


Nonetheless, I suppose we can extrapolate based on his claims of strict adherence to D&D rules. Specifically, he says that rules about lighting and infravision in D&D inspired his use of line-of-sight in the game, but not necessarily that he implemented those specific features. A lot of sites, including Wikipedia, seem to rely on this interview in reporting that Daglow's line-of-sight programming included considerations of torchlight and infravision, but I'm not sure that's exactly what Daglow says in the interview.

(Multiple players could huddle around the same computer and control their own characters, but that's not the same as the multiplayer experience on PLATO, where the students could literally communicate and cooperate from different terminals.) Daglow "religiously followed all the D&D rules," which included slow combat and even slower leveling ("getting to the 4th level was a big deal"). It was a single-player game with a party of six characters. Here, we learn that in contrast to endless randomly-generated content of his PLATO contemporaries, Daglow designed his Dungeon more like a Dungeons & Dragons module, with both fixed encounters and "wandering monsters" on a fixed map. it makes them look bad at times when that happens.Ĭorpus do have giant 8 foot soldier variants they are the heavy machine gunners forgot name i think its called engineer.Daglow has dropped other tidbits in a variety of interviews, but the most complete account comes from a 2015 interview with a French blogger. textures will be stretched out to cover a single poly point that broke out of the normal location for some reason, and the limbs will fold in on themselves, making very sharp corners, etc. their faces appear to be facing forwards, so presuming they act like how ancient heads did before, then shooting it is a great way to maximize damage output, provided you can combat the armor on the face.īut, then the actual complaint, the polygons of the legs and arms get really screwy sometimes, like bad boning and modeling work from kids in Garrys' Mod. both legs are identical, so both should have the bonus the one boot had before.

My major complaint, i hadn't the slightest clue if the weakpoints had stayed the same, and if they have, they make no sense anymore. so then, since when does corpus have these giant 8ft tall soldiers? i haven't seen any of those. but corpus soldiers were also used as runners and leapers, too. Whenever an enemy class that is super tanky but also super thin, it breaks the gaming immersion and comes off as a cheap 2005 korean mmo.Īnyways, the original ancients were not a good idea, it was just a scaled up Corpus soldier. They were visually much larger and animated much slower to reflect their ingame tanky status and anchient lore. To recap the old anchient's had much more fluid animations that allowed the shins and forearms to easily be shot. I highly urge you to bring back old ancients and just make these new things a ranged "hunter" class. It visually looks so thin that it breaks the illusion of immersion when you have to unload 5 clips into it at level 100. Perhaps more of an ambush high damage class with multiple ranged weapon choices perhaps an acid cloud spitter. It looks more like a slick ranged hunter. Additionally its tanky super duper high armor status does not reflect it's visual design. It looks like it just hatched 20 minutes ago in an alien vs predator movie. If there is slightly any amount of lagg i have to shoot the center of mass which really hurts my non armorpen weapon.Īrtistically, the creature does not look "anchient" at all. Also the shin is as thin as a toothpick and if there is any amount of lagg and the creature stutter walks, you might as well just shoot the body. The forearm and the shin are flailing around so fast as the anchient walks/runs making shooting the shin an impossible task without missing more than 50% of your ammo. Mechanically, its so hard to shoot the weak spots now. In my opinion the new anchients have several things wrong with them mechanically and artistically.
