Well this kinda ended up in an endgame feature discussion kind of thing
I’d guess there can be “a bit of everything” but each has to be kinda well thought out and well-planned type of activity
My answer to “random generated content” is - Survival runs, Tournament modes, stuff like that… The outside world can be as static as it pleases as long as “bits of small differences appear” here and there as you progress (knights getting secondary armor, some small creatures getting leap, worms able to not only “teleport” under ground but also spew stuff spawn for a bit, flyers able to bombard or even be mounted)
But most of that stuff that’s “extreme randomness” should be mostly “underground” i.e. in a dungeon or event/activity (not everywhere but at times)
As mentioned before there are 2 types of “lategame activity” i.e. most of those can be summarized in 2 categories:
Personally prefer the former and hate games that are designed around farming and low drops and all that but it’s kinda reasonable to assume that people will do “runs” often at times, and that’s perhaps where PvP zones can be placed relatively nearby so those that “repeat the same thing” can end up brawling to get a bit extra or risk a portion of that “surplus” of stuff gained
As for the “random vs no random” I’d say I prefer the middle-ground approach, i.e. things be mostly not randomized, sort of few/several rooms moved, a few tunels closed or opened up randomly, perhaps rotated part at times, but the important thing is to have “skip prevention” mechanisms I’d say, stuff that come out of “nowhere” or doors that require a key/lever relatively well-guarded to prevent “cheese”
Also, having different mobs but not some “random crap” all the time should do the trick (regardless of map layout consistency ), and to be fair don’t think that the map layout plays a huge role (unless a good portion of it is based on environment hazardity) but rather mutations/rotations/swaps/anomalies of mobs on the way
Once you may get a “heavily ground” concentrated content with ballistas, frontal shield bearers, archers, creatures that jump, another time you may get flyers and summoners and mostly “swarmlings” but not as much ballistic stuff to “conquer” or outsmart positionally… Third time you might get sort of “normal” content but all mobs have some sort of extra armor that has to be broken first before attacking their HP, those sorts of things (and depending on the “mob combinations” you get your loot would differ, or at least the rarest type or event-completion semi-guaranteed would differ completely)
Those kinds of things, the “underground” should probably have most of those mutations/anomalies/events, but the “overworld” should differ slightly in mob content and kinda rotating a bit
My problem with this is limited/experience-based thinking… I could imagine something like “random spawn order” or “random spawn location” on events/fights/areas would be almost enough to achieve combat diversity and truelly make the game “muscle memory proof” I’d say