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Author Topic: DF gets a tip-o-the-hat in World of Warcraft  (Read 5067 times)

LemonFrosted

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DF gets a tip-o-the-hat in World of Warcraft
« on: November 30, 2010, 05:57:59 pm »

In playing through the recently revamped leveling zones in World of Warcraft I came across a quest titled Dwarf Fortress that asked me to sneak into a dwarven fortress (which is built as a giant cannon) and find a goblin spy. I found him hiding in the pantry with a block of cheese on his head:

 He sent me downstairs to find the plans:

which were guarded by the Architect:


In the end I sabotaged a single switch which blew up the entire fortress (even getting a small cinematic.)


If you're a WoW player and want to check it out it's Horde side Southern Barrens, just north of Bael Modan.
« Last Edit: November 30, 2010, 06:23:26 pm by LemonFrosted »
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Encased in burning magma

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #1 on: November 30, 2010, 06:02:28 pm »

Counting, that's the 5th topic I saw about this  :P.

You are the first to provide a screenshot of the item description, tough.
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Tryntu

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #2 on: November 30, 2010, 06:04:05 pm »

i'm recovering (clean since halloween before last - cataclysm is gonna ruin WoW) but even so, that is epic. pity they didnt name him 'urist'. XD
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juanito89

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #3 on: November 30, 2010, 06:15:50 pm »

As a newbie to DF, I still haven't read the entire boatmurder story (things haven't gone bad yet). But that reference is awesome indeed.

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LemonFrosted

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #4 on: November 30, 2010, 06:25:16 pm »

Counting, that's the 5th topic I saw about this  :P.

You are the first to provide a screenshot of the item description, tough.
Awww, I hate it when that happens. I scanned the first couple pages, but didn't see one, then left the "post this message" box open for a couple days (then finally uploaded the screenshots).
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shadowform

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #5 on: November 30, 2010, 06:34:53 pm »

i'm recovering (clean since halloween before last - cataclysm is gonna ruin WoW) but even so, that is epic. pity they didnt name him 'urist'. XD
I have heard the 'This ruined WoW' statement for every decision made since i have started playing.  Letting paladins to do something other than heal ruined WoW, letting priests dps ruined WoW, letting casual players raid ruined WoW, arenas ruined WoW, battlegrounds ruined WoW, and so on, and so on.  To this date, I am still convinced that both factions have an unfair advantage in Arathi Basin.

Also: Best.  Disguise.  Ever.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

Tryntu

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #6 on: November 30, 2010, 06:49:01 pm »

i'm recovering (clean since halloween before last - cataclysm is gonna ruin WoW) but even so, that is epic. pity they didnt name him 'urist'. XD
I have heard the 'This ruined WoW' statement for every decision made since i have started playing.  Letting paladins to do something other than heal ruined WoW, letting priests dps ruined WoW, letting casual players raid ruined WoW, arenas ruined WoW, battlegrounds ruined WoW, and so on, and so on.  To this date, I am still convinced that both factions have an unfair advantage in Arathi Basin.

Also: Best.  Disguise.  Ever.

it's the lack of challenge, in my opinion. the combining and removal/revamping of most stats makes gear choices, which once were, you know, varied, perhaps even with a little give-and-take mixed in for some flavor, into the 'who's got the highest item level' game. WotLK dumbed it down, cataclysm lobotomized it.

keep in mind, i had started playing soon after MC came out, so i'm kinda jaded towards the old 'holy shit, he's in UBRS blues? an arcanite REAPER? hooo shiiiit' rather than the 'eww, his average item level isnt over 245, nobody on the server will touch you until you spend 20k gold on epics that dont even benefit your chosen path'.

plus the people have gone all to hell on my servers, so i guess i'm biased, too, but who's counting.

dont get me wrong, i think letting everyone have a chance is a good thing. but giving the casuals a chance without cheapening it is what needed to happen, and it didnt. i mourn WoW, but i dont miss it.
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shadowform

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #7 on: November 30, 2010, 08:26:05 pm »

it's the lack of challenge, in my opinion. the combining and removal/revamping of most stats makes gear choices, which once were, you know, varied, perhaps even with a little give-and-take mixed in for some flavor, into the 'who's got the highest item level' game. WotLK dumbed it down, cataclysm lobotomized it.

keep in mind, i had started playing soon after MC came out, so i'm kinda jaded towards the old 'holy shit, he's in UBRS blues? an arcanite REAPER? hooo shiiiit' rather than the 'eww, his average item level isnt over 245, nobody on the server will touch you until you spend 20k gold on epics that dont even benefit your chosen path'.

plus the people have gone all to hell on my servers, so i guess i'm biased, too, but who's counting.

dont get me wrong, i think letting everyone have a chance is a good thing. but giving the casuals a chance without cheapening it is what needed to happen, and it didnt. i mourn WoW, but i dont miss it.
Yeah, I'm jaded from running Scholomance three times a night for two months trying to get more of my priest t0 set that never dropped so I could meet the minimum requirements of 6/8 t0 most of the guilds on my server had to be a backup for MC so eventually I could get rotated into the normal crew and then, after building DKP for a few months, have enough points in reserve to outbid long-standing guild members who were using their DKP to gear up alts.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

neek

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #8 on: November 30, 2010, 09:57:08 pm »

None of it makes any sense. Grind so you can grind so you can grind? I mean, it's a millstone set on repeat. Alas. Funny in-game reference, though.
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twilightdusk

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #9 on: November 30, 2010, 10:24:56 pm »

None of it makes any sense. Grind so you can grind so you can grind?

It's a concept known as the "Skinner Box." The first part of this video has a pretty good explanation. Note, that website is advertising Cataclysm somewhat heavily, you may have to sit through a half-minute add for it before the video.
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A man would see that as a difficult challenge.
An elf would see that and despair.
A dwarf would see that and say, "Bring it on."

duckInferno

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #10 on: November 30, 2010, 10:29:33 pm »

it's the lack of challenge, in my opinion. the combining and removal/revamping of most stats makes gear choices, which once were, you know, varied, perhaps even with a little give-and-take mixed in for some flavor, into the 'who's got the highest item level' game. WotLK dumbed it down, cataclysm lobotomized it.

Yes and no.  Let me explain.

The stat changes weren't made for the learned player's benefit.  We were always going to min max and calculate the specs and gear that gives us 0.1% extra dps.  They're made for the newbie's benefit only; the guys that would chuck Spirit on their warrior because it gave them extra regen, or Strength on their priest so they could do more staff damage.  For experienced players, stat changes are about the same - the addition of Mastery balances out the "useful" stat removal; ie the stats that we used in wrath, but are gone in Cata... not the ones we didn't use in wrath that are now gone. 

You are most definitely right about wrath dumbing things down.  However, it also includes the hardest encounters ever designed across all versions of WoW (excepting invincible cthun xD).  It can be easy to miss sight of that when you see their new philosophy of difficulty levels that range from super casual what-is-a-mouse to holy-crap-where-is-my-health, to enable lesser skilled players and/or casuals to at least see some endgame content.

Where you're dead wrong, however, is Cata dumbing things down.  From the looks of things, Vanilla is back... in spirit, anyway.  Tanks are definitely more powerful than in Vanilla, but it's back to if you DPS the wrong target, you'll pull aggro.  It's back to CC or bust.  Healing has been transformed back from whack-a-mole-flash-spam to careful and calculated efficiency-versus-need healing.  Even gear is back to Vanilla levels; heroic dungeons give blue items.  Even BC threw in some epics at that level of content. 

The one area that I'm not a fan of are dungeon points, and the "shifting window" of raid content.  To explain: we saw it at the end of wrath.  At the beginning of wrath, you'd level to 80, do some dungeons, do some heroics, craft some gear, grab some basic emblem gear, step into the lowest tier of raiding... even though the latest content was several tiers higher.  At the end of wrath, doing simple and mindless heroics got you the second-highest base tier gear. 

You were expected to skip Naxx, Ulduar, Sarth, Malygos and even ToC to a degree and step right into the "current" tier of raiding, ICC.  I call that the shifting window of raiding.  Had another tier of raiding come out after ICC, the "window" would have shifted up, where the bottom of the window grants T10 from heroics in order to facilitate you entering the top of the window, or T11 raids.  This is bad because it means that a lot of endgame content is suddenly made irrelevant and obsolete; where making an alt in late Vanilla or BC gave you plenty to look forward to, Wrath just gave you ICC no matter what gear level your characters were. 

Cata looks to be configured to use this same shifting window concept, which I am not looking forward to.  Still, overall, Cata's a vast improvement on Vanilla.  Push nostalgia aside for one moment and look at the good differences as well as the ones you miss.

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LemonFrosted

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #11 on: November 30, 2010, 10:52:00 pm »

None of it makes any sense. Grind so you can grind so you can grind? I mean, it's a millstone set on repeat. Alas. Funny in-game reference, though.
Most games are, ultimately, like this, though; unless you play once and discard. Even for the vast number of things you can attempt in DF there's a metric ton of repetitive action. I don't want to know how many times I've designated the same basic layout for a starting fort.
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veok

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #12 on: November 30, 2010, 11:13:46 pm »

I must say that I enjoyed Burning Crusade's level of dungeon difficulty much more than Wrath's (though both were better than the 40-person raids).

WoW's still got some game design issues if it wants newbies to stick around (For instance, the last patch removed a need to eat/drink for the first 10 levels - out of combat regen is just that high for them) -- I hear WoW had something like only a 30% retention rate (as in, got past the first 10 levels).

It doesn't help that each expansion continues to raise the level cap -- the time investment (and money! You need to buy 4 games now!) into reaching max level continues to increase, and it doesn't help that there's such a huge disparity between dungeons, pvp, and pve.

And now that tanks are getting close to 100k health, methinks the numbers are getting exponentially overinflated as well.

I think it'd be much more interesting if Cataclysm (and its various changes) had been the 1st expansion instead of the 3rd.

Ah, but I ramble.
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G-Flex

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #13 on: November 30, 2010, 11:19:07 pm »

None of it makes any sense. Grind so you can grind so you can grind? I mean, it's a millstone set on repeat.

That's essentially the nature of the game, when you really boil it down. It's an addictive skinner-box principle that keeps people coming back and makes them money.
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duckInferno

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Re: DF gets a tip-o-the-hat in World of Warcraft
« Reply #14 on: December 01, 2010, 12:06:35 am »

I must say that I enjoyed Burning Crusade's level of dungeon difficulty much more than Wrath's (though both were better than the 40-person raids).

WoW's still got some game design issues if it wants newbies to stick around (For instance, the last patch removed a need to eat/drink for the first 10 levels - out of combat regen is just that high for them) -- I hear WoW had something like only a 30% retention rate (as in, got past the first 10 levels).

It doesn't help that each expansion continues to raise the level cap -- the time investment (and money! You need to buy 4 games now!) into reaching max level continues to increase, and it doesn't help that there's such a huge disparity between dungeons, pvp, and pve.

And now that tanks are getting close to 100k health, methinks the numbers are getting exponentially overinflated as well.

I think it'd be much more interesting if Cataclysm (and its various changes) had been the 1st expansion instead of the 3rd.

Ah, but I ramble.

I agree with BC.  Unfortunately I hung out with casual friends mostly over BC so I didn't really get to see much raid content :(

I'd heard about the retention rate, it was lower than 30%.  I believe that's a huge part of them removing the stupid mana issues <10 and their recent rework of all lowbie zones.  I'd love to hear what their retention rate is post-cata. 

You'll find that Cata costs more than the other three games combined; they used the same deal with BC and Wrath, making the most recent expansion pack "the money maker" while original wow + old expansions are cheap as dirt.  Vanilla WoW is cheap as dirt now and gets you to level 60, which interestingly is half of Cata's development focus (reworking 1-60 areas) for free.  As for time investment, if you don't like playing WoW then you really should be looking at other games xD

The stat inflation is something that really bugs me.  I can see why it's needed but yeah, I wish they did some kind of massive stat rescaling so that 1-85 is smooth progression all the way.

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