Hello, I have noticed some issues with meelee combat and have some recommendations. I play on default difficulty with slightly higher zombie spawn rate and zombies always jog.
I've noticed often times that when I swing a sledgehammer and the zombie has already been stunned and lying near some patch of grass, the sledge will hit the grass, and completely "miss" the zombie. In other words, some random grass tanked and stopped the momentum of the sledgehammer swing. This is very frustrating as a sledgehammer user because at lower levels, each swing connecting is the difference between life and death - it uses up a lot of stamina. Just modify code so that sledgehammer swing hits everything in its path. There also seems to be some issues with hitboxes because often times when i'm standing right next to zombie and swing it misses. Maybe its just lag, but have seen many people online complain about wonky hitboxes
Zombies can hit you from far away. I typically run in, hit the zombie and then backpedal out. With the nerfing to backpedaling this is tougher, and sometimes I do a run, hit, turn, and run instead. Either way, the zombie attack animation will show and still connect and even though I've created a ton of space. Maybe this is lag, but again ive noticed other ppl online such as reddit complain about the hitboxes being wonky. My guess is that the game code does a check initially at animation startup if player is close to zombie, and if so, apply damage to player. i'd recommend adding some startup delay to the check, so that the proximity check shouldn't happen until the part of the attack animation that looks like it would actually apply damage has occurred.
Everything causes bleeding. This is probably the worst issue. I could even live with the first two issues would be fine if it weren't for this. Everything makes you bleed. I'm not sure what the design rationale behind this was. Bleeding mechanic was fine as was in earlier patches, but after a17, even in full heavy armor, maxed out heavy armor perk, pain tolerance, simply being tickled by a zombie results in bleeding. Its a very annoying mechanic, and at lower levels when I don't have an aloe vera farm yet, i simply choose to suicide and take the death debuff, because it lowers my max HP so much its not worth it stay alive and wait for healing factor to slowly regen everything. With lack of healing items in medical cabinets and the usual areas you'd expect them, yeah suicide is a better option. Its not a good design option. In previous patches, only certain zombies caused bleeding, and it made the situation more tense when you saw a pack of dogs. You'd also carefully prepare and plan. Now, since everything causes bleeding, its just incredibly annoying and it makes you literally want to commit suicide (in game). Not a good experience.
Multiple possible fixes. Have pain tolerance or heavy armor perks also lower bleeding % or bleed amount. Have some way for player to mitigate it, and be able to plan ahead. Or simply revert bleeding to what it was in A16, which was perfect. To satisfy the whiners about how ez the game is, have insane difficulty bleeding do 10x the damage, 10x the duration, and make bandaids take longer to apply. that should stop their whining.
I've noticed often times that when I swing a sledgehammer and the zombie has already been stunned and lying near some patch of grass, the sledge will hit the grass, and completely "miss" the zombie. In other words, some random grass tanked and stopped the momentum of the sledgehammer swing. This is very frustrating as a sledgehammer user because at lower levels, each swing connecting is the difference between life and death - it uses up a lot of stamina. Just modify code so that sledgehammer swing hits everything in its path. There also seems to be some issues with hitboxes because often times when i'm standing right next to zombie and swing it misses. Maybe its just lag, but have seen many people online complain about wonky hitboxes
Zombies can hit you from far away. I typically run in, hit the zombie and then backpedal out. With the nerfing to backpedaling this is tougher, and sometimes I do a run, hit, turn, and run instead. Either way, the zombie attack animation will show and still connect and even though I've created a ton of space. Maybe this is lag, but again ive noticed other ppl online such as reddit complain about the hitboxes being wonky. My guess is that the game code does a check initially at animation startup if player is close to zombie, and if so, apply damage to player. i'd recommend adding some startup delay to the check, so that the proximity check shouldn't happen until the part of the attack animation that looks like it would actually apply damage has occurred.
Everything causes bleeding. This is probably the worst issue. I could even live with the first two issues would be fine if it weren't for this. Everything makes you bleed. I'm not sure what the design rationale behind this was. Bleeding mechanic was fine as was in earlier patches, but after a17, even in full heavy armor, maxed out heavy armor perk, pain tolerance, simply being tickled by a zombie results in bleeding. Its a very annoying mechanic, and at lower levels when I don't have an aloe vera farm yet, i simply choose to suicide and take the death debuff, because it lowers my max HP so much its not worth it stay alive and wait for healing factor to slowly regen everything. With lack of healing items in medical cabinets and the usual areas you'd expect them, yeah suicide is a better option. Its not a good design option. In previous patches, only certain zombies caused bleeding, and it made the situation more tense when you saw a pack of dogs. You'd also carefully prepare and plan. Now, since everything causes bleeding, its just incredibly annoying and it makes you literally want to commit suicide (in game). Not a good experience.
Multiple possible fixes. Have pain tolerance or heavy armor perks also lower bleeding % or bleed amount. Have some way for player to mitigate it, and be able to plan ahead. Or simply revert bleeding to what it was in A16, which was perfect. To satisfy the whiners about how ez the game is, have insane difficulty bleeding do 10x the damage, 10x the duration, and make bandaids take longer to apply. that should stop their whining.
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