Back in the days of Asheron's Call, Turbine's code has a phenomenon called the "
Wi Flag" where certain characters had a hidden value that made them more likely to be attacked by monsters, regardless of anyone else in the party.
While that specific feature was eventually patched out, I wonder if back when Turbine started to write DDO's code, something similar was inadvertently implemented for chest loot drop rates, and that over the two decades since DDO was first written, that specific quirk has been forgotten about or overlooked by any new developers who have joined the team since back then.
Oh the Wi Flag. We used to laugh about it being in Asheron's Call 2 too. It was related to the InstanceID your character was created with (0xW5JH7JWU). The game would look for who to put aggro on and because of some very strange math, it would always select the same people if they were on the threat meter. It basically was supposed to roll between 0 and 3 but actually rolled between 0 and 1 and would select the first couple people on the list, sorted by their instanceID.
If anything Turbine has more experience than anyone solving such obscure issues in the code. I think any loot bugs here would just be due to many layers of maths on top of one another and not something as insane as the Wi Flag was. Also, we share some networking code and stuff from AC1 but that is about it. We have much more in common with AC2 and LOTRO.
Edit - Microsoft basically forced the engine we use now to get released without much documentation and without reusing AC1 code. Any loot bugs were created nice and fresh with AC2.
"
AC2 was originally going to be a true sequel to
Asheron's Call.
Our publisher Microsoft had high hopes that it would be such a perfect "replacement" that everybody would just switch over to AC2 and Microsoft could shut down the AC1 servers. (Of course, that would never happen with an MMO sequel, but it was pretty much the first MMO sequel ever, so nobody knew!)
But the going was tough. The techies at Turbine felt this was their last chance to create a new, better game engine.
They had visions of their engine powering hundreds of different games and Turbine getting residuals forever.
So AC2 ended up using very little of AC1's code. Because of all the low-level changes, it was impossible to reuse any of
AC1's game logic. Every game mechanic had to be written from scratch, even the parts that we wanted to be exactly the same. That made it impossible to create "
AC1 with more stuff." There just wasn't time." - Eric Heimburg