#Climbing and melee in this game needs rework discussion.

25 messages · Page 1 of 1 (latest)

stray olive
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The climbing in this game isn't fluid and needs a major overhaul. The combination of trying to press the sprint key plus jump at synchronized times makes it difficult to climb something simple as a van a tedious task.

Melee feels somewhat sluggish at times and kick should be another key bind entirely. Holding down the dedicated melee key bind to kick feels like my legs weighs two tons to lift off the ground. The kick should be immediately executed when the key is press and players should be able to kick as much as the stamina bar allows similar to how Dying Light and Dead Island handle kicking.

Melee weapons feel really janky and do not have the same impact that melee weapons do in games such as Dying Light and Dead Island. I understand this game is still EA but the two main points are a significant part of the gameplay loop in NMRIN2.

What is everyone else thoughts?

silver oyster
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Melee is actively being worked on but Kicking should NOT be immediately executed it's literally the most the second most op attack in the game right next to charged attacks.

frail tusk
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controls do feel jank

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kicking feels fine for what it is though
it's not really comparable to dead island kicks because those just beat up shins as opposed to pushing down the Z's center of gravity

deft pumice
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kick feels satisfying, although I agree with the climbing it can be a bit inconsistent

frail tusk
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crouch jumping helps but the game really doesn't want to help you get on vans

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it was more consistent before rean+

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you could just mantle onto the roof

deft pumice
fluid gazelle
# stray olive The climbing in this game isn't fluid and needs a major overhaul. The combinatio...

to be honest this game was never going to have melee combat like dying light or dead island even in the old version 2022 you could see that, i dislike the slow feeling some melees have in this game, sure they can still kill zombies but the speed of some feel too slow for my taste, i played nmrih 1 some weeks ago and despite having a simple melee combat i dont feel a "slow" feeling with those melees, the hitbox of some zombies is still ass though.

fringe creek
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I understand your point, but this game is not Dying Light or Dead Island in terms of combat.
Those two games are more fast action in nature while NMRIH is known for being slower and methodical.

I do agree that melee right now does feel slow and janky with some weapons. When the first Reanimation update dropped, it was definitely smoother. With these last two updates, people have noticed a difference in speed and impact.

As for the kick, I agree with Doom that it shouldn't automatically execute. As of right now, the kicks feel fine. You just need to know when to use them. I do agree that shoving should maybe get a bit of a buff?

frail tusk
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shoves are a bit stamina-intensive for the 20 stability damage they inflict

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i think they're somewhere around 25 stamina cost, while most 1h charged are sitting at 30 stam cost

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keeping shove's stability damage but buffing the stamina cost to 10 or 15 might feel better
also an indirect buff to heavy shoves, which wouldn't be a bad thing

turbid elbow
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We need a separate jump and vault button

trail nexus
balmy wing
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How are such cooldowns handled? Make the cooldowns low and increase them if there are quick repeats (starting with the 2nd repeat), I'd say.

The feeling: "Uh, I want to do this again but the game doesn't respond to my input." sucks. Always make this comfortable while not overpowering the player.

trail nexus
analog rover
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The climbing needs work, agreeing on that front. It's unclear what is and isn't climbable, and sometimes a teammate will climb something, you follow, and can't climb it.

For melee, I'm not so sure. For me, melee is supposed to feel a little slow, especially charged attacks and kicks. The swing speed for light attacks is fine enough for me, but that's my preference. I prefer taking my time, considerably more so when the stakes are high. NMRIH1 & 2 both have slower paced melee systems, and though I feel they didn't need to change melee combat from attack patterns to directional inputs, I think it fine.

If your not feeling melee impacting that much, try starting combat with a heavy attack, then follow with light attacks. That should help stagger zombies directly in front of you.

trail nexus
stoic cradle
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And then add the Child zombies

turbid elbow
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so yeah, I really want the option to have different inputs for jumping and vaulting

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especially if they decide to make these actions cost stamina ever in the future

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literally hell if inputs aren't separate, I'll uninstall the game if I deplete stamina by jumping in place because vault didn't work as it should