Quote Originally Posted by Ath192 View Post
Maybe but there's things that can be done to provide new experiences better. For example POTD and HOH were poorly executed. Even though its procedurally generated its just super samey and boring. Imagine procedurally generated areas that have diverse terrains and rooms.

They could easily do entire forests, deserts, and oceans/archipelagos on a ship that always look vastly different for deep dungeon exploration style experiences. But instead they are just barely distinguishable rooms with random mobs.

Like, replayability value doesn't always have to be tied down to a reward for doing the exact same thing over and over. Older MMO's didnt have access to this tech, so thats why they did it, but its 2023, and plenty of examples of this stuff exists.

Edit: Bosses can stand to be a bit more random, with a pool of a lot of mechanics that may or may not be executed in that instance. It just doesn't always have to be the same thing.

I would take extreme bosses with 25 mechanics, out of which only 12 are executed per instance, and reducing the totems to 50 from 100, that would be more fun, more replayable, than what exists right now for example. Same with Savage, with the cap being removed alltogether because obviously its going to be way harder. Instead of this running wheel we spin on to get our weeks worth.

We already see with current content that people hate certain patterns of mechanics. P8s p1 people will wipe until they get snake first. This would just be a nightmare with random mechanics that can have bad orders. "wipe until we get the easiest set to deal with"



Random mechanics and such are great.... Once.... After that it turns into "ugh, the shit set of mechanics, let's just try again"