Every now and then I get the itch to make suggestions regarding ways to improve on the module. I'm afraid today is one of those days and I've set my sights on the dungeon spawn system. Which means now I will be explaining how it works from my observations, some systems related to what I'd like to address and my proposed solutions. I hope typing this out will scratch that itch because I've had many ideas lately and I'm a slave to my obsession with making arguments regarding how to make things better. But I do really think this will make things better so thank you for bearing with me.
A Brief Introduction to the Dungeon Spawn System
As things are now, dungeons have a spawn range that they ramp up given time without being cleared. This serves a few purposes, it can open up a dungeon to a wider variety of levels, it serves a role play function in that players can see that hitting the dungeon had an effect as enemies within the dungeon take time to recover, and it prevents players from repeatedly hitting the same dungeon. But it has a large downside, players with little time can find that the time they had set aside to dungeon won't be able to be spent doing so if level-appropriate dungeons aren't available. This has a hand in players with little time feeling as though they can't possibly keep up with players that have more time on their hands in either xp or item value. And this can generate some resentment between players. At first glance, this might seem a reasonable trade-off, the system performs three functions with a singular downside. Unfortunately, I'd argue that currently these functions are either not utilized, unnecessary or actually goes against some of what we observe to be goals in the design of the server.
Why Farming a Single Dungeon Doesn't Work
First, I would like to address the most obvious point of the system, to keep players from farming a single dungeon for loot and xp. While the spawn system would be quite effective at this, we have two other systems in place to address this, those being the loot system and the xp cap system. The loot system prevents a character from looting the same location more than once without letting other players have a chance at it, this affects both ninjalooters and dungeon runners. The xp cap system prevents players from grinding out levels too quickly by first reducing then stopping xp gain from quests, dm experience and combat. These systems alone can cover much of what the dungeon spawn system does to prevent players from farming the same location repeatedly.
The Role Play Dysfunction
The role play function is, unfortunately, a casualty of the previous server philosophy regarding repeated dungeon visits. As dungeon spawns are generally only tied to the dungeon, players would have to re-enter the dungeon after it reset in order to see what effect they had. Since this behavior is not something we wish to promote, this function of the dungeon spawn system effectively goes against the server's design philosophy and should largely be ignored as the only role play this often generates is the occasional meeting of two groups with Group A going to a dungeon and Group B returning from that very same dungeon. Usually this ends either with Groups A and B returning to the nearest relevant hub or Group A having to go to a completely different dungeon than previously planned.
Does This Mean Low Levels can fight Reavers?
Finally, the level range function. This function is largely unutilized. Appropriate dungeon levels are typically judged based on the maximum spawn of a dungeon and it can be observed that players often make the choice to leave a dungeon if the spawn is sufficiently low. This is largely due to the large level range between the maximum spawn and the minimum spawn. But lower level players don't generally visit dungeons with a max spawn level too much higher than their own level making these extremely low dips in the dungeon spawn essentially a content lock as players will simply ignore these locations until they've suitably recovered, and this can sometimes take quite a while with some dungeons seemingly taking 24 hours or more to reset fully to max spawn.
We Can Make It Better
My personal belief is that the server is at a point where we would be best served by having the spawns always be set to max after a dungeon resets. This would be the option that respects the players' time the most and because of the loot and xp cap systems, the server is prepared in case players do decide to try farming a location.
Spawn timers could also simply be sped up so it takes much less time to go through the different spawn stages. This would perform much the same as simply making it so dungeons were always at max but to a lesser degree.
For a vastly different option, the dungeon spawn range can be tightened significantly so players at a level appropriate for the maximum spawn of a dungeon can still get rewarded for tackling it at its lowest spawn. This would have the added benefit of working with the sped up spawn timers.