PC Regarding Melee mechanic

Melee hits have always been a single raycast, done at a specific moment. Ask any modder. No change there.
Now it's actually synched with the animation so it's more accurate and compatible with anything that changes animation speed.

As a result it's more reliable than ever.

Someone mentioned FOV being an issue. I'm playing at FOV 80 or 90 (something) so does that mean it somehow does not work at 65?
I truly can not understand the issue. So many people have been complaining about melee hits that there must be something going on. I can't understand why I don't notice it though. I melee zombies from day 1 with little issue. I wish I wasn't so lazy or I'd figure out how to make a video of my melee combat.

 
This may be my problem then. But I'm aiming at the head now instead of above them like in alpha 16. And so many shots will go past or hit a wall or the ground.
I Think melee needs to join the new generation and allow for proper collision then. if a zombie is two feet in front of me and I swing, there's still a neck, or body shot that should land if I miss that precious head shot because of the tweakers, twichy or drug withdrawal zombie. Especially in close quarters.

If it's tighter, and the animation is more accurate than ever, then the twitching zombies are just more annoying than they need to be with runners and ferals.

But I sure hope there won't be any perk to tighten melee swings, that's just horrible game design.
well i am not saying the pimps would/will make such a mod/perk... but be realistic... we have modders that will and create other crazy things to happen... that is the intent... those of us who dont want them do not have to use them or play that way.

but i do agree with gup on that part... they do seem much better and if i miss i miss and it means i shift my pattern to work with it... even in a17 i am still a melee fighter with a club and i use arrows only to grab an individual zombie so i can kill him.

 
I truly can not understand the issue. So many people have been complaining about melee hits that there must be something going on. I can't understand why I don't notice it though. I melee zombies from day 1 with little issue. I wish I wasn't so lazy or I'd figure out how to make a video of my melee combat.
Ditto. I find it actually easier to melee now. I guess because before I was also aiming right at them but it was borked so missed more. Now it actually hits where I have always aimed. I would estimate I use 50% less arrows than before because I melee so much more now.

 
Ditto. I find it actually easier to melee now. I guess because before I was also aiming right at them but it was borked so missed more. Now it actually hits where I have always aimed. I would estimate I use 50% less arrows than before because I melee so much more now.
I use less arrows now because they don't go through their heads anymore.

 
For me melee has become my go-to, way more so than any ranged. THe only ranged I use is compound bow with stealth for headshot kills. I haven't even touched a gun in my current playthrough, I don't need it. Way too much work to keep it in ammo when I can melee stuff down and kite or stealth and headshot with a bow, using a tiny fraction of the resources and not drawing attention.

 
maybe since melee hits only the one point, they should redo all the animations for it so it shows you stabbing things instead of swinging

 
And you players that think the current broken Melee mechanic isn't broken, Go fight a bunch of ferals, or running zombies with a spiked club, and video it so I believe you when you say it isn't a problem at all. I'm guessing most of you are using guns.
Well, i am not madmole, just mad.

So i stripped my char of armor, bought all melee and stamina related perk, and loaded 25 feral soldiers

and 25 feral wrights. At once. And beat them all with just a spiked club.

So melee works. Aiming can be a bit tricky , but one can get used to it.

 
You can also jump atop of zombies head, and beat them a little while, just keep jumping.

Likely to get hit by doing it, so best to have bandages and medkits with you.

 
Well, i am not madmole, just mad. So i stripped my char of armor, bought all melee and stamina related perk, and loaded 25 feral soldiers

and 25 feral wrights. At once. And beat them all with just a spiked club.

So melee works. Aiming can be a bit tricky , but one can get used to it.
No video, I don't believe you. ;)

 
maybe since melee hits only the one point, they should redo all the animations for it so it shows you stabbing things instead of swinging
Right?

I mean, melee in 7dtd "works", but it feels terrible to me. I can't think of any other game that has such a disconnect between your weapon's animation and the target, whether you hit or not. You swing a bigass sledgehammer in front of you and it passes through all the zombies in its arc without doing any damage, just because your crosshair wasn't over a hitbox at one point in the swing?

It's easily the most immersion killing thing for me in this game. I use melee in the first parts of the game since it's easy to kite & club most zombies at that point, but I perk for ranged because I just hate how melee feels later in the game when zombies start moving faster and their janky bobble head doll animations become exaggerated even more.

I'm frankly surprised so few people complain about this part. Practically every other zombie game out there does it better.

 
@unholyjoe-

Unless TFP add new xml code perks like that can not be currently made without SDX and recoding the core game code.

I really cant understand the push back to some of these criticisms players are posting that are clear as day. The point the OP makes is completely true. The melee swings do not act as they should period. No opinions that's fact. A baseball bat swung in an arch should not only make contact at one specific point in 3d space, that's common sense. And I hope, hope, hope that TFP just haven't gotten around to doing it proper yet. But Gazz is also correct in saying that its always been this way but it is true for some reason it seems more noticeable this alpha and I'm not sure why.

+1 for Fixing Melee Fighting

 
Keep in mind that the current system allows you to do a headshot even if the zombies arms are swinging around wildly. If the blow came in from the side with proper hit detection it'd hit the zombie's arm instead and then we'd have people complaining about that. This cuts both ways.

 
Keep in mind that the current system allows you to do a headshot even if the zombies arms are swinging around wildly. If the blow came in from the side with proper hit detection it'd hit the zombie's arm instead and then we'd have people complaining about that. This cuts both ways.
If you have been following forum threads in general you should know that players tend to focus on the one tiny aspect that is not to their liking, not how it works within the full scope of the game. ;)

 
Hitting a wall behind your target with a melee weapon at close range makes absolutely no sense, an early swing is an ok miss, if you miss anything else with a big ass sledgehammer your character doesn't deserve to be a survivor... oh now that I think about it, it makes perfect sense considering the moron you are early game

 
Just going to post the same thing I did in another melee thread. Something like this could be done with ray casts on horizontal swings:

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

Hitting multiple targets: In order to prevent one melee swing from hitting multiple zombies (maybe making it too powerful), could set it so after the first time a ray connects with a target, the rest of the rays do no damage or don't fire.

Hitting blocks: If you don't want it so you're damaging multiple blocks around you or having your swing not connect with zombies because it hits a wall first, Could make it so the fan of rays only interact with/damage entities, but also on swing a single "block ray" is fired directly forward that only damages blocks.

 
No video, I don't believe you. ;)
The last few times i posted videos , youtube make them bad quality.

Besides, it is only about 10 minuts of jumping about killing 50 zombies. Nothing special.

But, it's coming.

 
One thing I've noticed is that the grand majority of them time when i attack a zed that's on the ground, the game prioritizes the terrain as a target. That's certainly a departure from A16. Attacking zeds on the ground in grass is an exercise in futility.

 
That moment when you aim for the head and hit the wall behind...
Did this more times than I can count because the zombie moved its head a few pixels out of the center of the crosshair. The way the sledgehammer swings if I miss the head it should be hitting the torso for sure from its swing animation, the problem is it doesn't. I've gotten used to it, but it has caused issues especally with multiple sprinting zombies that move their head like a bobblehead doll.

- - - Updated - - -

To add to this I have noticed that if i DO miss its almost always when a zombie is in its animation. Be it a swing of their arm or a stumble forward, almost as if the hitbox may be "blinking". It's almost guaranteed to happen every time. I know I have thrown body shots at a stumbling zed and it completely goes through them during their animation.
If thats the case there is a problem somewhere for sure, because its hit box shouldn't be magically disapearing like that. I've seen this happen a few times myself, where a body hit that was aimed perfectly hit nothing but air, and I was for sure close enough as I could poke it if I just stuck my hand out a bit. I've gotten really good at judging the range on my sledgehammer swings.

 
No.

If the intended Target is the head, than the arc of the swing means the weapon's distance is longest at that point, as that is the farthest extension of the weapon, thus, a shorter extension on all other points of the swing's arc.

@roland, show the math.

 
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