Im not a IMC dev (just a regular dev :D) so I can’t know for sure, but what I think the problem with dungeons is this:
- The game is very instance based, both by map and channel
- There was a flood of players in the first days, creating a lot of instances (1 for each channel)
- There were so many instances going on, that you couldn’t login most of the time with error CommanderLoadFail
- IMC “did something” and server load / ping was lower, but at the same time people started getting the error CommanderLoadFail when trying to access dungeons… Weird right?
- If you try really hard eventually you can get inside a dungeon
- After any member of your party is able to go inside a dungeon, everyone else can join without any issues on their first try, which suggests the issue is with instance creation
So what I think happened is that they lowered the limit for active instances, condesing player population in less instances to avoid overloading the server. But at the same time, there were no “available intance spots” for people entering dungeons.
So it seems like you only can access it when the server isn’t overpopulated (having a surplus of available instances), or when an instance dies (lack of players or whatever reason), and that instance is now available if you happen to be trying to enter a dungeon at that specific moment.
And I do understand this balance, its way more important for a group of people to be able to play an entire map than for 5 people to play a dungeon, but their “processing resource cost” is probably similiar.
So, if indeed this is the issue with dungeons, than fixing it is rather simple: Just add a dungeon/instance queue. People will simply have to wait in their current maps until the queue is over and voila, problem solved.
