Now, I haven't been playing for a good while now. So, I'm messing around on the action server, which is mostly empty and spawns seem maxed. I've found the xp and challenge to be fairly nice thus far after one day working with one other person. It might simply be that the spawns on the main server just don't go up fast enough perhaps? Maybe just tweak the timer and see if faster spawn raising rate helps a little before doing major changes unless it's an obviously lacking dungeon.
I do agree that the thoul dungeon could be longer and more interesting. As well as several other dungeons. I recall when the alhoun had lore things that helped tell you the story way back in the day. . .those should certainly be added back in. I always liked the interesting lore tidbits in dungeons personally, they helped make the experience more meaningful.
The spider caves could always have another level or two added and the loot slightly improved.
The silver mines are. . .well, only good for silver so far as I recall, and the risks for going in there are not rewarded for anything other than the silver mining. It'd be nice if those creatures had special pelts or something. Though I'm not sure that would even tempt most people into a cave where if you even drink a potion you can turn into a statue, go blind, get paralyzed, turn into a fairy, etc, etc.
That monastery up there by the silver mine could use something interesting in it. If there's something already there then cool, but in the past after repeated exploration of it over years I've never found anything remotely of interest.
The ice palace would really benefit from an overhaul like what was done with the liches tower. I bet it would be pretty amazing.
I can't even really comment on sithicus, since I was only able to join in two or three group bits attempting it, and it didn't go well. I look at sithicus as a place to simply go and perma your toon and little else.
The mist is mildly interesting, but it really restricts access to some dungeons. I could see taking a one way trip there and having to mist walk back being a bit more of a better thing. Yeah, I know people might just log and try to exploit a reset.
I can't say much about the pirate island or some other areas, as they just didn't seem terribly interesting. Hazlan had curst and tree eants, but that's all i really recall of any interest there.
Port has the sewers and a smugglers cave that I know of.
Har akir has loads of interesting dungeons.
And other places have some underground and cavern stuff so far as i know with nasty enemies. But the other areas weren't terribly memorable and I hardly had any reason to ever visit them over the years.
Terg is neat and has that old feeling to it, but has any of the lore stuff in it been updated to reflect what's been going on rp wise?
The well is super long, and I think after level 12 or something maybe lower, not worth xp despite the super high checks for secret areas. I think it was in the 60's or 70's for some of the search/spot checks. So, I never really got to see all of its secrets.
The area under the church in barovia village has lots of lower leveled mobs starting out, and then shadowy ones later. Otherwise it's super, super boring and unrewarding. I recall maybe three to five chests of interest, though it's been a while.
There use to be a pretty awesome lower dungeon area in the crypts behind the church, but i think that got blown up with rp?
There's the dungeon in the crypt behind the ml church in the skirts, but for the life of me I can't remember how you get the pass for it. I think it was an npc that got removed at some point, but I might be wrong.
The neuri pirate cave could probably do with a size and appearance upgrade possibly.
The ogre cave in the pass just past midway could certainly use an overhaul in size, traps, mobs, and loot.
I'm not really sure if there are any dungeons in western barovia at this time? It looked like some were going to come about (aside from the variable caves), but I don't recall ever seeing any over there. I know the neuri in that area get pretty friggin nasty.
Actual quests would be nice for some of the dungeons that might improve rep in areas, not sure if that would be a thing on the table. But I would imagine if you helped the locals with fire beetles, or werewolves, or whatnot, then they would be slightly more amiable to you.
You guys have shown you can make interactive and fun dungeons, so I'm sure you'll do it with the standard run and gun ones too if you want.
Also, I did notice briefly that when you attack one thing now, everything else on that floor of the dungeon comes running. That could prove troublesome for some people.
Mind, I have no idea what's really been changed other than crafting over the past three or so years. But I plan on finding out sooner or later.