I've really enjoyed the dungeon POIs for the most part. Some of the run at a slideshow pace because of current zombie optimization issues (*cough Waterworks basement *cough*), but they are all pretty fun to explore and I can see huge potential for some crazy elaborate dungeons in the future.
However, currently it seems like almost every POI is a dungeon of some sort and this seems to be teetering slightly on the edge of "too much". On every server I've seen so far, many of these POIs have been cheesed and exploited. People clear a dungeon once, learn where it's secret exit is or where the loot is stashed, and then from that point on they approach the POI backwards. When every tall building has a nerdpole of frames built up to the top, and every house has it's basement smashed open with nice stairs built in, you can tell this approach at dungeons isn't quite working.
If dungeons were claimed however, similar to a trader so that players could not break or build, things could be much more interesting! No more cheesing or rushing, the dungeons would have to be played as intended. This would also open up new possibilities for your quest system. You could generate unique dungeon POIs on map generation, and have these POIs coincide with special story quests with a progression. With the claiming land and the quest system you have already, you already have the tools to make actual campaigns.
However, currently it seems like almost every POI is a dungeon of some sort and this seems to be teetering slightly on the edge of "too much". On every server I've seen so far, many of these POIs have been cheesed and exploited. People clear a dungeon once, learn where it's secret exit is or where the loot is stashed, and then from that point on they approach the POI backwards. When every tall building has a nerdpole of frames built up to the top, and every house has it's basement smashed open with nice stairs built in, you can tell this approach at dungeons isn't quite working.
If dungeons were claimed however, similar to a trader so that players could not break or build, things could be much more interesting! No more cheesing or rushing, the dungeons would have to be played as intended. This would also open up new possibilities for your quest system. You could generate unique dungeon POIs on map generation, and have these POIs coincide with special story quests with a progression. With the claiming land and the quest system you have already, you already have the tools to make actual campaigns.