So i'm killing a golem with my guild and one person runs up and starts hitting it when its redlined and even though he only hits it a few times he gets the armor piece off of it.
Later we are killing another one when it happens again, its about to die (around a 4th left) and a group of 5 people run up and get the armor piece off of it.
WHY would i want to keep playing in this event when all you have to do is run up when its about dead hit it a few times and get the item off it. They could at least spawn in fel.
One of the biggest problems I have with Ultima Online, is that my feeling is, that my time spent in it sometime is not much valued by the game as it is.
Personally, I think that time is a very important value in one's own life. Time gone will never come back and I feel that time is never enough in my daily life when the things to deal with are so many.
This is a game where scripting has been ongoing for many years and, it still is. That some players are able to run activities in the same game I play without having to spend their time on them (because of the use of scripts...), make MY time spent in the game worth much less because I cannot compete with what my time value might be worth with that of a script that allows to obtain my same results or even better, without actually investing the same time that I had to in those activities.
Your findings when fighting Blackrock Golems I see it pretty much the same, a lack of sensitivity of Ultima Online as it is, towards time actually spent by players in doing activities in Ultima Online.
I think that the most important differential in the game for looting rights should be time spent on the hunt, not most damage.
As I see it, it is way more important and valuable that a player has spent 30 minutes fighting a target rather than coming to that same target that someone else has been fighting for a long time already, hit it a few time for huge damage and get all the goodies as you have unfortunately experienced.
A game that does not value players' time spent on activities in the game, is not fair towards those players who then, feel deprived of their efforts, get upset at the game and, perhaps, close their subscription as a consequence thus depriving the game of resources.
To my opinion, time spent on the fight should be what matters most in having the highest chances at a good item's drop.