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So far I have seen this happen occasionally when enemy charges at you or when large monster execute flailing/swinging attacks. This is dangerous on Hard because getting hit (or getting staggered) once is enough for you to die from subsequent enemy combo moves.

This one.... was caught on tape (see pics).

I would like to hear what the rest of you think about this. Do you experience this as well? Do you think this is an intended design (!!?)

Edit: For your viewing pleasure
http://www.youtube.com/v/FShZfp4LlRU&loop=1&autoplay=1
For still shots of this, see this post.
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Post edited July 13, 2011 by vAddicatedGamer
Yes, it also happened to me a few times and at I also remember that once Geralt hit a harpy that was too far to reach by sword.
Hit detection is a common problem in many games. TW2 is no buggier than many others in this respect. Mortal Kombat is notorious for it too. It's the subject of a lot of more or less successful attempts to improve, currently, as we get more CPU and GPU power to throw at the problem.

The problem is that you have characters and weapons represented by hit boxes, and when an intersection occurs, a hit is declared. The hit boxes are simple approximations, to make the computing burden acceptable. To the extent that the hit boxes exceed the dimensions of the animation, phantom hits occur. Illustration: http://farm5.static.flickr.com/4006/4655351624_43d834817d_b.jpg
Post edited June 26, 2011 by cjrgreen
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cjrgreen: Hit detection is a common problem in many games. TW2 is no buggier than many others in this respect. Mortal Kombat is notorious for it too. It's the subject of a lot of more or less successful attempts to improve, currently, as we get more CPU and GPU power to throw at the problem.

The problem is that you have characters and weapons represented by hit boxes, and when an intersection occurs, a hit is declared. The hit boxes are simple approximations, to make the computing burden acceptable. To the extent that the hit boxes exceed the dimensions of the animation, phantom hits occur. Illustration: http://farm5.static.flickr.com/4006/4655351624_43d834817d_b.jpg
I don't really understand the picture (do I look at the filled boxes? what does the unfilled boxes signifiy?) but I understand what you mean by hit detection. Can it be improved via a patch or something. The thing is, with relatively long stagger time in TW2, this can be very problematic towards survival.
Yeah, hit detection is the least of the game's problems. It is an occasional issue though.
Hit Detection!! Have you ever player Witcher_1?? You were more than half dead before the cut-scene was finished!! They have really improved it with this one. There's more of a problem with delayed to non-existant responce from the buttons/keyboard then anything else. I pity those who play on Insane!!
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Gidzin: Hit Detection!! Have you ever player Witcher_1?? You were more than half dead before the cut-scene was finished!! They have really improved it with this one. There's more of a problem with delayed to non-existant responce from the buttons/keyboard then anything else. I pity those who play on Insane!!
I know what you are saying about TW1 (although I didn't spend nearly as much time on it). Thing is, in TW1 you don't get as much control over dodge-rolling, the pace is slower, it is less action-oriented, and you can drink potion in battle so it is not as punishing.

In TW2, getting hit although clearly you are not supposed to (as shown in the screenshots) staggers you and potentially brings all those keyboard issues into play, resulting in death.
Post edited June 26, 2011 by vAddicatedGamer
Added some pictures to show an instance in Chapter 3 where the imprecision in the hit detection results in instant death(s).
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Post edited June 27, 2011 by vAddicatedGamer
Until someone told me Yrden worked on the boss, this is the kind of thing that made the Draug fight annoying. Definitely not playing on insane anytime soon because of it hehe.
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aimlessgun: Until someone told me Yrden worked on the boss, this is the kind of thing that made the Draug fight annoying. Definitely not playing on insane anytime soon because of it hehe.
There's the occasional hitbox problem, then there are hitbox problems a mile wide. Being half-way across the screen and still getting hit is not acceptable.
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3DMaster: There's the occasional hitbox problem, then there are hitbox problems a mile wide. Being half-way across the screen and still getting hit is not acceptable.
Sounds pretty serious, is it even worse than the ones I posted on the 8th post? Do you have a screenshot of this? I usually record the gameplay in FRAP, then play the video and snap the screenshot from there.
Damn, I've seen hit detections go awry, but this one topples them all...
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vAddicatedGamer: Damn, I've seen hit detections go awry, but this one topples them all...
Clearly, Aryan has some crazy psychic powers... :D
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vAddicatedGamer: Added some pictures to show an instance in Chapter 3 where the imprecision in the hit detection results in instant death(s).
Hm, not only Aryan is too far to hit Geralt but he is also facing in a different direction. It looks like there is more than hit detection involved, like the engine not getting right the relative position of the fighters. I hope CDP guys are watching this.
It looks like the kind of behaviour you might encounter in online games, but there's no latency to take into consideration in TW2, so I agree it's an issue that they need to look into.