I think you misunderstand how the NPC spawning system actually works in PMU. There are very rare occasions when an NPC is set at a 1% chance of spawn rate, however the NPC spawn list of a dungeon can have multiple uses of a singular pokemon to combat the usage of Honey forcefully spawning things.
This is especially prominent in Tanren Mines on the floors 20 - 42. Anything that is meant to be uncommon or greater has a less chance of spawning due to “Repeat Filler”, which also causes Honey to be less effective. But this also allows for the natural spawn rate percentage to be higher (as it currently is, Trapinch is a 7% chance of natural spawn, in comparison to the most common spawn on the floors that can spawn a Trapinch being 60% ). This calls for less RNG in the system, however it also prioritizes for the system to look at the higher percentages of spawn rates before considering any low percentage. I suppose it could be seen as cruel to make Honey less viable when going for the thing you seek, but it also allows for the rare spawn to have a higher natural rate of spawning. It’s still very much possible to force Trapinch to spawn from the usage of Honey, but the results will vary from person to person. (Do note that it was agreed upon a couple months back that Trapinch’s spawn rate and RR would be altered. Prior to that change, the spawn rate was 4%)
You seem to be pointing out a prime mechanic of the MMO genre… Some people get dumb luck, and others will spend months to no avail for something. And I’ve been victim to both sides MULTIPLE times in my 10 years of MMORPG experience. (I can spend 5 months trying to get a full set of Tier 10.5 from ICC in World of Warcraft, while a guildy gets it in one month… And alternatively, I can spend a three weeks to get one of the rarest pet drops accidentally in Swtor, where as others have grinded for over a year to get it). It’s just how the system works. I can see your argument that you want a system that rewards those that invests time, rather than having a system that can give you something at any given moment (but most likely won’t)… it is fairly difficult to implement that kind of system though.
As Darkmazer already has mentioned, RNG has been a part of the Pokemon series since the beginning (in ALL games). And as I have mentioned, MMO’s as a whole rely on RNG mechanics to run. It’s just how everything works. I agree that some rares are setup waaay too creully, but I still stand by the fact that some are meant to be rare for a reason. I agree that 1% spawn rates are usually too unfair, but something like Trapinch (excluding Dugtrio purposefully killing it often) at it’s current state is fair as a rare spawn, especially since it wasn’t planned to be in Tanren Mines originally, and was going to appear in a later dungeon as a less rare find.
As for dungeons that don’t rely on Repeat Filler mechanics for rare spawns… That is a personal design choice by the dungeon creator -shrug- We all don’t make dungeons the same way, and everyone has their personal preference for what is fair and what isn’t. I personally feel RNG is fine as long as the spawn rate of an NPC isn’t below 3% (although this usually depends on what the highest rate of spawn is on the floor).
I do fully agree with Dark that if something is meant to be seen very rarely, there should be a good chance to recruit it. We’ve also been discussing of more ways to raise your RR boost right now. We’ll be posting up a full list of what can boost your RR, as well as the current maximum in boost.