PC How about getting rid of secondary attack and put in shove

Yeah I mean... I use melee on Warrior and Survivalist and I am very comfortable clearing POIs and wandering hordes with melee. If you melee unperked, sure it can suck. But it's super effective... the wooden club isnt, but iron reinforced / sledge are beasts.

 
I understand the reasoning behind the pimps' melee design change, and after a bit of adjusting you do get used to it. It actually helps with those sleepers around corners that stick their heads out too far. The only thing I ask for is that the pimps offer an option to change the melee cross-hair from that disjointed "X" thingy to a dot cross-hair or something similar. If pinpoint accuracy is what they are looking for in melee combat, a pinpoint accurate HUD option should be available as well.

 
I understand the reasoning behind the pimps' melee design change, and after a bit of adjusting you do get used to it. It actually helps with those sleepers around corners that stick their heads out too far. The only thing I ask for is that the pimps offer an option to change the melee cross-hair from that disjointed "X" thingy to a dot cross-hair or something similar. If pinpoint accuracy is what they are looking for in melee combat, a pinpoint accurate HUD option should be available as well.
Ooo yeah that's a good idea. Maybe let us customize our own crosshairs.

 
Well Fataal is wrong if he feels this system is reasonable. Sorry.

There was a new post today from a newer user who also thought the melee system is wonky. Yes we can adjust, I'm level 40ish by day 7 so it's not like I can't kill them, it's just far less reasonable, and less enjoyable, like how boring the beginning of the game is now. (haven't tried this mornings update yet).

But I can mod out the stuff I don't like in xmls. This is unfixable by unskilled individuals like me.

The reason they don't have a tiny dot for the HUD I would argue is it would get lost in the other graphics. Lots of games have that problem especially at higher resolutions. In terratech, I can't see the cursor at 4k most of the time because of all the other flying projectiles and what not. 7dtd may not be as bad since you always have a centered crosshair.

 
The reason they don't have a tiny dot for the HUD I would argue is it would get lost in the other graphics. Lots of games have that problem especially at higher resolutions. In terratech, I can't see the cursor at 4k most of the time because of all the other flying projectiles and what not. 7dtd may not be as bad since you always have a centered crosshair.

The cross hair helps people with motion-sickness as it helps to center their sense of balance.

 
Well Fataal is wrong if he feels this system is reasonable. Sorry.
There was a new post today from a newer user who also thought the melee system is wonky. Yes we can adjust, I'm level 40ish by day 7 so it's not like I can't kill them, it's just far less reasonable, and less enjoyable, like how boring the beginning of the game is now. (haven't tried this mornings update yet).

But I can mod out the stuff I don't like in xmls. This is unfixable by unskilled individuals like me.

The reason they don't have a tiny dot for the HUD I would argue is it would get lost in the other graphics. Lots of games have that problem especially at higher resolutions. In terratech, I can't see the cursor at 4k most of the time because of all the other flying projectiles and what not. 7dtd may not be as bad since you always have a centered crosshair.
It is kinda bad at higher resolutions.

I really do have trouble seeing the crosshairs.

I'd like to have a more contrasting colour for them.

 
Just to reiterate.

The latest video from games4kickz. While he always puts a jolly spin on things, it's pretty clear he's frustrated with the melee system. While he did miss by a bit, the swing should have still hit the zombie. But the reason he missed is likely do to the speed of his mouse, but problem with slowing down the mouse speed (which I've done) is it makes moving around the backpack painfully slow.

If you watch from there to the end he mentions 3 times when he missed when he shouldn't have.

 
Last edited by a moderator:
Melee and ranged are measured the same way and that seems to be the problem.

Ranged in this game (except for the zombies doing their "bob" as they walk and make me miss) feels really tight. Very good targeting, accuracy and responsiveness.

Melee feels weird. Its because they are using the same targeting as ranged. You have to hit exactly in the little cross-hair even when swinging with the MASSIVE sledge hammer.

Solution: They need to make the head models of the zombies bigger when wielding a melee weapon.

Possible problem: If I'm remember correctly, this was changed because in 16.4 you swung at the crawler zombies and could not hit their heads. This would cause you to swing a bunch of times (hitting their body and not killing them) and many times letting them get close enough to hit you and sprain your leg.

 
Melee and ranged are measured the same way and that seems to be the problem.
Ranged in this game (except for the zombies doing their "bob" as they walk and make me miss) feels really tight. Very good targeting, accuracy and responsiveness.

Melee feels weird. Its because they are using the same targeting as ranged. You have to hit exactly in the little cross-hair even when swinging with the MASSIVE sledge hammer.

Solution: They need to make the head models of the zombies bigger when wielding a melee weapon.

Possible problem: If I'm remember correctly, this was changed because in 16.4 you swung at the crawler zombies and could not hit their heads. This would cause you to swing a bunch of times (hitting their body and not killing them) and many times letting them get close enough to hit you and sprain your leg.
On page 2, Deceptive Pastry posted the solution to fix the melee problem, Now it's just whether or not the Fun Pimps (Fataal specifically?) relent and make the changes rather than saying, it's how they want it to be, to the dismay of many of us.

 
On page 2, Deceptive Pastry posted the solution to fix the melee problem, Now it's just whether or not the Fun Pimps (Fataal specifically?) relent and make the changes rather than saying, it's how they want it to be, to the dismay of many of us.
Although I get it, the way I'm understanding it, that's more of an AoE situation?... But I haven't seen the TFP code, so I won't go any further. I do wish it tweaked a little to make melee hits "feel" right.

 
Why not add parry or block instead of power hit with chance of staggering the enemy like in Witcher 3?, the more you invest in strength the hardest hits you can withstand.

 
Just to reiterate.
The latest video from games4kickz. While he always puts a jolly spin on things, it's pretty clear he's frustrated with the melee system. While he did miss by a bit, the swing should have still hit the zombie. But the reason he missed is likely do to the speed of his mouse, but problem with slowing down the mouse speed (which I've done) is it makes moving around the backpack painfully slow.

Yea, he missed because he missed. Look where the crosshair is, it is off Edgars head when he swung. So he missed.... Melee hits where the crosshair is. Adapt! Overcome! That or female dog and moan because you refuse to play the game as it actually works.

 
Just to reiterate.
The latest video from games4kickz. While he always puts a jolly spin on things, it's pretty clear he's frustrated with the melee system. While he did miss by a bit, the swing should have still hit the zombie. But the reason he missed is likely do to the speed of his mouse, but problem with slowing down the mouse speed (which I've done) is it makes moving around the backpack painfully slow.

Seriously? What game allows you to put the crosshair way off-target and say "Oh he's a tryin! Lets give him a count for that one." Zero.

1.JPG <<< That's a hit. See the crosshair? It's on target and he receives a hit.

2.JPG <<< He hit the air. Not the zombie. That's human error, the only thing the devs could do is implement aim-bot for him there. Or is this part of the "everyone's a winner and deserves a participation trophy" day and age?-.-

PS not bashing you leader btw, moreso on people saying melee is broken because it relies on the crosshair. It's how fps melee works in games. Some may implement something like raycasting, but they also don't have a voxel world heh

 
Last edited by a moderator:
Seriously? What game allows you to put the crosshair way off-target and say "Oh he's a tryin! Lets give him a count for that one." Zero. View attachment 26520 <<< That's a hit. See the crosshair? It's on target and he receives a hit.

View attachment 26521 <<< He hit the air. Not the zombie. That's human error, the only thing the devs could do is implement aim-bot for him there. Or is this part of the "everyone's a winner and deserves a participation trophy" day and age?-.-
Nah man, I buy your logic 100% for ranged, he missed and by a mile.

For melee, with a sledge hammer or an iron ax, trying to hit that fat head (as big as a basketball maybe more), that is a hit in ANY game who respects melee. Melee should always have some kind of advantage to ranged as it is more dangerous. A simple mistake will cost you to get stunned, start bleeding or just simply lose all stamina get surrounded and die.

Hits close range should feel more reliable, not just press the button while pedaling back and hoping for a hit.

 
If you press the melee button, and in range, with the crosshair on the target, it hits. Where's the issue? lol.

If they made melee a mile-wide hitbox so everyone can hit aiming at the ground a mile away then the same people would come raging on the forms: "OMG melee broken wtf i keep hitting all the walls and ceilings?>?!?!?!?!"

 
If you press the melee button, and in range, with the crosshair on the target, it hits. Where's the issue? lol.
If they made melee a mile-wide hitbox so everyone can hit aiming at the ground a mile away then the same people would come raging on the forms: "OMG melee broken wtf i keep hitting all the walls and ceilings?>?!?!?!?!"
What I mean is head models need to be bigger for melee weapons.

 
So... babying then/holding hands. Makes sense.
Jesus, it's like none of you have swung a bat in your life!!

Pick up a bat, and swing at your best friend see if you stop exactly where you're aiming just slightly beside his head without careening into his body.

A) if you do stop EXACTLY where you aimed beside his head. You didn't swing the weapon hard enough to do any form of damage if that was the target you were aiming at.

B) you plowed through and either hit his neck or part of his body and he's right pissed with you because he got hit.

Those are your only two scenarios. If you say adapt and quit bitching, fine you're a shill for the pimps and can't call them out when they screwed up on a mechanic. It's perfect for gun fire because that's what they're using.

Yes kickz missed. I mentioned that as well in my post again if you read it.

But what game treats melee as a gun shot? Other than this one because they screwed up making it. And either they like it that way as an artificial way to make the game harder, or they didn't know how to do it, or they're just to lazy to fix it. any of those 3 reasons are terrible and the devs should be called out for it.

The other time Kickz missed was when the zombie was on the ground. He swung, and like any body, you aim high because you want to hit the head on the ground, not the chest, but it misses because it's a few pixels higher than the head.

But go ahead, defend the bad mechanic all you want.

and it's not babying or holding hands Jug, it's common sense in a swing.

 
Last edited by a moderator:
Here is what they did on the Left 4 dead 2 for melee. This is all we're asking for.

A melee swing will create hit rays every tick as it sweeps through the swing animation, as shown above. These images were generated at 90 tick to emphasize the sweeping motion. As shown below, the melee rays begin behind the player's eyes. Behind the eyes being the origin explains why crouching or looking down makes melee weapons more effective, since more of the rays will be swinging at larger portions of the infected's hitbox.

from this link:

https://steamcommunity.com/sharedfiles/filedetails/?id=412007318

Posted earlier by Deceptive Pastry.

And in a different discussion, some other users talked about priorities I think it was, so that way the zombie takes priority over items around them so not everything is taking damage in the voxel world.

 
Back
Top