That would be based.
I wish that was less arbitrary and we could have a way to force that happening more or less often based on what we do in the dungeon. This goes a little off the tangent, but such interactions should probably influence how the dungeon behaves right back at us. Like certain challenges or accomplishments to do that influence that. I'm just tossing some fun suggestions, but it could be anything
"Hisses and roars become more frequent... It appears that this place is undergoing an infestation."
Dungeon Challenge: One or two hour ticks pass without a Monster mob being defeated.
> Monsters start spawning with 'Crazy' tag.
"A wrathful roar can be heard deeper in the dungeon... Whatever you are doing, it seems to be getting really angry at it..."
Dungeon Challenge: Not a single monster is alive before their respawn timer.
> Bosses gain +10 to their max level, the Vengeful Roar buff at LV50 and their respawn time is halved.
"You don't see many things around... The denizens of this place are deciding to hide their own belongings."
Dungeon Challenge: No chest is active before the monsters' respawn timer.
> Increases the amount of items you can get from monsters by 1, but prevents chests from spawning on that hour tick.
"You have brought the attention of something truly evil..."
Dungeon Challenge: Players have been in a dungeon for over three hour ticks.
> Randomly spawns multiple 'Thanatos' mobs in the place of a normal mob, which is essentially a Spectre Knight that has 50000 HP, 50000 FP, and 80 on every stat. Its purpose is to chase players away from the dungeon (or outright kill them if they're not fast enough) to stop them from hard grinding. They despawn after a while, when the dungeon calms down.
Stuff like that.
The goals is not to make the grind easier or harder, just less... monotonous, if you understand my goal here.
I wish that was less arbitrary and we could have a way to force that happening more or less often based on what we do in the dungeon. This goes a little off the tangent, but such interactions should probably influence how the dungeon behaves right back at us. Like certain challenges or accomplishments to do that influence that. I'm just tossing some fun suggestions, but it could be anything
"Hisses and roars become more frequent... It appears that this place is undergoing an infestation."
Dungeon Challenge: One or two hour ticks pass without a Monster mob being defeated.
> Monsters start spawning with 'Crazy' tag.
"A wrathful roar can be heard deeper in the dungeon... Whatever you are doing, it seems to be getting really angry at it..."
Dungeon Challenge: Not a single monster is alive before their respawn timer.
> Bosses gain +10 to their max level, the Vengeful Roar buff at LV50 and their respawn time is halved.
"You don't see many things around... The denizens of this place are deciding to hide their own belongings."
Dungeon Challenge: No chest is active before the monsters' respawn timer.
> Increases the amount of items you can get from monsters by 1, but prevents chests from spawning on that hour tick.
"You have brought the attention of something truly evil..."
Dungeon Challenge: Players have been in a dungeon for over three hour ticks.
> Randomly spawns multiple 'Thanatos' mobs in the place of a normal mob, which is essentially a Spectre Knight that has 50000 HP, 50000 FP, and 80 on every stat. Its purpose is to chase players away from the dungeon (or outright kill them if they're not fast enough) to stop them from hard grinding. They despawn after a while, when the dungeon calms down.
Stuff like that.
The goals is not to make the grind easier or harder, just less... monotonous, if you understand my goal here.