» Tue May 17, 2011 4:54 am
From the remarks I read a while ago, it sounds as if dungeons won't respawn at all. That's good in one way, and bad in another.
On the positive side, it means you can't keep strolling in the front door every third day to "milk" the place, knowing exactly what you'll bump into because you've done it 20-30 times before. That will promote exploration, because the places you've been are "done", as they mostly were in MW after you cleared them (other than a few respawning vermin).
On the negative side, it means that you'll have to keep going farther and farther to find a fight, which might get a bit tedious at high levels.
The "optimum", in my opinion, would be to have "eventual" or "unpredictable" respawns (or at least "partial" respawns), which happen randomly, usually weeks or months later, and perhaps never for any specific location. Something like a 1% chance per game day would be enough to give you a reason to check back after a month or so. Making an increasing chance, so it goes from 1% per day during the first month, then 2% chance per day on the second, etc., would mean that extremely long-career characters might see the respawn of most of the places they had previously visited. If you "occupy" the place and keep visiting every 3 days or so, the place would remain "safe", but wandering away for an extended period would run the slight risk of it respawning, as new occupants take it over during your absence. Perhaps a "lock" could be purchased to keep it from respawning, if you choose to use the place.
Of course, locking the level of the place, instead of mixing static and levelled opponents, means that any place you walk in the front door is now "nerfed" for future exploration, so you might as well continue (unless you find yourself totally outmatched), since it won't ever get any better.