You clearly haven't played the game long enough to know that it's been broken since probably day one. If you want a simple test of its
non-random generation, get Axem to offer you the quest 100 times, and pay attention to the streakiness. Imbue the same property 100 times, something with a 20% or 30% chance, and see how many times it can fail in a row. Not statistically impossible, but
highly improbable, and absurd for something supposed to be random.
All these years, and we've never once had a dev participate in a definitive discussion of the RNG. The closest I ever came was someone in '99 trying to tell me that streakiness for me is because others are having streakiness in the opposite result. That's just ignorant of mathematical probability. My odds of winning the lotto or rolling Yahtzee don't depend on how many others play.
You want fast results - go do Blackthorn or Hythloth. You see your points and drops in real time.
Actually it's Hythloth that I'm talking about. Deceit worked pretty well because there was the guaranteed threshold at the time. Whenever the threshold was removed, that was just double-downed stupid. It was stupid as a matter of game design, and stupid because of the effort to undo something good.
Doom drops or tinker legs, or even tangle from Navery are possible to drop on your first run or never.
Of course, that's the nature of something being truly random. But when enough events occur, the various probabilities should be what's programmed.
Did you see the other thread where I mentioned my old 8-bit maze game? Back then it was easy to get numbers generated effectively randomly, based on a "seed" itself based on the internal clock's jiffy count when the player hit the maze. You'd have to reset the computer and then generate the maze at exactly the same jiffy count to get the same set of generated numbers, meaning it would never happen. All these years later, UO doesn't have even that assurance of randomness.
One night I "felt lucky" about going to Navrey. Scientifically speaking, having a "feeling" is ridiculous, but I got a Tangle. Other times I can "feel lucky" and not even get Night Eyes across 10 attempts. Navrey is a slower event, so that's harder to quantify, but there are plenty of other events we can look to to test the RNG.
If you need some stuff now, you better just buy it.
That's a cop-out, on top of it not being a matter of "now." It's a matter of people putting in the same time, often more, with the same character, killing the same spawn, as much spawn if not
more spawn, and not getting the same results. That's an RNG problem.
Do some guaranteed stuff (BT, events, Raising Tide, etc.) sell what you got and use your gold. If you are frustrated every time you kill DF with no drops, do other things.
I'll clarify that I'm not even talking about Doom (haven't gone there in years), but the RNG in general. Now why should there be anything "guaranteed" if the randomness should be actually
random given enough time? The devs put in the guaranteed drop algorithm for the Tokuno event return because they knew,
knew, that the randomness is messed up.
That's just the thing, the game is not
fun when it isn't working the way it should. Half of it is Dev team stupidity in what they should know, the other half is that they're mostly in coast mode and don't care enough.
They're the ones who put in a new event that is supposed to be fun, they're the ones who changed something for the better but then took it away (I have never heard of a single player who complained about the guaranteed drop threshold), so it's their responsibility to make sure it works.