The Witcher 3 Combat: Wasted Potential?

The Witcher 3 Combat: Wasted Potential?

The Witcher 3 has some of the best combat animations ever made, but the systems behind them often work against their full potential. In this video, we take the combat apart and see how it actually works. Why does Geralt spin so often? Was the game originally designed with directional attacks in mind? How does hit detection work, and why can a monster hit you when its weapon is nowhere near you? We will also look at real collision capsules already hidden inside the game, random dismemberment, oversized monster hitboxes, invisible 360-degree attacks, and the limitations they create for armor and character progression. Then we rebuild the system with precise weapon collision, continuous collision detection, directional attacks, vertical and horizontal blade control, exact hit locations, locational wounds, improved monster hitboxes, defensive combat AI, stamina-based attacks, and full friendly fire. Dodgy Basterds is not an attempt to make vanilla slightly better. It is my personal experiment and a search for better combat gameplay. Download the demo and try it yourself: Nexus Mods: https://www.nexusmods.com/witcher3/mo... Steam: https://steamcommunity.com/sharedfile... Patreon:   / dodgybasterds   Vote to roll out the mod to the next region: https://www.patreon.com/DodgyBasterds... CHAPTERS 00:00 Intro 00:43 Vanilla Attack Animation Selection 02:33 The Foundation for Directional Attacks 03:14 Vanilla Hitboxes and Hit Detection 12:19 Vanilla Dismemberment Logic 14:40 Building Precise Weapon Collision 15:58 Directional Attacks and Exact Targeting 17:20 Vanilla vs. Dodgy Basterds Dismemberment 17:35 Vertical and Horizontal Blade Control 19:18 Vanilla vs. Dodgy Basterds Hitboxes 24:29 Combat AI: Vanilla Defenseless NPCs vs. Dodgy Basterds 27:28 Combat AI: Attack Tickets, Sword Dancing and Friendly Fire #TheWitcher3 #Witcher3Mods #DodgyBasterds