn't seem to like things looking too synchronized/robotic in general. | ||
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