I believe the occasional glitches (zombie cheap shot out of range) isn't really a glitch (well, for multiplayer maybe latency?), but simply the melee ray cast hitting the player's "extended" arm or hand. If the ray cast of a zombie begins at 0 and we add 1 meter for "grapple" range, then add 0.63 for the zombie's arm fully extended, then we get that 1.65m range of a zombie (roughly). Originally posted by Shurenai: The average human arm is 25 inches- Just over 2 feet in length(0.63m). So, The reach is unnatural- But it's to compensate for our unnatural view, and many games with more involved/frequent melee combat compensates in much the same way. Increasing FoV can compensate for the lack of periphery, but, as you go higher above 70, you essentially begin compressing all that information into and alongside the initial 70~ degrees of space It's almost unavoidable since we're looking at a small square screen in front of us, The screen itself doesn't widen when you raise the FoV. 7DTD's default fov iirc is 65 or 70? Human FoV is closer to 110. To put it into perspective(heh), Most video games give the player about 70~fov. The lack of peripheral vision is dramatically impactful. Fighting a human sized enemy in a video game at that short of a distance basically makes them take up your entire screen and makes it very difficult to track more than one target. The average human arm is 25 inches- Just over 2 feet in length(0.63m). There's also a reason why the minimum range for both players and zombies are so 'unnaturally high'- It's almost entirely because video games lack peripheral vision. At 2.5 everything short of a spear is out-ranged, iirc. This is why at 2.0 a melee player will not enjoy fighting a zombie- It puts the zombie's reach beyond many of the shorter range melee options, so fists and knives are out immediately, and clubs are only just barely out ranging the enemy. There is never a point where a zombie can reach you but you can't reach them And barring any buggy behavior, it is in fact entirely possible to just walk backwards and beat any walking speed zombie to death with your bare fists if you don't count the random chance to rage which gives them a speed boost. Incidentally the longest reach of the most dangerous zombie is also just slightly shorter than the shortest reach of the player. The built in range that TFP has provided is precisely dialed in. At 2.0, a melee player will not enjoy fighting a Z, and at 2.5 range a player will never want to face a Z. Range affected everything from melee combat to medium range combat. Zombie movement speed was also a significant factor, but nowhere near range. Zombie range was the single greatest factor for difficulty. We tested for hours by altering Z speed, damage, health, and range. As you noted increasing Z speed does affect difficulty in a major way. Playing the first few weeks of a new game on the lowest difficulty (whatever it's called) with 24/7 high speed zombies is way WAAAAAY harder than playing on "insane" with zombies set to walk. Move speed affects effective difficulty way more than the difficulty setting does. I have long said the same thing is true for zombie move speed. Originally posted by JimmyIowa:I think this ir correct. (then time to turn on that shopping channel and start spending them zcoins, woot woot!)įinding your way to base after a looting spree on this server is more difficult. The pop(yes, like pop music) servers of today are Darkness Falls, survival or insane difficulty, teleporting to group areas that have every crafting station, pack sizes that would make Dirk Diggler look like tweety bird, drop bag or nothing on death, following an exclamation mark simulator, and /bed for that slick ride home. Snippet from a post I made on my server's discord: Making them run faster or reducing the delay (increasing attack speed) of their attacks is one way to offset the severe neutering reducing reach has, but the only way to allow them to hit you from the other side of a block is to give them more reach. It is easy to kite multiple radiated Zs with a club-type weapon at level 1 (killing them in the process) with a range of 1.0. If you want to make yourself feel better, continue to use it.Īt 1.5 range, a zombie will almost never hit you from the other side of a 1 block gap, unless he lunges forward right after you do. Reducing Z reach is one of the most drastic changes that can be made to lower game difficulty.
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