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On May 28 2016 12:09 oBlade wrote: Anyway, look, would you want someone in 50 years to install a BW with or without a builtin way to remap hotkeys?
someone 50 years later that just took off their VR set:" wtf people control units with keyboard and mouse back then??? how cumbersome must that be."
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On May 28 2016 12:09 oBlade wrote:Show nested quote +On May 28 2016 07:09 Jealous wrote:This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made. I mean, latency is already in the list. That "affects" gameplay just as much. The thing with fixing the event buffer and custom hotkeys is you can already achieve it with hardware or another program (importantly without hacking into BW itself which you would need to do for unlimited selection and so forth). The goal for avoiding "gameplay" changes is that you don't want to change the rules, I would even say the magic, of the game (for example, you don't want to take out the lurker spine bug). Hotkeys, the event buffer, and latency, they don't change what the game is, they just let a player interface with the game unimpeded. And you shouldn't make your opinion depend on how you think everyone else feels about it. What if everyone wanted it but all thought like you that it would be divisive? Anyway, look, would you want someone in 50 years to install a BW with or without a builtin way to remap hotkeys? I would support remapping hotkeys, but it is still a controversial topic, so I haven't added it to the post (yet). Lan latency on the other hand, has been a de facto standard for many years however.
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- Time stamp in each message on the channel's chat. - /where, if not logged, show the last time seen. - erase game speeds, only Fastest. - refresh button for the join game lobby.
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On May 28 2016 03:12 Jealous wrote: 4) The magically dying larva who seppuku if certain buildings are placed in certain ways and I believe on certain maps. I quickly made a map but couldn't replicate this bug. Could you try making a map that demonstrates this bug?
On May 28 2016 13:33 iwannabepro wrote: - erase game speeds, only Fastest. I decline this suggestion
On May 28 2016 13:33 iwannabepro wrote: - /where, if not logged, show the last time seen. This isn't a StarCraft suggestion.
Maybe it's just me, but the explanation of the "flaw" isn't entirely clear to me. Could someone put it in other words?
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Okay, I'll be accepting this suggestion since it unacceptably hinders gameplay
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btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.
when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" is not just limited to burrowing/unburrowing a bunch of units.
bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early. also this "bug" doesn't happen anywhere, only with a select few terrain features.
so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game.
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On May 28 2016 14:48 Probemicro wrote: btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.
when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" things is not just limited to burrowing/unburrowing a bunch of units.
bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early. also this "bug" doesn't happen anywhere, only with a select few terrain features.
so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game. This is true, but then could Blizzard provide us with reverse ramps that don't have to be manually created in a third-party program instead ^^
@xboi209: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens.
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On May 28 2016 14:55 Jealous wrote: @tec27: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens. I think you got the wrong person :p
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added screens to my above post ^^
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On May 28 2016 14:48 Probemicro wrote:btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them. when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" is not just limited to burrowing/unburrowing a bunch of units. bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early. also this "bug" doesn't happen anywhere, only with a select few terrain features. so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game. This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?
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On May 28 2016 15:02 xboi209 wrote:Show nested quote +On May 28 2016 14:55 Jealous wrote: @tec27: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens. I think you got the wrong person :p I dont know why you edited that in but ok. my bad fam
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On May 28 2016 15:08 xboi209 wrote:
This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?
oh its a blizzard ramp. wow then.
by principle, it should always happen if you get a bunch of stacked ground units to unstack in the middle of, OR near that particular ramp
here i got 12 drones mineral walk towards that ramp. when they reach the point as indicated by my mouse cursor in the 1st screenie, i press stop once, making them unstack. as you can see 4 drones got stuck.
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On May 28 2016 15:19 Probemicro wrote:Show nested quote +On May 28 2016 15:08 xboi209 wrote:
This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only? oh its a blizzard ramp. wow then. by principle, it should always happen if you get a bunch of stacked ground units to unstack in the middle of that particular ramp.here i got 12 drones mineral walk towards that ramp. when they reach the point as indicated by my mouse cursor in the 1st screenie, i press stop once, making them unstack. as you can see 4 drones got stuck. Okay what I was trying to get at was how goons and zealots were stuck in the bisu vs killer gif.
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at 17:22 of the vod (linked in the previous page), you can notice that bisu make a command for his army to move towards the area where his probe are mining. this causes some of his units to mingle among the probes that are mining minerals. as the probes pass through the units due to their mining walk routine, they are considered stacked with the units.
after a moment he made a command for his army to move down the ramp. this causes his units at the mineral line to start unstacking. his army is significantly big, so as his units move towards his command the unstacking forms a "wave" that reaches all the way to the front of the army as it starts to move down the ramp. eventually it pushes some of his units towards that nasty spot of the ramp.
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ok haha im right. the only part i was a little off about was that the unstacking actually starts the moment you put your units right at the mineral line.
Original army:
move army towards the mineral line. notice how they start to unstack.
right after the above i made an A move command towards my main. some units got stuck at the ramp as the unstacking spreads downwards as they move down the ramp.
Aftermath: 2 goons got stuck there. not so bad compared to Bisu's case.
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btw @xboi i find the wording of your request is kinda inaccurate?
do they become bugged "when attempting to unstack on a certain part of a ramp" OR they can get stuck there when the unstacking (that can happen at or near the ramp) shifts them towards that particular bug spot, as shown by bisu's example.
also here another example
right as the lurker eggs pop i give move command down the ramp
lurker are larger than eggs so they are stacked when they appear and hence start to unstack. unstacking starts above the ramp, move commands shifts the unstacking units down the ramp which make some of the lurkers go to that dreaded spot.
result
also they are not really "indefinitely bugged", since the stuck units can be extricated through transport units or by Arbiter recall, as mentioned earlier by someone else.
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remove protoss from the game, add supply depot requirement for barracks, make vultures cost 100/75 for 3 sup
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