Firstly kudos on delivering a good expansion. Enjoying many things, especially the outdoor zones and I'd glad I got in early. Mob density in dungeons needs discussing though. i) It's difficult, perhaps too difficult, to navigate dungeons due to a random mix of undead and see invis mobs with regular mobs; ii) Mob density is generally a little high, too many mobs in too small an area; iii) there are very few safe camp spots, where a group can set up or camp safely and maybe pull to. i) is okay IMO. It's very reminiscent of Chardok back in 2000 when Kunark first launched and you'd have the Chokidai wandering around the entrance and exit area. It's tough to navigate but not impossible for a seasoned party; ii) yeah I'm probably going to get blown out on this one being in the Veterans Lounge and all, but for the health of the game considering it for all players a lot of areas mob density is a little high in many areas of the dungeons. Too many wandering mobs, too many see invis wandering mobs in strategic areas. iii) this is my main bone of contention. Every dungeon, even back in the day when Kunark released, had safe spots where you could pull to, form a party, rez up, heck do the unthinkable and go afk for 30 seconds to take a pee. Dungeons need these spots if they are going to get more than just a small number of players spending any time in them. Spots where you don't get mobs wandering through your camp spot or spawning on top of you. You need somewhere like this for every named mob if it's going to be in any way a challenge with a little space to split mobs and fight named. What do other folks think ? Am I being too newb ? Try and see it from the point of view of players where the dungeons are a challenge and not from a party of high end players who can roll any area in the game. For the record, I've been playing since '99 and done everything from being in world first guilds through some of the hardest content in the games history to casual family guilds. My biggest enjoyment has been exploring new content and taking good groups through it. It seems EoK dungeons are great for OP high end partys that like to dungeon crawl but a fail for static camps, which is what is the heart of the game for me.