ungkor Posted February 19, 2020 Share Posted February 19, 2020 The club swing mechanic in alpha 18 really makes me dislike the game overall. 1. The club blocks your line of sight. You can't see where you are hitting, and it is hard to gauge your distance. It is also hard to tell if you are hitting the shoulder vs the head. Especially when you are fighting multiple mobs on uneven terrain, stairs, etc. You are constantly changing distance and elevation, and receiving no visual feedback about where your strikes are landing. 2. Not seeing the hit land, ruins immersion and game fun. I like seeing the club land and the zombie react. The blood splat, and the reaction of the zombie. Having the club take up almost your entire field of vision of the zed is annoying and unrealistic. I really don't care if it is more realistic to see a weapon not follow through and instead stop on impact. I'd much rather see the swing follow through and get out of way, so you can both see the impact, as well as better determine your next strike based on the impact distance. Has there been any indication that this will change in the future? Link to comment Share on other sites More sharing options...
erlgrey Posted February 19, 2020 Share Posted February 19, 2020 no, melee is great and has no issues at all! Link to comment Share on other sites More sharing options...
Deadalready Posted February 19, 2020 Share Posted February 19, 2020 I have a problem with the lack of follow through on strikes, it looks like the animation stops in mid air like the animation is being held back, instead of a kinetic follow through like the attack has weight and power. Whether it does 1 damage or a million, the animation swings like it's holding a newspaper trying to playfully smack a friend than something that will kill a zombie. Link to comment Share on other sites More sharing options...
RestInPieces Posted February 19, 2020 Share Posted February 19, 2020 One of the most legitimate complaints about the game imo. +1 Hit animation feedback, detection and reaction are currently the least polished part of the game by far. Afaik only the machete has a slight animation feedback, slightly slowing down momentarily when it hits something. Link to comment Share on other sites More sharing options...
Ghostlight Posted February 19, 2020 Share Posted February 19, 2020 Melee in the game is just about as bad as it's ever been. Baseball bat is slightly better than Club but you still miss attacks that should be very blatant hits. Link to comment Share on other sites More sharing options...
Khulkhuum Posted February 19, 2020 Share Posted February 19, 2020 You talking about melee, but i run with a pistol for emergency situations in POI. Had a few moments when a Z run too close towards me (backed against a wall or whatever), with his form transparent in some places (body going through the camera?). I quite often miss those point blank shots. I see where i aim (head or torso) even when i'm 95% sure i hit, it doesn't do anything (even on regulars). With that i mean both a bloody splat and zombie grunt of being hit (not to mention a stagger, beheading or stunning them). Wasted some ammo like that... Not to mention my machete sometimes also doesn't hit... Link to comment Share on other sites More sharing options...
theFlu Posted February 19, 2020 Share Posted February 19, 2020 Yeah, minimum range is a thing.. I've been playing a "64-up horde every night with jogging zeds, no base" - plenty of cannonfodder, can't keep up with the spawn rate, so effectively kiting a blob of zeds slowly around while swinging a machete at them as fast as Flurry of Blows allows. With that, it starts to be a pretty common feature to be hitting the second zombie instead of the one between us.. not that bad for that use case, you at least hit something, but when you get cornered by effectively an invincible zed and just hit the wall behind, that gets annoying quick. Link to comment Share on other sites More sharing options...
ungkor Posted February 20, 2020 Author Share Posted February 20, 2020 Melee in the game is just about as bad as it's ever been. Baseball bat is slightly better than Club but you still miss attacks that should be very blatant hits. OK, thanks (everyone). I'm glad other people think the same thing. Hopefully it gets fixed soon. Link to comment Share on other sites More sharing options...
erlgrey Posted February 20, 2020 Share Posted February 20, 2020 https://7daystodie.com/forums/showthread.php?134004-Melee-is-it-me-or-is-the-new-mechanic-hot-garbage&highlight=melee https://7daystodie.com/forums/showthread.php?134030-Do-zombies-have-i-frames-now&highlight=melee .. the min range thing is one of the bigger issues, yes.. you don't even have to melee to verify it, happens often enough with regular blocks when you are standing close. you hit the block behind the targeted block quite often with an axe eg. but we also have some general hit detection issues, especially when z come fast towards you and "climb" over tables, when they are in such motions you often even can shoot right through them. but we will get junk drones and sledge turrets soon, no worries. Link to comment Share on other sites More sharing options...
Kage848 Posted February 20, 2020 Share Posted February 20, 2020 Melee in the game is just about as bad as it's ever been. Baseball bat is slightly better than Club but you still miss attacks that should be very blatant hits. This is my biggest annoyance as well. Missing shots we should have hit is not game difficulty, its cheating lol Link to comment Share on other sites More sharing options...
Khulkhuum Posted February 20, 2020 Share Posted February 20, 2020 This is my biggest annoyance as well. Missing shots we should have hit is not game difficulty, its cheating lol Zombies simply start dodging swings and bullets like Neo Link to comment Share on other sites More sharing options...
ginc Posted February 20, 2020 Share Posted February 20, 2020 The spear has the best "feel" of the melee weapons IMO, because the animation more closely matches what you're hitting. Swinging melee weapons have always been a bit janky and A18 hasn't done enough to fix that Link to comment Share on other sites More sharing options...
Morloc Posted February 20, 2020 Share Posted February 20, 2020 Zombies simply start dodging swings and bullets like Neo Sneak up on sleeper...raise club to crush its head...zombie wakes up and instantly pivots 90 degrees milliseconds before your blow lands. -Morloc Link to comment Share on other sites More sharing options...
RestInPieces Posted February 20, 2020 Share Posted February 20, 2020 swings Link to comment Share on other sites More sharing options...
Khulkhuum Posted February 21, 2020 Share Posted February 21, 2020 Sneak up on sleeper...raise club to crush its head...zombie wakes up and instantly pivots 90 degrees milliseconds before your blow lands. -Morloc I think this is the result of checking constantly for sounds and movement. In my opinion a sleeper should awaken only when: 1. You shine a bright light on him (allow using various flashlights with lesser light and visibility, but smaller chance to awaken or use torches) 2. You generate a sound. This is only when: - Player walks (no generation if he stands still or changes from crouched to normal) - Player opens any containers (works so far) - Player hits something with melee (depending on material a sound is generated, i think works so far), but if he swings the air it doesn't do anything (i doubt THIS works) - Shoots with a bow (generates low sounds at low range, but still) - Shoots with any gun (even silenced, but lower range and lower sound) Now, you could stand still and simply wait (for stamina or whatever), but a zombie could suddenly awaken. Link to comment Share on other sites More sharing options...
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