By all accounts, the RNG method that the game uses is one of the highest quality ones available if your goal is true randomness(several people have argued for weighted probability - failing making you more likely to succeed in the future - but thats a separate argument and a core change to the way the game works that is highly unlikely to happen). You said that considering a single instance is wrong, but thats literally all the game looks at. When you press the button for synth(or whatever) it randomly determines success/failure based on the percentages. It doesnt consider whether you failed or not the last 5 times you tried, it only looks at the current attempt. I leveled all 8 crafters to 60 without help, as well as all 3 gatherers. Ive hand crafted roughly 10000-12000 items in that time, and gathered two or three times that many. Ive had 98% successes fail, ive had 1% successes work. I will tell you that in my experience the system is working as intended, as have several other people. This is really more of a psychological issue for many people - they remember their failures much more readily then their victories. The reason Elamys mentioned the gamblers fallacy(and linked to a description) is because it is directly related to this phenomenon. Many casinos put up a board of the most recent 10-20 spins on a roulette wheel because they know people will look at it and think that they can tell what will happen next based on what happened last. This causes them to bet more and lose more - the casinos goal. The wheel doesnt care if the last 200 spins were all black(as unlikely as that would be), the next one is just as likely to be black again as it is to be red - but people in general ignore or dont understand that.