I just wonder what it is that you believe accounts for this dungeon spawn problem. That the dungeons are experiencing more activity must be the answer (since dungeon spawning is now set to the traditional levels). Well, next question is begged: What is it that you believe is the cause of the increased dungeon activity? More players dungeoning more, right? Well, instead of changing the traditional spawn rates, why not explore other solutions such as 1) Making more dungeons 2) Making more occupations (cargo delivery, etc). 3) Encourage the players who do not much else but grinding dungeons to find for their characters something else to do. 4) Anything else besides suggesting pumping spawn rates to max.
1) making more dungeons is a far more arduous task than you are tossing it out as. Devs like Prophet have spent upwards of 30 hours on a single transition putting in the work to make it look beautiful. That doesn’t even account for testing, balance, debugging, etc. it’s not that simple. More dungeons would be appreciated don’t get me wrong, but let’s not pretend that it’s as easy as that.
2) occupations in game are solo completionist jobs. They do not really offer any real roleplay opportunity beyond “I’m a poor dock worker.” Which most people are not going to want to keep up for long. Unless you are going to be able to work directly for the npcs like Reds / Knives, there isn’t really that much that comes out of running deliveries from the Drain.
3) this is a task that requires plot hooks. Whether it is DM, ampc, or player built plot hooks matters little in my experience. I have a group that doesn’t dungeon at all together. Most advancement however is dependent on dungeon grinding which then also advanced your mechanical and roleplay power. I would love if DMs gave people entire levels for particularly good roleplay that builds stories, but it simply doesn’t happen.
More DMs would absolutely help, it was unfortunate Enigma had to be let go because he was very active and generated or fostered a lot of new leads but it is what it is.
4) again, what is so terrible about having static spawns? Not penalizing other people because someone else also ran content 2 hours ago seems like a good thing. The more efficiently people can do their dungeon the more quickly they can come back to roleplaying things that don’t revolve around pve. People have already talked ad nauseum about how this game is already a massive time sink with the system of progression.