Let’s face it, the way dungeons are developed currently is garbage.
Here are some problems and SOLUTIONS (so you Flag-happy forum nannies don’t think I’m trolling) for ways to fix the system.
1.) TECHNICAL ISSUES, TECHNICAL ISSUES, TECHNICAL ISSUES
The most important and most obvious fault with the dungeon system is that IT DOESN’T ■■■■■■■ work.
-Commanderloader Fail error
-CANNOT CONNECT TO SERVER error
*Losing a daily run because you DC/crash while in the Dungeon is just plain mean-spirited to do to players.
I’ve seen people claim that if you DC while inside the Dungeon, you can restart ToS and you won’t lose a run.
This is FALSE - several of my guild members [RAGNAROK] have experienced the same thing. A DC in the Dungeon will simply send you to the login screen, but a full CLIENT CRASH will make you LOSE A RUN.
Solution: Revert back to CBT Dungeon System of 5 daily dungeons runs PER DUNGEON.
2.) 2 DAILY RUNS
What a bad idea. I was able to do 2 dungeon runs in under an hour today. I would have gladly done it another 2 times.
Bad argument: BUT IF WE DON’T CAP DUNGEONS, PEOPLE WHO ACTUALLY PLAY THE GAME WILL BE A HIGHER LEVEL THAN ME.
Answer: So?
Some of us PAID 50 DOLLARS to play this game. IMC should not cap the already-extremely-limited game content.
Solution: Revert back to CBT Dungeon System of 5 daily dungeons runs PER DUNGEON. Per Dungeon meaning 5x lvl 50 Dungeon, 5x lvl90 Dungeon, etc. etc.
Questing and Grinding for hours should NOT be the only way to level up in a modern MMO. Raids/Dungeons are, and always will be, the endgame and where all MMOs have a chance to shine.
3.) DAILY DUNGEON QUESTS
As far as I know, the lvl 50 dungeon has NO QUESTS except an automated “quest” that you get when you enter the dungeon that involves killing the boss.
Solution: There should be an NPC at the start of each dungeon that gives a daily quest(s).
Do enough of these daily quests and you can trade in a Dungeon-specific Mat for some useful items like Potions or maybe Dungeon-Specific Gear.
4.) MORE VARIETY, SHOW OFF THAT COMBAT SYSTEM
I remember when I first did Underground Chapel my first impression was…underwhelming.
They literally just copy and pasted 6 enemies from Tenet Church, added some HP and threw together a palette-swapped boss.
The boss is really the best part of the Underground Chapel dungeon, but it doesn’t have to be. The raid itself can be fun and creative too.
Solution:
-NEW Enemies with NEW attack patterns.
-Give bosses MORE HP to increase difficulty and extend the battle to Epic Proportions.
-TRAPS (Give us some non-enemy hazards to watch out for like pitfalls, spikes, poison darts, swinging-axes, sinkholes, collapsing-platforms, and throw in some gasoline and fire as well.)
5.) SOCIAL ASPECT
-I see MORE players grouped around the Dungeon totem than I do in Klaipeda or Orsha.
-I have had more DUELS/PVP around Dungeon Totem than anywhere else.
-I have talked more with strangers around Dungeon Totem than anywhere else.
SOLUTION:
-Implement DUNGEON Chat
(Like Trade/Whisper chat except only for Dungeon searches and discussion. This allows people to continue grinding/questing in another map without having to stare at their computer screen at the Dungeon Totem while they wait for a Cleric or Linker to join the party.)
-It is HARD to get to know new players/friends if we can only party with them once or twice in a Dungeon. IMC is gimping the social aspect of ToS (which RAGNAROK ONLINE HAD IN ABUNDANCE) by limiting the max number of dungeon runs. By adding more daily runs, we can all increase our Friends List and that benefits everyone.
Dungeon Totem is the town pub of ToS, where adventurers join in JOLLY COOPERATION and share tales of their conquests and hope to create new conquests.


