Took me a while to figure out why I was whiffing my melee hits. Turns out the crosshair has to be directly on your target no matter how close you are. Also, you don't have to be that close, discovered.
I've tested this and it doesn't really matter. You just kill the ones who move to the front of the line first and the slowpokes last...just like those derpy crawlers that show up way later.I wish their speed were ramdomized...both walking and running.
Well because you'd have to be an idiot to LET them flank you, but they should TRY. The congaline is amusing, especially now where they jump on top of each other, but maybe not letting the zombie pile up so close would be good. Personal space and all. I know the Dying Light style horde is a pipe dream because of the game engine if nothing else, but there's gotta be some improvements that can be made.Nice graphics and great feedback.
In the first case, what you show that we want does often happen inside POI's as zombies wake and come from different directions. But what do players do? Maneuver around so that all the zombies end up being in front of them even leading them out to the street to take care of business. That tells me that players don't really want to be surrounded. Screamer hordes are also another situation where the zombies move in from a circumference around the player. Do players sit in the middle and wait to be surrounded or do they maneuver to one side and wait for the zombies to line up? How would zombies really be able to move in flanking strategies anyway? The player could always re-orient to put them back in front of himself. I would love for some of the wandering hordes to come from everywhere rather than a single spawn point but even then within a minute or two the player is going to easily be able to line them back up.
In the second case, dogs absolutely could with their greater speed easily seek to outflank the player and that could be really scary. Not sure how people who already hate dogs would feel about that...heheh.
In the third case, I absolutely agree. I would like it if horde night saw zombies coming from all directions randomly.
In the fourth case I think when you use a gun and wake up all the nearby sleepers you get the left side but when you go in stealthy and don't wake them all at once you get the right side.
In the last case, I don't agree. I don't have a problem getting hits in melee. When on a dedicated server with an icky ping I have a hard time not getting hit in return but never a problem landing hits. In fact, once you learn the timing and know that the crosshairs need to be on the target you want to hit right when the the hit lands, I think getting hits in A17 is better than in any previous versions. The accuracy is spot on and the only thing that causes a miss is the player's own error in timing and aiming.
I have zero problems getting hits in melee. In fact, I find it easier than aiming a bow and just as safe. But I still find aiming a bit counterintuitive. You get used to it real quick, but it's still a bit off. Perhaps larger hit boxes can rectify this?In the last case, I don't agree. I don't have a problem getting hits in melee. When on a dedicated server with an icky ping I have a hard time not getting hit in return but never a problem landing hits. In fact, once you learn the timing and know that the crosshairs need to be on the target you want to hit right when the the hit lands, I think getting hits in A17 is better than in any previous versions. The accuracy is spot on and the only thing that causes a miss is the player's own error in timing and aiming.
Hmm, good point...may not help with the line but I still think it would be cool, so the melee timing on each 1 vs 1 situation was slightly variedI've tested this and it doesn't really matter. You just kill the ones who move to the front of the line first and the slowpokes last...just like those derpy crawlers that show up way later.
It will always be easy to kite them because you are the focal point and they aren't faster than you. In order to flank someone you have to be at least as fast as they are to pass them at a distance and then come at them from the side. This sounds more like bandit behavior for the future.Its still to easy to line up zombies in a row by walking backwards. And then picking them off one by one.When there are several zombies close by, they could choose random offsets to the side, and then home in to the player again.
Other zombies (the ones closest to the player) could slow down shortly.
This would spread them out more, potentially surrounding the player.
Also some Zombies breaking off an attack and walking back to their spawn point or another Zombie would make taking them down harder, as the player has to be careful not to run into a trap.
Exactly my point. Either the zombies spawn in close to the player where they can be seen teleporting in or they spawn far away and move in. I think everyone agrees that the second option is preferable. But the second option means the player can never truly be surrounded because it is simplicity itself to move to one side of the closing circle and voila they are all in a line.Well because you'd have to be an idiot to LET them flank you, but they should TRY.
Thats what I ment with the zombies in front slowing down, or stopping.It will always be easy to kite them because you are the focal point and they aren't faster than you. In order to flank someone you have to be at least as fast as they are to pass them at a distance and then come at them from the side. This sounds more like bandit behavior for the future.
The Walking Dead sometimes shows the characters getting surrounded but it is always because they act like complete idiots. If the show was being realistic all the zombies would line up as well.
This. At least it feels this way if this is not the code.The problem with the melee appears to be that they are using raycasting as if the melee attack was a projectile rather than using a hitbox on the melee weapon. What ends up happening is when you click melee it fires a ray from where the crosshair is, so if cross hair is just beside the zombie then the ray misses even though the actual weapon model is hitting the zombie.