Zombie Melee Attack Reach

I suggest spawning in enemies using the debug menu with AI switched off so you can learn the true distance from which you can melee zombies. It’s further away than you might think.

Also @FranticDan has a good video showing how enemies can get an auto hit on you without animation if you damage them too quickly in succession. This can appear as though their reach is longer than yours. After watching that video I changed my timing on successive hits and significantly reduced the amount of melee damage I receive. I’ll post the link if I can find it buried in an old thread.

I only ever have problems with ā€œzombie reachā€ if I play peer to peer and I’m not the host but that only lasts until I adapt to the latency and then it isn’t a problem any longer.
 
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Yea to be fair it actually works both ways. Surprised sometimes at the distance I'm actually able to hit Zeds with a knife.
 
Zombie do gain extra reach when you run away from them, I managed to turn to face them (rarely) as they hit me and they're easily 3 metres away. this is in single player, so no latency at play. I play on nightmare speed 24/7, so that may be a cause.
 
Zombie reach is shorter than any player melee weapon attack. Many of us manage that distance poorly... and pay for it.
Local and online play are slightly different. Due to a slight lag in online play, zombies sometimes end up in locations completely different from those rendered on the client. But this is a problem with any online game.
 
But this is a problem with any online game.

Beg to differ a bit. I have never played coop or multi in 7d2d. So I don't know how prevalent this issue is. However, in other games, while it does happen, it doesnt happen often.

I mean let's take a one hour playing session. In other games, I may see it once.

If it is more often, I start looking at the inet traffic for issues, or the game server is having a bad day, and I find another game to play.

Location location location and connection connection connection.

Or coding of the game itself can't handle it, efficiently.
 
This one really exists, no matter how they dismiss it.
For those who play MP with running zombies, this is a huge problem. Zombies really grow long arms when they run.
Those who claim otherwise are just playing with walkers or playing very little of this game.
 
This one really exists, no matter how they dismiss it.
For those who play MP with running zombies, this is a huge problem. Zombies really grow long arms when they run.
Those who claim otherwise are just playing with walkers or playing very little of this game.

I don't think anyone is dismissing it or claiming otherwise. We all have experienced those bullā– ā– ā– ā–  hits.

I suspect the problem lies in animations, order of operations, and update rates; not in programmed go-go gadget arms (e.g. the old instant crouching animations).
 
Most of my kills are from melee kills, I hit them once and back up immediately, step back in for another hit, then back up again, I do this repeatably till they are dead, rarely get hit by them this way, my wife on the other hand, I swear she's trying to hug the zombies when she's attacking them with a club lol
 
Most of my kills are from melee kills, I hit them once and back up immediately, step back in for another hit, then back up again, I do this repeatably till they are dead, rarely get hit by them this way, my wife on the other hand, I swear she's trying to hug the zombies when she's attacking them with a club lol
Depends on the weapon. With brass knuckles, I don't see much point in retreating. They might hurt me a bit, no big deal, and after the kill, I'll get 10 health and be back to normal.
 
Would something like this be preferable instead?

Maybe... Just maybe... Something more like a thing between the ridiculous laughable ā– ā– ā– ā–  at hand and the ridiculous laughable nonsense of this proposal?

Something not just as idiotic binary than those two approaches?
Something with a value right in between zero and infinity?

Just asking for a friend, who managed to neither let the bottle fall before the table nor smash it at the wall behind...

After all, you may adjust the "attack lengthening" for your own taste in the xml. Just make some experiments with obstacles as to how far you wish the zombies being able to get you when standing behind the obstacles, then stick with that setting for the rest of the century - until the funpimps change the game mechanics again :D

I prefer virtual worlds with a match between visual presentation and effects of the physics simulation. Thus when swoching something through nothing than thin air in three meters distance from a target, i always - not only in 7DTD - expect to hit nothing. And when i haul a Club directly lateral across the face of an enemy 1 meter before me, i expect that attack to absolutely hit without any exception. In 7DTD, the exact opposite is the case: Trying to hit an enemy directly before your nose with whatever weapon you chose will never ever result in a hit. At least not in the vanilla settings. I have plenty of video material at hand to prove it. That simulation is just what it is: Nonsense.

This nonsense has a profound objective reason: The funpimps are just too dumb to get hit boxes right. Not just in fights, but everywhere, even (or should i say especially) in the context of grassy ground - or any context with multiple things in the hit range. They just don't grasp the principle of priorities with hit box handling. They implemented the ridiculously laughable nonsense with 3 meters extended melee ranges just because of that underlying base reason.
 
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Maybe... Just maybe... Something more like a thing between the ridiculous laughable ā– ā– ā– ā–  at hand and the ridiculous laughable nonsense of this proposal?

Something not just as idiotic binary than those two approaches?
Something with a value right in between zero and infinity?

Just asking for a friend, who managed to neither let the bottle fall before the table nor smash it at the wall behind...

After all, you may adjust the "attack lengthening" for your own taste in the xml. Just make some experiments with obstacles as to how far you wish the zombies being able to get you when standing behind the obstacles, then stick with that setting for the rest of the century - until the funpimps change the game mechanics again :D

I prefer virtual worlds with a match between visual presentation and effects of the physics simulation. Thus when swoching something through nothing than thin air in three meters distance from a target, i always - not only in 7DTD - expect to hit nothing. And when i haul a Club directly lateral across the face of an enemy 1 meter before me, i expect that attack to absolutely hit without any exception. In 7DTD, the exact opposite is the case: Trying to hit an enemy directly before your nose with whatever weapon you chose will never ever result in a hit. At least not in the vanilla settings. I have plenty of video material at hand to prove it. That simulation is just what it is: Nonsense.

This nonsense has a profound objective reason: The funpimps are just too dumb to get hit boxes right. Not just in fights, but everywhere, even (or should i say especially) in the context of grassy ground - or any context with multiple things in the hit range. They just don't grasp the principle of priorities with hit box handling. They implemented the ridiculously laughable nonsense with 3 meters extended melee ranges just because of that underlying base reason.
90% of the cases you're complaining about are probably just MP sync issues or, even worse, just LTP issues.
Which category are you in? :unsure:

Admittedly, the sync issues CAN and MUST be improved by TFP, but people need to start abiding by server and game specs before playing, or no amount of programming will fix that.
 
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