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You sure? I always considered it more of a model-glitch, considering that it only happens with certain types of zombies.
Yeah, same thing happens with shotguns, and it is a little disorienting when it happens. I push the muzzle of a shotgun directly into the face of a zed, and fire, and the zed doesn't flinch.
I think it is a general hit/miss mechanic for every weapon, but it is not nearly as obvious when it happens with long range or rapid fire weapons. Which creates the illusion that it is shotgun and bow specific.
IMO, they should remove this mechanic and just allow the players aim to be the character's aim.
Actually, this is another issue. Ok, so think of the hit-box on a target as a 2 dimensional square....or a sheet of paper. Now, the sheet of paper is always on the side of the zombie that you are facing. So, if you come up from behind them, it's on their back...well one on back of head, one on back, and one on back of legs more like....there's multiple hit boxes. Anyway, the problem here is if your weapon is pushed THROUGH the piece of paper (hit box) the game doesn't register that your aim was correct. This tends to happen with Shotguns and bows cuz ppl like to use them like they would in real life....where you shove that shotgun in their face. Or, with a bow cuz the zed gets too close before you've loaded, aimed, and fired. The trick is to always take a step backward first, then fire.
Ranged weapon damage drops off after the maximum effective range (measured in blocks so it's not all that far for most weapons) is reached and you will do zero damage at or beyond the weapons maximum overall range. It might seem like you're on target, and maybe you are, but it's too far away and you do nothing even if you "hit" the target.
Arrows and bolts have a velocity attached to them and arrows are generally the slower of the two. That speed can affect whether or not you hit because the slower the projectile moves the more likely the enemy's movement will take them out of the way, even if it's just by a small amount. Arrows and bolts also drop over distance, so that shot you think is perfectly aimed might drop a lot more than you believe it will over even a fairly short distance. I watched a few videos of people doing arrow and bolt drop tests and the drop distances were significant even at fairly close ranges of 10 and 20 blocks.
Due to these factors I think it's easier to miss, or to do no damage, with a primitive bow than with anything else, especially with stone arrows since the velocity on those is pretty low (it's 40). The primitive bow is the weapon I notice missing the most often when I feel like it should hit, when I think I'm on target. It makes sense that it's less accurate than other weapons since it's a stick and a piece of string with ammo made from sticks, rocks, and feathers.
The OP is talking about point blank range. When I miss with the shotgun it is often because I'm very close and part of the dynamic reticle (the white crosshair that the game draws) is over the enemy but the center of it is not when I fire. I'm using a choke on the shotgun so the spread is tighter than normal. At extremely close range that means it's basically like firing a slug and if part of my target isn't dead center in the reticle then I will miss. I think the same thing happens with other weapons from time to time. We probably all forget that the reticle's spread roughly shows the area where the bullets might go, or that it only estimates our accuracy, but that the variance depends on range and the reticle doesn't adjust for range, only for movement and recoil.
I do not get the feeling that the game has some sinister RNG function happening in the background as I fire every shot that simply determines whether or not I hit independent of my actual aim and the weapon (and ammo) characteristics. If it does then it shouldn't. Yes, there's some randomness when it comes to where shots hit, but with firearms they seem to always hit if the dynamic reticle is fully over the target, i.e. the target fills the space within the reticle. Obviously this isn't the case for bows and crossbows at more than a few blocks range because of the arrow or bolt drop but that shouldn't matter at point blank ranges. If the dynamic reticle is too large and the target isn't fully within it then yeah, maybe the RNG can make those shots miss but I don't think it's a simple hit or miss function for every shot because it should (and I believe it does) take your aim into account. I also believe this because I rarely miss with any rifle or pistol, and when I do it's because I fired when the reticle wasn't over the target as I clicked. Sometimes a zed stumbles or moves erratically and for that brief moment as I click the hit box isn't under the reticle, or under the correct part of the reticle.
I have never missed a shot on a sleeping zombie if I've taken the time to aim, taken arrow/bolt drop into account if I'm using a bow/crossbow, if I'm within the right range for the weapon I'm using, and the reticle is completely filled by part of the zombie's body if I'm using a gun and not adjusting my aim for arrow or bolt drop. The only time I can recall missing shots like that with a firearm is at a long range when the reticle isn't 100% filled by part of the zombie's body or when I'm using a bow or crossbow and don't properly adjust for arrow drop.
I've never had it happen on a sleeper. I think it's probably a hitbox thing, on certain zombies when they are active, their twitchy nature probably has a few frames where the hitbox doesn't line up.
I've found aiming slightly to the left side of certain model's heads (usually the twitchy bois) helps prevent it from happening.
I'd be pretty annoyed to find out there are hidden dice rolls for misses in 7dtd. They barely make sense in a game like Xcom, they make -no- sense in an FPS style game.
That was hyperbole. It happens one step back too. Or two or three. I mean we have a crosshair displayed on screen. It's not like we can be mistaken where we are aiming. I record video of my games and see the crosshair directly on an enemy and do no damage with the shotgun. Only very occasionally though.
I have seen this put forward in discussions of people having similar experiences with the gun mechanics and accepted it. I couldn't link to a developer post that said it though. Take it with a grain of salt. Maybe hit detection has a small false negative rate when FPS has dropped low. Who knows.
I just know from personal experience that I have had this happen with both the bow and the shotgun. With the shotgun, if there wasn't a crosshair, I would put it down as my mistake. But the crosshair makes it undeniable when your aim is on the zombie head in the replay video. And with the bow, having the arrow lodged in an wall right behind the zombie, but didn't hit the zombie, is a bit of a giveaway too.