yea, but the problem is not only the seed, you can programm complex code around "random()" but you still use that command to generate the number and so the workaround may result in same randomness as when using another algorythm but much more complex. prng tend to have a pattern, no matter what, what we need is a trng but as the OP in its quote said: you need more trials. A good example is when you fire on a net with a prng and let you generate a number out of the result. The more shoots you do, the better randomness you will get - but thats the problem with the server issue...
Indeed there are some really good prng out there, but i had to learn they all have their weakness... In a MMOG you add the number of players, so even when just having a few bias you can be sure someone is feeling/seeing it. Thats why you need failproof systems - a good analogy would be fire alarm! While in most programms you can do a lot trials to keep bias low that will not happen in a MMOG, too many factors compensating the trials... You have to question if the effort in failproof systems is worth the outcome or not, and sometimes as we see in weekly monsterhunting it can be just one line of code to make it disapear...
I think the discussion is moving a bit in the wrong direction because its not really a problem of randomness but more the miss of failproof systems...
Furthermore, the community isnt angered about some odd bias. The problem is that it tends to happen all the time!
That may be just an imagination, but still when players notice it, there is something wrong -> if you let a "worm" randomly move and it drifts bottom left corner you see there is something wrong...
Its not only the RNG, the problem is we have it in nearly everything... What I wonder is why? In 1.x (Yoshi-P version) they have done a lot to eliminate RNG from game, why in hell they gone back to that stupid RNG gamedesign?
http://www.youtube.com/watch?v=itaMNuWLzJo
http://www.youtube.com/watch?v=_tN2ev3hO14