Quote Originally Posted by Emili View Post

Many of us have asked for randomness years ago... however was put to us would add overhead killing performance and be easily prone to bugs,

are a few quasi-random things in game. Rainbow's traps, the differeing maps of shadow crypt, but nothing extraordinary.
Yeah, but now that we have the ingenuity of Wiley Coyote, Tom, and Jerry behind the game, I think we're in a different place. Anything is possible with some rope and an anvil!

But seriously, the examples you give just show that it IS possible to add more variation into quests and I just can't believe that it would detract much from performance. Seems to me, it would simple add a bit to processing demand during the 2 seconds in which a new dungeon instance is being created. Not saying I fully understand the Turbine game engine, but I've programmed since the mid-90s and just can't imagine that an elegant solution isn't possible.