Fractals are already as boring and tedious as dungeons. As I said above, you can roll a dice when selecting a dungeon path for the same effect. Saying that fractals are based on randomness sounds quite absurd and I would like to see a source if you have any.
If they want to encourage variation they can quite easily add new daily quest with randomly selected dungeon paths / fractal maps to complete. Instead of forcing us to do things they should give us a reason to do those things.
Source: Dictionary
frac·tal
?frakt?l/Submit
MATHEMATICS
noun
plural noun: fractalsa curve or geometric figure, each part of which has the same statistical character as the whole. Fractals are useful in modeling structures (such as eroded coastlines or snowflakes) in which similar patterns recur at progressively smaller scales, and in describing partly random or chaotic phenomena such as crystal growth, fluid turbulence, and galaxy formation.
What’s next? A bible? Anyways, I’m up for renaming fractals if we can then have sensible discussion.
You asked for source, I gave you the source. Renaming fractals? What’s next? Fractals are fractals because of their nature. What you’re trying to do is create a whole new content.
I’m not gonna stand by and watch something that I’ve been playing, turn into another speed clearing track. Create an extra mode if you have to, but don’t overhaul the entire system.
Nature or dictionary? Please try to choose.
Anyways, on more serious tune, in my opinion fractals are based on mini dungeons with high difficulty due to scaling. That’s their main mechanic, not random map selection. Lore wise, fractals can also refer to random nature of the maps. They have pretty much nothing in common and there’s no reasoning why we are living exactly those events.
Why do you care so much if others are able to reliably speedclear content? We can already speedclear it, just have to grind until we get lucky with rolls.
Could also explain me how your explanation fits “having an incentive to do all content”?
not sure what your question is here, but as for the incentives, i agree they are completely off right now, Along with make changes in variability, they need to change the incentivized behavior from doing the easiest thing as fast as possible.
This is why i suggested earlier, that fractals give out bonus gold/relics/karma based on metrics which consider
*Average time to complete fractal among players in the last 2 weeks
*Average deaths in Fractal in last two weeks
*Average times completed compared to rolled in the last two weeks.This would mean better rewards for fractals that take longer, are more dangerous, and not often completed.
This would auto correct itself based on current trends for players. If people figure how to make a run easy, its bonus rewards go down.
the addition of an item box for say 100 fractal relics that contains a chance at similar drops to what you get in fractal daily chests, and an option to turn in fractal rewards (like wrong skins,rings, ascended boxes etc) for fractal relics would make fractal relics desireable, and combined with bonus as i mentioned, would make doing hard fractals worthwhile.
Not really a question here. I just would have preferred you answering my whole question instead of cherry picking a part of it.
So if you acknowledge that they can create a system to promote all content then why do we need the random then? At least personally I don’t need any preparations to deal with random map selection. If I get map A I play it. If I get map B I play it.
(edited by Wethospu.6437)

