Well, i would just like to talk about what we think the future random dungeons will turn out like, how they will work... As soon as I can I will make images to help describe everything, promise!

The different parts to a dungeon (using multiple areas)
1)the winding roads
(FH/DF/Swamp pics here)
simple enough in concept, could perform some basic though long-winded way for making a turn of direction in any dungeon. used for outdoor instances.

-2)open dead-end (almost any outdoor dead end pic, use Lost)
good for any kind of boss/miniboss and provides a larger fighting area in a narrow-road area. smaller dead ends just for chests/ couple of baddies.

-3)Valley (open outdoor area such as AO1 or some FH parts)
great for large-scale instances and for exploration (could be used better for quests...nv). Could be annoying depending on FH size or AO size to find every last critter. please dont make like AO1 whith the millions of the invincevenience baddies, make them more mummy like... make it fun to run and wipe out the entire area lool.

-4) corridors (any indoor area, such as AO2 and Balefort)
general indoor thing really. includes corners, small dead ends and not much else. making it maze-like would be best usage.

-5)treasure room (any indoor map)
by this I mean the open indoor areas. since there are usually chests inside call them thus. much like open dead-ends, usable for larger scale battles in a corridor map or for minibosses and such.

-6)Boss room (indoor)
usually defined by annoying narrow bridge and spikes/flames. I hate that bridge >.> honestly...

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NOW aside from just stitching together random generic corridors/ tunnels/ rooms there should be other random factors in it as well. maybe a 1/10 chance of a all-chest room? (when chest are made to be useful...) and even maybe a 1\25 chance of starting the dungeon in a room full of baddies lool (maybe the second to third level, after a party is established).

I am thinking of having multiple exits from a dungeon instead of a baddie kill-to-win thing again. yes they can respawn. to avoid exit-runners have it that you can’t leave until you kill the main boss in any given dungeon. (given that it is randomized, they wont be able to know where to start)

also, maybe a dungeon whose baddies are based on the level of host player... to avoid pure power leveling with a lvl 35-42 host, a lvl 45 backup and rest lvl10 i would NOT mind lack of or greatly diminished xp in this dungeon. the point is how it is random!

Will edit as stuff comes to mind.