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  1. #101
    Ridill
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    Feb 2007
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    Quote Originally Posted by Kincard View Post
    The reasons they give for continuing to make crafting useless make no sense to me. RMT will always find a way to fart around in your game and even if your design choices do limit or completely eliminate RMT, wasn't the whole issue with them that you think they ruin the game? If you're changing entire design philosophies just to combat RMT that's completely self-defeating.

    And oh no, somebody might manipulate the market, like that isn't what you're supposed to do with it. I don't get why they want to design everything with this weird play-nice mentality ("cant add a boot party in DF since that would just be meanyface" etc)
    They might think they're doing the right thing, but honestly they're letting the RMT win out of fear. Don't want people paying to stupid-out-the-ass prices on endgame craft gear? Here's a hint: Don't lock materials behind some kind of exclusive gate. Implement weekly quests where you'd be guarantee a certain ingredient. Have dailies that can give you tokens toward the same. Add some true RNG to the gathering professions so occasionally you get this really rare HQ mat. Toss 'em into that treasure hunting thing they're vaguely pimping. Put them into the GC loot pools so seals have an endgame purpose. Basically, you wouldn't have to use the AH if you didn't want to.

    They've got options, they just choose not to use them. :/

  2. #102
    Salvage Bans
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    Apr 2009
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    Ada Rusheart
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    Hyperion
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    Asura

    They could make the crafted gear exclusive, too.

  3. #103
    29 in magical dog years
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    Jackson Junior
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    Excalibur

    I'd be down with some crafting mats that cost GC seals. Can't do anything else with them, really.

  4. #104
    Bagel
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    Aug 2006
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    FFXIV Character
    Deecup Delight
    FFXIV Server
    Cerberus
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    Ragnarok

    Quote Originally Posted by Zzsark View Post
    And you still wont be able to afford one piece of (cheap) armor per week.
    First thing I thought of too lol, but I'll take any increase to that dumb cap I can get. As others pointed out: body and +1 won't take 3 weeks anymore at least.

  5. #105
    Relic Horn
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    Apr 2010
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    Kharlan Lynare
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    Excalibur
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    Valefor
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    Kirin Tor

    how did you fucks not catch this


  6. #106
    Salvage Bans
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    Oct 2006
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    Nama Kemono
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    Hyperion
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    Bismarck

    3:30 That is all.

  7. #107
    Ridill
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    Asura

    <3 those FF3 remixes, wow. I'm also guessing Toto-Rak is one of the dungeons getting the "Hard" upgrade considering the theme is there.

  8. #108
    The Once and Future Wamoura
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    Rocl Montaigne
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    Excalibur
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    Bahamut
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    Quel'Thalas

    Weren't those themes in all the old 1.0 dungeons? Aurum Vale, Dzemael Darkhold and Cutter's Cry shared the music I'm pretty certain.

    My first instinct was Toto-Rak too, but I wouldn't say it's good evidence yet.

  9. #109
    Old Odin
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    Seravi Edalborez
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    Titan

    Definitely Darkhold, I thought that the others had different music but hell if I know since Darkhold is the only one I ever ran more than once.

  10. #110
    Sea Torques
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    Jan 2010
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    Gilgamesh

    Yeah both versions of Toto Rakk are in there too. ~4:09. Definitely my fav 1.0 song especially when they had the orchestral version kick in in combat over the standard song. Was superb.

    Also the Snake set is obviously Mnk, and the Falcon is Drg. Drgs do not wear sandals. Come on now.

  11. #111
    BG Content
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    Slycer Ilerion
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    Excalibur
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    Fenrir

    Toto-rak is pretty awesome, I'm hoping for that one as one of the hard mode dungeons. I just did it again last night for lulz while leveling archer. It's like Crawlers' Nest meets Alice in Wonderland acid trip ("Prisoner's Delight" shrooms ftw), complete with final boss taking place in a black light rave. It's definitely a bit on the longer side, though, and trying to speed run it could be a bitch. Not sure what else I'd want hard mode. Maybe Brayflox or Haukke.

  12. #112
    Sea Torques
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    Gilgamesh

    Brayflox would probably be a logical choice because it's got good atmosphere and a large enough area to adjust monster placement, and some interactive elements. Also adding a level 50 set of that gear would be welcome I'm sure. Qarn would also be a decent choice.

  13. #113
    Old Odin
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    Seravi Edalborez
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    Brayflox and Darkhold would make a lot of sense since those both have unique-looking armor sets.

  14. #114
    BG Content
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    Slycer Ilerion
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    Fenrir

    The shawl from Dzemael... god no. D:

    I'm guessing (hoping?) any hard mode dungeons wouldn't just be harder monsters, but also have some revised boss mechanics as well to make them more challenging than tank and spank.

  15. #115
    Old Odin
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    Seravi Edalborez
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    Could be as simple as just adding like 2-3 more mechanics, like the jump from story>HM primals.

    Adding stun immunity to bosses would also be prudent for HM. If you know exactly when Doom is coming on Qarn first boss, you can shield bash it in that 1s cast time. I typically stun the first one all the time, throws people off haha.

  16. #116
    AoE
    AoE is offline
    Sandworm Swallows
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    Litz Zatsuza
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    Sargatanas
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    Sylph

    Brayflox has the most swagged out dungeon music in the entire game. It better have a hard mode.

  17. #117
    29 in magical dog years
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    Jackson Junior
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    Brayflox is my favorite duty, if I can run that on occasion instead of WP I'd be stoked.

  18. #118
    Remit One (1) Custom Title
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    Qeomash Pandemonium
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    Cactuar
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    Asura

    The video where the above video came from:



    Starts at about 1:50.

  19. #119
    the whitest knight u' know
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    Miya Kai
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    Excalibur

    I have a Hildebrand-shaped boner.

  20. #120
    Ridill
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    Asura

    Quote Originally Posted by Seravi Edalborez View Post
    Definitely Darkhold, I thought that the others had different music but hell if I know since Darkhold is the only one I ever ran more than once.
    Darkhold and Toto-Rak have the same theme but that's the Toto-Rak version, Darkhold is slightly different iirc. Could be both anyway, maybe they were picked because those were the first dungeons introduced in 1.0.

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