Yeah, I've made a few games and I will say this: I hate "True" RNG. Instead, what I use is a Pseudo-Pseudo-Random Number Generator.
Essentially one of those works like this: Each thing that is supposed to happen at random has a say chance of happening. Say 1 out of 100.
So, then I have it set to 10 out of 1000. For each attempt that is done, one of the possibilities is removed. In other words, if you try 990 times and you don't get the chance to happen, your next 10 tries, it will happen. If you try 10 times in the first 10 tries of that set and all 10 happen, then your next 990 will fail.
This way, I still have the RNG factor, but at the same time, people end up seeing it happen that much of the time.
Another is this:
You have a chance of something happening each attempt. Say the start is 1%. After each attempt, the chance increases by 0.5% (the starting amount) until it happens. Then the chance is reset.
Generally this means that the actual chance is supposed to be higher. For example, something that is 10% chance might start as 1% chance with a 1% increase per failure. This means that eventually the % will hit 100% so eventually, it will succeed.
Those are just two examples.
No, I've experienced it too many times.
Again, I'm used to it. As one of my friends said to me: "The only reason you aren't dead is because you are the embodiment of everything that is wrong in the world and if you died, then there would be nothing wrong with the world anymore. Since that can't happen, you are still alive."
Think of it this way. What is the probability of Earth existing? Fairly unlikely for it to exist, but it exists anyways.
Also, statistical impossibility is only a statistical impossibility. It can still happen. As I mentioned earlier, due to how RNG works, if you hit a seed group that will always produce a failure, you could fail thousands of times in a row.



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