I saw another post today (http://forums.ddo.com/showthread.php?t=255083) noting the repetition we go through while leveling multiple characters. It made me think about several threads I've seen suggesting how to make quests less predictable and thus, more exciting. Here are six suggestions that I think would go a long way toward making quests feel less repetitive. I wish I could give credit to the originators of these ideas, but I can’t even pretend that I can remember. Anyway, take these for what they are: thought provoking suggestions for mechanisms to make this very good game even better.
P.S. For those who would cry “Don’t waste dev time on this. More new content!” – I agree, but I’d imagine (some of) these improvements taking far less dev time than new content and honestly, if I had my choice I’d give up 4 new quests in return for adding new flavor to the 50 quests I’ve run 50+ times (and will have to run several more times while leveling new characters). Just something to think about…
Random trap locations
Add a few additional traps to quests that already contain traps and give each a % chance of appearing in a given instance. Not every quest should have traps, but those that do should have traps and trap boxes appear in different locations on different runs. I'm tired of seeing vets jump up and down beside a blank wall saying "trap box is here"...so unrealistic and makes trap sense virtually useless unless you're running a quest for the first time.
Random trap types
For elemental traps, vary the trap type from one instance to another. This could be achieved by placing 2 or more traps in close proximity with a random generator that determines which (if any) appear. The possibility of having two traps occasionally spawn in almost the same location wouldn't be that bad and, in fact, has already been done (the first shrine in Monastery, among others). Blade traps would be trickier to vary, but could also be done with a little more work.
Randomize monster CRs
Add a small amount of randomness to each monsters CR...about 20% should do. For instance, any mob at CR4 or below would not vary, but a CR 5 mob could range from CR4 to CR6 while a CR10 mob could range from CR8 to CR12. It would add flavor and challenge to the game if you stumbled on a group of 4 CR12 monsters when you were expecting 4 CR10s. As long as the variation isn't too great, it shouldn't overwhelm most parties and would tend to average out over the course of a quest...with a few easier encounters and a few harder ones. Bosses should probably have fixed CRs since they fall outside the normal spectrum of mobs.
Randomize monster types
This would need to be done in moderation and in the right locations, but it would be nice to have spots within some quests where the type of mob changes from one instance to another. We see hints of this with the norm/hard/elite mechanic and in a few other unique spots, but adding more examples of this would increase the challenge and surprise in quests. Imagine a warforged opening a door to face a rust monster or mindflayer instead of a troll. This could reintroduce some PNP-type suspense of never knowing what you're going to find behind a locked door!
Randomize monster locations
Allowing monsters to spawn in slightly different locations within quests would add surprise and realism to the game. Open one door to find a lonely mob. Open the next to find five of its friends. The implementation of this would require careful coding so that parties aren't overwhelmed by too many mobs at once, but varying the spawn points would add a little more realism.
Randomize (some) quest maps
I realize that truly random adventure maps are likely impossible with the amount of crafting that goes into creating DDO dungeons. However, particular areas of particular quests could be randomized. We see hints of this in a few quests, but it would add a little more variety to quests.