You don't understand. Gonna have to give an example
Startours is a motion similator ride at Disneyland. You have 2 different generated outcomes each time you go on it; Part A (5 different scenes) + Part B (another 5 different scenes)
Sure it feels like it's a different the first 3 times but after a while you realize it's the same thing with a different coating. Just because there's different variations doesn't make it replayable. It works for Disneyland because nobody really visits everyday so it creates an illusion that it's different.
That's why I hate delivering presents in Animal Crossing. Just because I'm delivering a present from a different villager TO a different villager everytime doesn't mean its a new experience entirely.
|
This is completely, but taking into consideration what Graal is and always has been: it's practically entirely content like this. People go up in arms with excitement over content as dull as a new hat. I think the entire nature of Graal is extremely casual and almost welcoming to boring content (sadly). People love to PK, but consider how boring brainlessly mashing your sword button is when you compare it to the gameplay of a game like Animal Crossing.
I think very few people actually regularly play Graal for some rich and exciting gameplay experience, but more to talk with friends, kill time, grind for stuff like items and hats, and do casual activities like PKing and sparring, so I see a quest model like this as probably being well-received and enjoyed by the community.
Another thing is, if I correctly understand how the server software works, lag or server stress is basically exponential to how many players are in one particular level. Stuff like this actually gets people acting and moving around the map, which might alleviate lag more than help create it.