Some dungeons have naturally-occurring Props or monsters that are in themselves goals of their own. The best example perhaps is the Treasury (not sure that's the right name, as one AM user puts it: this dungeon type with spinning towers that rise from the ground) because it has multiple Golden Chests, Potions drops from said towers... Other map types have weapon-rack or scroll-holding Props, for example.
In such cases, would make sense to remove the dynamically-generated AM goals and leverage these natural ones instead. The main reason for this is to simplify gameplay and avoid double-dipping but it also would free the GUTS memory-space that is already pushed to its limit and increase the clarity for players on what to expect from a map.
Doing so would be a relatively simple matter of disabling goals for said maps (like is already done with certain categories of maps), generating a different, static description for the goals describing the natural ones instead and adjust rarity accordingly.
For the most egregious maps, moving them to their own category (or even Challenges) or increasing their rarity accordingly could also be an option. That's probably better done as a further step, if needed, later on.
Some dungeons have naturally-occurring Props or monsters that are in themselves goals of their own. The best example perhaps is the Treasury (not sure that's the right name, as one AM user puts it: this dungeon type with spinning towers that rise from the ground) because it has multiple Golden Chests, Potions drops from said towers... Other map types have weapon-rack or scroll-holding Props, for example.
In such cases, would make sense to remove the dynamically-generated AM goals and leverage these natural ones instead. The main reason for this is to simplify gameplay and avoid double-dipping but it also would free the GUTS memory-space that is already pushed to its limit and increase the clarity for players on what to expect from a map.
Doing so would be a relatively simple matter of disabling goals for said maps (like is already done with certain categories of maps), generating a different, static description for the goals describing the natural ones instead and adjust rarity accordingly.