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
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.