My personal opinion is that the current system work just fine for our need.
Though I still have a few question on your new way to handle dungeon spawning.
When a group clear a dungeon, is it going to be empty for a certain amount of time until like we currently have?
Are you still handling the fact that if the dungeon is cleared 10 time in a day, the spawn need to be lowered every time someone does it?
Is the strength of enemy handled only with the number of people or also with their level?
What I like from the current dungeon system is that it prevent XP farming in many way.
The first reason is that a high level can't enter the dungeon just to raise the spawn for a low level.
Second is that you can't do the dungeon again right after clearing it, which I think is something great.
Third, the fact that the spawn strength change if the dungeon is cleared many time prevent people from always going at the same place all the time only to make a lot of XP.
Honestly I don't it's a bad idea though if I had to chose between the current system and this new one I'd chose the current one because I think it help to prevent XP farming in a way and also because I think the way the current system handle spawning is kind of realistic compared to the other one.
1) I was think that the system would only be a -small- boost, per player participating, not making it full spawn instantly unless you literally tried to it with the entire server.
2) Its impossible for a dungeon to be cleared "10 times" in a day and be a reasonable spawn more than twice unless a DM was fiddling with things on the current system; and I have no idea what is meant by the second part.
3) I'd suggest only number of players, not level. The idea is to offer a security for -groups- who take the time to try and go on a dungeon, but everything might have been hit already. This would allow them to add a boost to a spawn, -once-, If 'high level' cashed their bonus on a low level dungeon for a low level, which mind you, I'm only considering be like 5% growth on a dungeon, that would be the difference of about 20-45mins of letting the dungeon sit.
4) See above.
5) The most I've seen travel in a group together regularly might have been 8 people, My suggestion isn't "each player gets to boost a dungeon to full" but more along the lines of, a group of people might be able to heighten the spawn rate, once, for one dungeon, per reset. If you go kill a dungeon and then try to spawn it back up with the bonus I'm suggesting, it would only be around 35-40% growth, and nothing like the same if it was full spawn.
6) People usually don't go to just the same place. They go to alot of places. This idea is attempting to give a security to people who want to try to dungeon in the times where things were already hit a few hours ago. I've had a number of occasions where i've tried to do dungeons with people; but all the places we attempt to look are hit. When you look at dungeoning on the server. After a certain point dungeons are hit in chains, on single. Harvest -> Anubis -> Oasis -> Trolls are often hit in the same sitting. Skeletons -> Fane -> Vestibule -> Wererats -> Swamps(sometimes) are often done in the same sitting.