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Solopopo

Why Did They Break Axes?

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So, I haven't played for several months, and I come back to find that the previous melee system has been replaced with a new one, an awful one. I get why they did it; axe murdering was way too easy, but this is their solution? Why do they have two different swing angles depending on whether or not you are moving? Why am I forced to stare at my target's feet if I want to hit them while running? Why the sky if I'm standing still? They seem to have accomplished what they wanted with this change; it's harder to kill players with axes, and zombies are a little scarier then they previously were, but at what cost? A wonky melee system? I preferred the way it was before. 

 

Opinions? 

Edited by Solopopo
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inb4 seething hatred of DayZ forums zombies

 

Also, hello Mr. Popo.

 

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inb4 seething hatred of DayZ forums zombies

 

Also, hello Mr. Popo.

 

 

Long time no see Rick. 

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I think they did it to annoy you.

You might be on to something. They've been very successful at doing that in the past. 

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You might be on to something. They've been very successful at doing that in the past. 

 

You don't have to tell me. Your OP revealed as much.

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inb4 seething hatred of DayZ forums zombies

Love your new sig. xD

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So, I haven't played for several months, and I come back to find that the previous melee system has been replaced with a new one, an awful one. I get why they did it; axe murdering was way too easy, but this is their solution? Why do they have two different swing angles depending on whether or not you are moving? Why am I forced to stare at my target's feet if I want to hit them while running? Why the sky if I'm standing still? They seem to have accomplished what they wanted with this change; it's harder to kill players with axes, and zombies are a little scarier then they previously were, but at what cost? A wonky melee system? I preferred the way it was before.

Opinions?

You assume that the results are exactly what they planned. But how do you know they are not just having major problems trying to make tight controls? Isnt that the more likely scenario?

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The axes aren't broken, silly. You have to reload them before use, otherwise they swing inaccurately.

Edited by The Aquatic Land Walrus
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You assume that the results are exactly what they planned. But how do you know they are not just having major problems trying to make tight controls? Isnt that the more likely scenario?

No matter what I assume, it still sucks. If you want to go ahead and say Bohemia sucks, that's your prerogative :D

 

But in all seriousness, there are test servers for implementations that aren't ready yet.  

Edited by Solopopo

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You don't have to tell me. Your OP revealed as much.

Can you blame me? After a six month hiatus, I expected the game to be at least as good as it was when I left it. 

 

 

Love your new sig. xD

New sig? That thing has been the same since I left, lol. 

Edited by Solopopo

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Can you blame me? After a six month hiatus, I expected the game to be at least as good as it was when I left it. 

 

I guess in your hurry to decry a temporary melee bug you missed the countless other updates that had occurred to this game "in six months". Sorry, but I just can't get over the fact that you expected us to believe that you were real and really upset about this temporary melee bug, which has been acknowledged by the devs and will be fixed next update, over all the other developments happening to this game in six months (navmesh, ragdoll, hunting, animals, 64 bit). That is a lot of shit happening, and you not mentioning any of it, since it would be a lot more obvious to a player not having played in six months, kinda makes me doubt the honesty of your OP.

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I guess in your hurry to decry a temporary melee bug you missed the countless other updates that had occurred to this game "in six months". Sorry, but I just can't get over the fact that you expected us to believe that you were real and really upset about this temporary melee bug, which has been acknowledged by the devs and will be fixed next update, over all the other developments happening to this game in six months (navmesh, ragdoll, hunting, animals, 64 bit). That is a lot of shit happening, and you not mentioning any of it, since it would be a lot more obvious to a player not having played in six months, kinda makes me doubt the honesty of your OP.

I find it hilarious that you think I'm not "real." Look at my post history if you don't believe me. I was much more active last year, and the beginning of last year. I love DayZ, you don't need to defend it so hard. But, I liked it better the other way. That's not a lie.

 

You find it hard to believe that I don't know what's been happening with the game during the period I haven't been playing it? That's flawed logic. And, no, I've hardly noticed any of those changes. Animals, woopty doo. I have noticed that zombies move better, which only sucks that much more that you can't properly defend yourself. And it's news to me that DayZ wasn't already operating in 64-bit, but it does explain a lot. None of the changes that you have mentioned have had a dramatic impact on my DayZ experience. It's still DayZ, except now I try to avoid my axe. Oh, and my weapons randomly stop working sometimes, which really sucked last night. And items disappearing through floors caused my death when I lost my bandages, which used to happen less, sooooo. And I found a crossbow that glitched when I tried to load it, so I still don't know what using them is like. It's not like I'm not used to this stuff, but things would be a bit more tolerable if I had my trusty axe. I'm happy to hear it's being addressed, which only proves my point: it sucks!

 

Obviously this is a heated issue, which I could have guessed from Rick's post, but you can tone it down now. 

Edited by Solopopo
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Obviously this is a heated issue, which I could have guessed from Rick's post, but you can tone it down now. 

 

Well typically any post or subject matter that isn't prefixed with "I understand this game is in development" or isn't blindly praising the dev team is usually descended upon by some of the more...how do I say...."dedicated" fans. Rick and I both know this first hand lol xD

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Well typically any post or subject matter that isn't prefixed with "I understand this game is in development" or isn't blindly praising the dev team is usually descended upon by some of the more...how do I say...."dedicated" fans. Rick and I both know this first hand lol xD

I've had my fair share of experience with this as well. I feel right at home  B)

Edited by Solopopo

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No matter what I assume, it still sucks. If you want to go ahead and say Bohemia sucks, that's you're prerogative :D

But in all seriousness, there are test servers for implementations that aren't ready yet.

So you say the controls suck, but are aftaid to admit who makes the controls?

As for test servers, that doesnt matter because stuff that is broken soMetimes only appears on stable and not on experimental.

Edited by Zed's Dead

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So you say the controls suck, but are aftaid to admit who makes the controls?

As for test servers, that doesnt matter because stuff that is broken soMetimes only appears on stable and not on experimental.

Wait, what? I'm afraid of.. what?  :huh:

 

I doubt the melee system was affected by being switched to stable branch. I doubt even more that they would leave it functioning in a way they didn't intend. 

Edited by Solopopo

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Don't worry Solopopo, you will soon learn the fanbois names and just skip over their posts completely.

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On stable? I have had no issues. 

Edited by Capo

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So you say the controls suck, but are aftaid to admit who makes the controls?

As for test servers, that doesnt matter because stuff that is broken soMetimes only appears on stable and not on experimental.

 

0.47 rolled out on Stable exactly as it was on Experimental: broken. They've done this type of thing before; they don't release an update for a while, then decide to push one to Stable when they know full well it's a buggy mess. The most prevalent example of this was the memory leak issue they had with flickering icons in your inventory. They pushed that to Stable on a Friday knowing full well that it was an issue plaguing Experimental, then they went home for the weekend with a promise on Twitter to "begin working on a fix Monday".

 

The melee system was terrible on Experimental before it rolled out to Stable, too. They knew it'd cause an uproar. Then they "acknowledge" the problem and promise a fix ASAP. It's like they're pretending it was some unforeseen glitch. It's stupid. I'm beginning to believe they're afraid to wait a little longer between updates ever since they started going a month between them. I'd rather they take two months to fix something and keep it quarantined to, y'know, the servers that are labeled EXPERIMENTAL, rather than just drop it on Stable so that everyone has to endure their inability to meet their own deadlines.

 

Meh, whatever. With a "disclaimer" shoved into your face at every juncture, I guess there's nothing you can really say. Early Access alphas are hilarious.

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Well imo they should refine the animations and invest in real time swings. The only weapons that doesn't have shit animations are the axes, thats why people prefer them. Have you tryed the pitchfork? Idk why they even added that weapon, never seen such a bad animation that leaves you clueless about where and when it will hit the target. It should just give a long stab, but it has that wierd as hell animation that sucks so hard. Same with bats, knifes, fists (its just easy to land hits because its like a machine gun, you just aim at your target's general direction lol) and everything that doesn't have that axe swing animation. They need to be MUCH more fluid.

 

Then, I belive it would be nice to be able to block or parry incoming melee strikes. I mean, the ranged combat is really deep and complex, they should invest in melee to. Would be really fun to have a simplifield Chivalry: Medieval Warfare mechanics.

Edited by Avant-Garde

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0.47 rolled out on Stable exactly as it was on Experimental: broken. They've done this type of thing before; they don't release an update for a while, then decide to push one to Stable when they know full well it's a buggy mess. The most prevalent example of this was the memory leak issue they had with flickering icons in your inventory. They pushed that to Stable on a Friday knowing full well that it was an issue plaguing Experimental, then they went home for the weekend with a promise on Twitter to "begin working on a fix Monday".

 

The melee system was terrible on Experimental before it rolled out to Stable, too. They knew it'd cause an uproar. Then they "acknowledge" the problem and promise a fix ASAP. It's like they're pretending it was some unforeseen glitch. It's stupid. I'm beginning to believe they're afraid to wait a little longer between updates ever since they started going a month between them. I'd rather they take two months to fix something and keep it quarantined to, y'know, the servers that are labeled EXPERIMENTAL, rather than just drop it on Stable so that everyone has to endure their inability to meet their own deadlines.

 

Meh, whatever. With a "disclaimer" shoved into your face at every juncture, I guess there's nothing you can really say. Early Access alphas are hilarious.

 

Well see Rick, the Dev team knows what's best all of the time, even if we don't see what they're trying to do right away. They know what they're doing, and you are not allowed to provide any criticism, because it's totally an alpha, and that gives you no right to bring up such blunders.

Edited by DeatHTaX

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Love your new sig. xD

Not as nice as Sarah Walkers!

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