Totally disagree with you.The harder the better.
While zombies should give you at least SOME loot (especially non farmable like brass) they shouldnt be a ressource. They are the main threat of the game.
They should be bulletsponges, fast enough to always be a threat, and be avoided unless you are already pretty advanced and want to level.
I'd rather zombies that either hit hard but die easly with headshots, or have low health, but come in large packs at once. Taking them out at a distance is easy, but if they catch you offguard, your in for a world of hurt.
I tried the ravenherst mod, and gave up on it, even the weakest zombie was taking 7-10 headshots with a starter club on nomad diffculty to kill. Its a bit better if you choose one of the ones that starts with a 300 qual weapon like the knife user, that ql 300 kukri 3 shoted those same zombies, 2 headshots to knock down, one to ground to finish it, for standart non-fatty/specials.
I will admit I am tired of game devs thinking more health=more diffculty, it doesn't add diffculty, it just draws it out. Take base 7dtd, going from nomad to warrior diffculty, the player hits a bit weaker on warrior, but the zombies hit 50% harder. But you still kill them almost as fast as on nomad diffculty, at most it takes 1 extra hit. The next one ups their dmg more, but makes you hit for noticably less making the fight overly drawn out in a game where the combat currently in A16 is rather boring.
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Yeh Joel is showing as many features and things in the time frame allotted... Y'all really wanna see him play slow and smart?
...his vids aren't likely how he plays, when he's playing.
I was looking more at the game features/UI than how combat was myself. The combat DOES look better in the sense that now its more involved and not simply left click walk forward hit, walk back repeat till death. There is now more timing and such involved at least for melee combat. Ranged will be the same most likely.
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Melee is riskier. You will get hit at times especially at first.
In and Out: Backpedaling can only be done at walking speed. Until you are used to it you will take hits.
Headshot: You have to be perfectly accurate. If the crosshairs isn't on the head at the moment of impact (not when you click the mouse button) you'll miss. This makes the power moves tougher because the time between clicking the mouse and the actual impact is longer so you have to keep that head right in the middle until the moment of impact so you don't miss.
Jousting: Zombies can hit as they move instead of hit or move as they have in the past. Jousting will get you clocked sometimes as you run past.
That being said people that I watch often get much closer than they need to when they melee the zombies. You can hit them from further away than you often think. All melee tactics are going to require an adaptation curve.
Even im A16 you can hit the zombies from a pretty far distance away with a melee weapon, some of them have as far as a 2.6 block range. It feels especally far if your using a FoV of like 70 or so. As for the timing, if you've played the elder scrolls games, or the old kings field jrpg series, the timing should come to you easly enough.
In A16 I usually swing before I get in range to hit, and by the time I am in range it connects, works with most weapons other than the machete as that thing swings quite fast. This way I can dodge backwards before the zombie can even react if needed. I would like a sprint+spacebar+direction jump dodge thou in A17, especally if backpedal sprint is removed, I can see all the deaths to wolves/dogs/bears now, as even the backpedal sprint barely kept you out of their range. Mind you they tend to get alot more kills than zombies do early game. Then again half the time people survive them in A16 is because the ai starts running in circles

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