I used to be the IT Manager of a software training company that had an engineering team and project management divisions on the side. Granted, it was a strange combination but it kept things rather interesting. That was also nearly 10 years ago now. While I don’t know the specific language UO is programmed in, I know the accepted processes and standards of the field.
However, it’s more than enough experience to recognize rushed/lazy development and coding. Changing item IDs in the spawn tables for trick or treat would have taken them minutes, creating the items slightly longer. The hellhound and werewolf would have taken the most time to create as they were both new art and more in-depth coding to "balance" the hound. The dual-hued trick cloth is an obvious bug that they decided to accept as a feature since people liked it and had already 'exploited' the hell out of it.
The turkey event was little more than flipping a switch and spawning new Town Criers with last year’s message (yes, the Criers are new not reprogrammed). The only new item appears to be a Harvest Talisman, which again would have taken minutes to create and implement. But really, another few minutes could have been taken to have new cornucopias spawn 2010 beverages, not rehash 2009’s.
While one can blithely say that "they didn't need to do this, be thankful we get anything..." I say B.S. UO is their job. Providing content is their job. Holiday content is expected by the p(l)ayer base, and rightly so. (i.e. there is a long history of it being provided) Remember the regifting of a few years ago and the outcry that caused? Tweaking the turkey event a tad more would have satisfied people, while an actual quest line for Halloween would have satisfied people last month. (And no, rehashing 2009’s event would have been lazy). The holidays don’t sneak up on the Team as I’m sure they have calendars, these things should have been settled in June to avoid a last minute scramble.
The Team has retreated to a hole since the incomplete, bug-riddled Booster was dropped on us - their communication and bug-fix responsiveness was quite admirable for a while but is flat lining again. The p(l)ayer base will "cut them some slack" when what they release isn't substandard, poorly announced, and without marginal fictional introduction. They are a for-profit corporation, not a mom 'n pop operation managing UO out of the kindness of their hearts. Thusly, some of Mythic's issues do need to rest squarely on EA's diabolical shoulders when it comes to arbitrary and unrealistic deadlines, and lack of adequate resources/backup.