Yeah I have always agreed that something needs to be done about this. The problem however is that someone would make several accounts and camp all possible positions each time with multi client and scripts so you would still lose out if your not cheating.
You've got a point here, Doomsday. And even if UO had so many spawn points to make that impractical, they'd use ghost cams and mine the data stream to find the rares before good players find them.
But I still agree that randomness is the answer, Sir Stain. I've been saying this for years. After all these years, it's gratifying to see someone else post this. There are a couple of ways to accomplish this.
1) Place some rares as a very rare spawn on MOBs, where you don't see the reward until you open the corpse.
2) Place rewards with triggers to cause them to actually spawn at the location. Not a preset trigger, or anything like that which can be scripted easily for the possible locations.
What they need to do, IMO, is to create a simple trigger system that works like this.
2A) Hand placed by trusted high ranking staff! This takes out the pre-determined aspects of locations. These are true rares, very valuable and worth the effort. True rares add a level to the game that is highly valuable to the game and the players alike. They can make new items to be "one of a kind" pretty easily by taking existing art and adding it together. An example would be a Chalice, using a gold cup(?) and gems, cutting the gems and placing them around the cup, resizing a bit, take the pic and add in a download. Not all that hard and I could do this, so anyone can. Heck, you could have player submissions for the art too. Pay them a little something if the legal department requires it. It's worth it.
3) Trigger system is simple. Make a script that can be attached to any item.
"Use" the item, or when something specific happens, and it sends the trigger, which causes the spawn to happen at a location specified. So, open a door, and the trigger sends the script to spawn the rare at the location specified. Or open a chest, walk on a tile, say a keyword, cast a specific spell, use a hammer on an item, whatever...
This doesn't have to be a new script for each instance, if they'd make a tool to do it. Click on the first item, the one to be "used", select what it is that is done (any of the above), select the location of the spawn, and select the item to be spawned. Once this tool is made, it can be used for years, and for many rare items.
4) Place one triggered rare per week, and leave them there for players to discover. Some items one of a kind, more just regular rares.
Now this tool can also be used to spawn secret entrances to lost caves, underground ruins and caverns, passages, and other things that aren't normally in the game. Here too can be treasures. Add a few books about "lost treasures" to set up some interesting plots. Quests of a true nature.
Guess what we now have? Exploration. Excitement. Game play that's unpredictable and rewarding.