>>Will you, learn from your mistakes, and put these very nice items, and unique drop henchmen, into new 6 person team or solo only "static" dungeons.<<
Our static dungeon entry-system isn't set up traditionally, although they're closer to what's gone before than the "one-dungeon-per-player" ACGs the mission terminals will give you. The static dungeons are instanced like ACGs, but every dungeon has a different max number of players, depending on size. So far the number has been between 12 and 18, or 2-3 groups (for the might of the Tarrasque, Camelot is an exception). There are several reasons we wanted more than one group through the door. We want the powerful bosses to encourage teams to work together, we want there to be someone else in the dungeon to recruit from if a team member leaves, we want interaction between the dungeoneers (and no, I don’t mean grief-trains & loot squabbles). There are certainly issues to be resolved before our static dungeons are exactly where we want them, but there are non-griefers that are having fun with it (
http://www.aorealms.com/forums/gener...asp?ID=D013155 ), and we can only keep trying to get them to where we want. Stuff we’d like to do include improving loot delegation (no ninja-farming if we can help it) and more control over just who it is that ends up in the same dungeon instance. AO was on release built around the generated missions, so its taking us a little time to adjust everything to work optimally for the statics.