PC What is wrong with melee?

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THIS DEVS!!! WATCH IT!

This is what I am talking about. This coupled with the reduced range makes melee a gambling game. You are never sure when you will hit the target. Big props to Freshmint showcasing exactly what is wrong with melee

Maybe even post this in bugreports! BC this is not how it is meant to be.

 
Maybe even post this in bugreports! BC this is not how it is meant to be.
Already have :)

lets just hope they see it. Its the 2nd time now i've reported something similar but I've realised now its directly related to the new glancing system.

 
I often can't hit the head of one on the ground. Yesterday, I knocked one down, stepped forward and swung at the head and hit concrete. Knocked another down later and he was down long enough to get 3 swings in. hit the ground every time.

Better feedback is definitely needed for melee hits. When they actually manage to connect.

 
With a sledge, if you aim for the chin of a zombie, you can hit more often and sometimes get the head shot bonus.

However, compared to (any) club, the sledge is clumsy.

 
Better feedback is definitely needed for melee hits. When they actually manage to connect.
Yeah thats because the glancing blows are not updating quick enough and need to be finer or more points on the swing. But even then its a little uncertain where it will actually land as the last point on the cycle could be negated by one before it or there could be a max number of hits/points it will allow so it will ignore others.

UPDATE: Actually I've just realised something after experimenting with only one zombie. The invisible glancing arc moves well past the animation and still hits and I believe is has something to do with the old animations in A17. The stone axe and the sledge(among others) used to have a full swing arc which moved downwards to the left of the screen(using normal attack). Since the spear is new it seems to not be affected but in saying that i can crouch and aim above the head and the glancing blow will register a hit halfway through the animation. Its like depth is completely ignored and its only relevant to the crosshair.

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but the melee really just doesn't feel right at all anymore.
Agreed. Got a stone sledgehammer as a new character and went to a zombie and "hit" it. I was confused if I actually hit it or missed. Then I "hit" it several times again and eventually the zombie fell down. At no point did I really know if I actually landed the blow or not.

Feedback on hits is awful.

 
The melee seem well prepare and i tend to run spear which is even better this time.

Can reach and throw but just the sockets item for spear is kinda little

 
The melee seem well prepare and i tend to run spear which is even better this time. Can reach and throw but just the sockets item for spear is kinda little
try another weapon then.

The spear is new and probably not f'ed up because animation and glancing blow were developed paralel to each other.

 
With a club I sometimes will "charge" (shift key+w) and power attack their head, before the zombie can begin to react. Its very satisfying as you can also jump back (still holding shift +s) if they didn't fall down.

Moving with the club this way feels more like RL melee, even though I don't put points into perking clubs.

 
TBF the hits that are "missing" might not actually all be missing. It might be lack of feedback making you think it missed. Or things like the block breaking underneath the zombie when he is ragdoll/stunned makes it seem like you made no contact with the zombie.
But then sometimes during the zombies swing animation or other animation it seems like you 100% hit perfect but no sound or feedback so who knows if there was actually a hit or not. Either way though there is something not quite right about it.

I agree that melee is 100% more fun than it has been with what they added, but there is still some issues.
Oh trust me I know, where I am in my warrior difficulty dead is dead game, I 1 shot normal zombies other than fatties with headshots on normal swings, my power attack headshots can one shot some ferals/normal fat zombies. Been many times I should have landed that headshot on that zombie and killed it, but it missed entirely even with the crosshair locked on its head. It also was within the range of the sledge so its not that either, though they did reduce it some, was 2.9 in a17.4 2.6 in a18.

 
Melee has always been badly coded in 7DtD. In previous alpha's you also had to find weird "sweet spots" to hit, they didn't correspond with the visual feedback on screen at all. It seems like it's been exaggerated in A18.
It feels so dumb having a huge sledgehammer just whiffing through zombies that are right in your face, trying to chew it off. Barely being able to hit a crawler without it biting your ankles off is also weird.

Like previous alphas, once you figure out where to keep your crosshairs while the animation plays etc., it becomes usable, but it never feels right. I always end up just using guns because they're way more reliable and fun than the other options, this game really needs to flesh out it's first person combat if it wants to have "builds" that are all viable and fun.
The weapons themselves need some work to, other than sledge and club the rest of them just aren't really viable later game especially on higher difficulties, due to lack of raw damage and due to lack of useful secondary effects. Sledge/club is so good because it knocks down things easly, and a zombie on the floor is a easy target, or is taken out of the fight for a few seconds so you can focus on something else. Spears can't do this reliably unless you throw it (which imo is a really stupid mechanic who would throw their weapon away?), spears have virtually no flinch/stun/knockdown on normal swings, stun baton is just a complete joke in every way, fists, well they'd rank 3rd for a decent weapon after sledge, then clubs, then comes fists, its main downside is its very short range and low damage till steel knuckles, and the fact its knockdowns etc aren't as reluiable as he sledge or club. Not to mention playing on warrior+ that first fist weapon you can make is frigging terrible, it has 8 damage, and takes SO many hits above nomad to kill anything.

Knife has a few issues, no knockdown, can perma flinchlock things but requires precise aim'timing, to fast you get hit, to slow you get hit. Its deep cuts perk is also bugged, the bleed doesn't stack right. 1 bleed with lv 3 deep cuts is 1 hp/s, power attack says it stacks 4, so you'd think it'd 4 hp/second bleed right? wrong, its 2 hp/s like it seems to be capped at that.

 
Been many times I should have landed that headshot on that zombie and killed it, but it missed entirely even with the crosshair locked on its head.
I think what happens in these cases is the head hitbox moving out from under your crosshair a frame or two before you're supposed to connect. The zombie animations are very jerky (seem to play at low fps regardless of refresh rate) and for some reason the devs decided to give most of them exaggerated head movements on top of that. Makes for a very frustrating experience together with this style of "all or nothing" hit detection.

I've been mentioning this for several alphas though.. I'm pretty sure TFP just don't know how to do it, or the engine is just not cut out for melee combat. Or maybe it's me, but that wouldn't explain why other games don't seem to suffer from this issue.

 
Yeah, the zombies have gone to the "Mohamed Ali" Boxing school.

Just waiting on the "Boxers shuffle" when they hit you. Is that A19?

 
I think what happens in these cases is the head hitbox moving out from under your crosshair a frame or two before you're supposed to connect. The zombie animations are very jerky (seem to play at low fps regardless of refresh rate) and for some reason the devs decided to give most of them exaggerated head movements on top of that. Makes for a very frustrating experience together with this style of "all or nothing" hit detection.
Can you not show hitboxes? I saw one video some days ago where the guy had hit(?)boxes for the zombies when he tested things.

 
Yeah, the zombies have gone to the "Mohamed Ali" Boxing school.
Just waiting on the "Boxers shuffle" when they hit you. Is that A19?
As a brawler, I welcome it XD I don't have too many issues with melee, I tend to wait for the first "wild" swing they do and power attack the face to get the no infection ability, and the usual knockdown or stun, then I just normal punch to death, with groups its the same, just pick and choosing who to hit and looking behind me when I go "ground and pound" (knockdown and normal punch until its dead)

 
I think the hitboxes on melee have always been janky as ♥♥♥♥ but players who have been around for a while have adjusted to how bad they are and new players can't believe how bad they are. This is why some people are fine with it - so many using sledge since day 1 Pepega posts there are in contrast to these "what the hell is wrong" posts.

 
I think the hitboxes on melee have always been janky as ♥♥♥♥ but players who have been around for a while have adjusted to how bad they are and new players can't believe how bad they are. This is why some people are fine with it - so many using sledge since day 1 Pepega posts there are in contrast to these "what the hell is wrong" posts.
Since I play since D1 of the steam launch, I kinda doubt that he played for longer than me... and if so not by much ^^

They changed 4 things:

1. they reduced the range by 30 centimeters, which feels like miles as Z's have like 2m range on their arms.

2. zombies hit preemptively now. Which for close combat is nice since you can rush in after you baited them, but slow weapons like the sledge needs a short warm up time so it is always a battle of range to not get hit

3. glancing blows were introduced which somehow completely f'ed up the targeting system of older weapons (so probably not the stunbaton baseball bat and spear) so I can only hit Z's reliably 50% of the time.

Even if my crosshair is right on the head it just misses.

4. rage means if you hit a wrongly counted glancing blow they will sprint and you have low stamina to run away.

Short followup:

Played this day now on lower difficulty and non running Z's and I can confirm:

Even like that my hits are very VERY inconsistent. It doesnt matter since Z's on Warrior don't deal ANY noticable damage and since they don't run they never get a hit on me since when I miss, I can simply backtrack. So on this low difficulty I understand the first guys post. Because Z's are so weak it doesnt matter if its inconsistent or bad.

But this is why on run and insane the sledgehammer is useless. Every hit counts. And if I miss 50% for no reason, I'm dead faster than I can switch into god mode!

PLEASE fix it.

Freshmint has posted 2 excellent videos showing my exact problem. Don't release A18.0 in this broken state <3 thanks :)

 
I think what happens in these cases is the head hitbox moving out from under your crosshair a frame or two before you're supposed to connect. The zombie animations are very jerky (seem to play at low fps regardless of refresh rate) and for some reason the devs decided to give most of them exaggerated head movements on top of that. Makes for a very frustrating experience together with this style of "all or nothing" hit detection.
I've been mentioning this for several alphas though.. I'm pretty sure TFP just don't know how to do it, or the engine is just not cut out for melee combat. Or maybe it's me, but that wouldn't explain why other games don't seem to suffer from this issue.
Maybe this is how they want it?

 
Maybe this is how they want it?
If I have a massive sledgehammer and just start swinging from left to right while you are 1m in front of me...

How much exactly do you successfully dodge by wiggling your head up and down? :D

Right :D

That is why they implemented the glancing blow. But if it doesnt register anyways bc the arc is wrong...

 
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