As a Weaver main I'm all in for bugs that benefit the weaver that requiere platform like the old bug that got paych that used let you cancel sigma's ult
I have no experience with programming but my best guess is it has something to do with a weird status effect of sorts that may be given to players that interact with petal platform or hazard wall. Again this is all just a shot in the dark, but my guess is hazard wall applies some sort of short cooldown to any hero that touches it so that theres a window of time where the hero can touch the wall without being damaged. This is probably there to prevent massive damage bursts from people being stuck against the wall. And maybe that sort of cooldown "effect" is applied on first touch of the wall then never quite gets removed n is just set to zero once it runs out or something. The only time this cooldown status effect would be removed would be swapping heros. I would then guess that petal platform has a similar mechanic where there is a status effect applied possibly to do with tracking whether the hero is being lifted up by the platform or not. For what reason? Well, to apply the lil jump boost it gives you near the top.
Generally, hero ability logic in Overwatch is split into independent “modules” which don’t share state between them by default, which makes me skeptical it’s that simple. The reason I brought up the Petal Platform bug near the end of the video is because it starts to hint that there’s something with Petal Platform that is intended to interact with EMP. The puzzling part, for me, is why the game needs to have this special check instead of just relying on the default ally/enemy checks. The other lingering mystery is how any of the above is at all related to Hazard’s wall. Your hypothesis that the attack cooldown on Hazard’s Wall has something to do with it may or may not be right, but considering how simple it is to code an immunity to a specific custom attack which doesn’t prevent other attacks from landing in the Workshop, I have my doubts. Can’t say for sure unless we could look at the game’s ability logic though
@CactusPuppy i do agree with you honestly, i just thought id throw my thoughts out there. Plus ynever know how spaghetti their code could be so even tho its unlikely, ynever knowwww
Seems to be a bug introduced at the start of Season 13 with the introduction of Junkenstein’s Laboratory. Hopefully the issue will be fixed next season :)
I have a bit of experience with game development. My theory is the game thinks the player is also a petal platform. It makes sense how it could happen, player becomes child of petal platform to move up with the platform, petal platform has rules that all children are petal platforms and because of this spagetti code, you are now a petal platform. If the player is invincible to EMP while on a petal platform this may prove my theory.
@@jedikoops Interesting idea. I’ll have to test if a player who gets on midway up is immune to EMP, but I know for a fact that currently, players who are on Petal Platform when it starts moving are not immune to EMP while on the raised platform
armchair analysis: i’m gonna guess that they made hazards’ wall with some of the code from petal platform seeing as it’s a projectile deployable. the hits from the wall kinda sound like pitched down thorn volley too? so maybe they reused what they could and went from there. probably the same bug, just ported over in code by accident.
Maybe! As I mentioned in the video, there’s really no way to know for sure, since the only way to know for sure what causes all the symptoms we’re seeing would be to examine the game’s code.
My theory is that the enemy team can touch these deployables to have x happen. Most other deployables iirc dont have effects when an enemy player walks near them whilst platform and hazard wall do something when the enemy does walk on it
my guess is the enemy interact is the issue. haz wall and lw petal are two of four abilities that activate on emp. why hog and junk traps dont work not entirely sure but could be because they aren't interactable to teammates too.
Hey cactus puppy, the other day I tried to dodge a bob with echos flight and got hit by the knock up at the same time. As I tried to fly away my character slowed down quickly until I was just stuck floating in the air unable to move, felt like I got stuck in a cage fight but the enemy was running wrecking ball and there was no mauga in sight. I don’t know if I still have access to the game code but it was 100% a bug
i remember they said on an interview before that overwatch abilities are programed on a scripting language. why is that important to note or different from regular programing? because scripting languages need to get interpreted first and then run, this makes it harder to debug because you don't know exactly how the code is actually running compared to something written in C or C++ where you know the exact order of operations.
This is an overly simplistic view of how Overwatch works internally. The scripting language in question (Statescript) is compiled before any build of the game is released to retail, and several (sadly unlisted) GDC talks showcase elaborate debug tools which enable extremely detailed and feature-rich inspection of the game state at any given time. In no way does the fact that Overwatch ability logic is defined via a scripting language impede the ability of the dev team to debug the game. If you'd like to learn more about the internals of Overwatch's technical architecture, you can find the GDC talks about the game here. The most relevant talks are listed first: - Networking Scripted Weapons and Abilities in Overwatch (Dan Reed) | ruclips.net/video/ScyZjcjTlA4/видео.html - Overwatch Gameplay Architecture and Netcode (Tim Ford) | ruclips.net/video/W3aieHjyNvw/видео.html - Playtesting Overwatch (Rowan Hamilton) | ruclips.net/video/4R9fNm8GeKs/видео.html - Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights (Phil Orwig) | ruclips.net/video/W4oZq4tn57w/видео.html
Apagando my ult is useless 😔
Gemerald
I feel like the addition of Petal Platform into the game added a whole new batch of spaghetti code
As a Weaver main I'm all in for bugs that benefit the weaver that requiere platform
like the old bug that got paych that used let you cancel sigma's ult
@@Mimikyu-de-PelucheIt's still in the game
@@Mimikyu-de-Peluche Pretty sure it's not a bug but a genuine feature because you block LoS of the center of the Flux
dude the other day i blinked into a stationary enemy life weaver petal as tracer and it teleported me half way across the map
@@Myst1c_OW that's so funny
Dude what the hell man I needed this undiscovered now my games are ruined
SURELY if the bug is well-known, there is more priority on the bug :)
I can finally play ball!
I have no experience with programming but my best guess is it has something to do with a weird status effect of sorts that may be given to players that interact with petal platform or hazard wall.
Again this is all just a shot in the dark, but my guess is hazard wall applies some sort of short cooldown to any hero that touches it so that theres a window of time where the hero can touch the wall without being damaged. This is probably there to prevent massive damage bursts from people being stuck against the wall. And maybe that sort of cooldown "effect" is applied on first touch of the wall then never quite gets removed n is just set to zero once it runs out or something. The only time this cooldown status effect would be removed would be swapping heros.
I would then guess that petal platform has a similar mechanic where there is a status effect applied possibly to do with tracking whether the hero is being lifted up by the platform or not. For what reason? Well, to apply the lil jump boost it gives you near the top.
Generally, hero ability logic in Overwatch is split into independent “modules” which don’t share state between them by default, which makes me skeptical it’s that simple. The reason I brought up the Petal Platform bug near the end of the video is because it starts to hint that there’s something with Petal Platform that is intended to interact with EMP. The puzzling part, for me, is why the game needs to have this special check instead of just relying on the default ally/enemy checks.
The other lingering mystery is how any of the above is at all related to Hazard’s wall. Your hypothesis that the attack cooldown on Hazard’s Wall has something to do with it may or may not be right, but considering how simple it is to code an immunity to a specific custom attack which doesn’t prevent other attacks from landing in the Workshop, I have my doubts. Can’t say for sure unless we could look at the game’s ability logic though
@CactusPuppy i do agree with you honestly, i just thought id throw my thoughts out there. Plus ynever know how spaghetti their code could be so even tho its unlikely, ynever knowwww
why do i see moira balls stationary? bug or was this a change?
Seems to be a bug introduced at the start of Season 13 with the introduction of Junkenstein’s Laboratory. Hopefully the issue will be fixed next season :)
@@CactusPuppy
as moira main since ow1 i was happy thinking it's a new feature 😂 , to my disappointment after searching about it
I have a bit of experience with game development. My theory is the game thinks the player is also a petal platform. It makes sense how it could happen, player becomes child of petal platform to move up with the platform, petal platform has rules that all children are petal platforms and because of this spagetti code, you are now a petal platform.
If the player is invincible to EMP while on a petal platform this may prove my theory.
@@jedikoops Interesting idea. I’ll have to test if a player who gets on midway up is immune to EMP, but I know for a fact that currently, players who are on Petal Platform when it starts moving are not immune to EMP while on the raised platform
i really like ur editing style it seems you put so much time for this short video
Venture spotted, subscribing
Why
wifeleaver is finally viable
Only when on the 2nd team, and their playing the worst dps in the game
sombra unplayable 👍im eating good
armchair analysis:
i’m gonna guess that they made hazards’ wall with some of the code from petal platform seeing as it’s a projectile deployable.
the hits from the wall kinda sound like pitched down thorn volley too? so maybe they reused what they could and went from there. probably the same bug, just ported over in code by accident.
THIS IS FIRE 🔥🔥🔥🤯🤯🤯 wait who is this guy anyways
maybe it has something to do with petal platforms being interactable by both teams?
Maybe! As I mentioned in the video, there’s really no way to know for sure, since the only way to know for sure what causes all the symptoms we’re seeing would be to examine the game’s code.
Well they fixed it, but now you can hack friendly petal platforms lol
@@StephanieMiller-r3m and EMP them! Fun!
Noted
a good day to be a lifeweaver main
welcome back marblr
Hell nah we got outer wilds spoilers in Overwatch now
cactuspuppy upload lfggg!
My theory is that the enemy team can touch these deployables to have x happen.
Most other deployables iirc dont have effects when an enemy player walks near them whilst platform and hazard wall do something when the enemy does walk on it
Close enough, welcome back marblr
hopefully this still works on weaver
As someone who frequently plays lw, I think I did this by accident a few times and was confused why I didn't get hacked
Marblr, is that you?
Marblr definitely makes better content than I do, but that just means I have higher standards to aspire towards
Cactus kitty when
Maybe because Petal and Hazard's wall are deployable projectiles?
my guess is the enemy interact is the issue. haz wall and lw petal are two of four abilities that activate on emp. why hog and junk traps dont work not entirely sure but could be because they aren't interactable to teammates too.
lifeweaver is sombra counter? got it
When is the video about the state of the workshop coming? 👀
There’s a few more projects I want to tackle before that one. Also, the sixth anniversary of the Workshop is coming up, so I might wait until then
What Sombra deserves
Hey cactus puppy, the other day I tried to dodge a bob with echos flight and got hit by the knock up at the same time. As I tried to fly away my character slowed down quickly until I was just stuck floating in the air unable to move, felt like I got stuck in a cage fight but the enemy was running wrecking ball and there was no mauga in sight. I don’t know if I still have access to the game code but it was 100% a bug
If you have a replay code, post it in Marblr’s Discord! You’re far more likely to get responses that way (even if you don’t have a replay code)
i remember they said on an interview before that overwatch abilities are programed on a scripting language.
why is that important to note or different from regular programing? because scripting languages need to get interpreted first and then run, this makes it harder to debug because you don't know exactly how the code is actually running compared to something written in C or C++ where you know the exact order of operations.
This is an overly simplistic view of how Overwatch works internally. The scripting language in question (Statescript) is compiled before any build of the game is released to retail, and several (sadly unlisted) GDC talks showcase elaborate debug tools which enable extremely detailed and feature-rich inspection of the game state at any given time. In no way does the fact that Overwatch ability logic is defined via a scripting language impede the ability of the dev team to debug the game.
If you'd like to learn more about the internals of Overwatch's technical architecture, you can find the GDC talks about the game here. The most relevant talks are listed first:
- Networking Scripted Weapons and Abilities in Overwatch (Dan Reed) | ruclips.net/video/ScyZjcjTlA4/видео.html
- Overwatch Gameplay Architecture and Netcode (Tim Ford) | ruclips.net/video/W3aieHjyNvw/видео.html
- Playtesting Overwatch (Rowan Hamilton) | ruclips.net/video/4R9fNm8GeKs/видео.html
- Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights (Phil Orwig) | ruclips.net/video/W4oZq4tn57w/видео.html
woah a cactus puppy upload?!?!?!?!?!?!?!?!?!?!?!??!?!?!?!?!?!??!?!?!?!?!?!?!?!?!?!?!??!?!?!?!?!?!??!?!?!?!?!?!?!?!?!?!?!??!?!?!?!?!?!??!?!?!?!?!?!?!?!?!?!?!??!?!?!?!?!?!??!?!?!?!?!?!?!?!?!?!?!??!?!?!?!?!?!??!?!?!?!?!?!
Pog
Could a person on team 1 become immune to EMP using a petal platform from a Team 2 lifeweaver?
@@glaucous80 No, it is not possible for a player on Team 1 to become EMP immune with either bug (as far as I can recall).
why is the piledriver symbol there
most likely to signify that the second step to that is walking off the platform mid rise
@@xValkya strange choice
Indicates jumping off the Petal Platform. Admittedly I could have used a less ambiguous symbol, but it is what it is.