Computers don't do well with "random", seeing as there's nothing random in computers, unless they're broken.
Since there's nothing random in the "random number generators", developers always use some sort of calculation to decide. And most often that calculation is based on something basic like time.
That generates an issue in that in certain time windows, everyone can get really shitty throws or super lucky, for example. Of course, we're talking about fractions of a second here, but that is repeatable. Technically, it is possible to guarantee success or failure on every computer-generated random number...but whatever. I'm getting off topic.
Either way, most of the methods that are commonly used tend to have some repetition to them and cause strings that you wouldn't believe being common quite commonly. They make up for that in the grand scope of things, of course...since, again, they're not random.
A possible tool that developers sometime do make however is a very horrid mechanism that "corrects" inappropriate numbers. For example, lets say that for something with 10% chance of succeeding, the server at 9000 (or any other arbitrary, high number) notices that no one did succeed at it. So it will "fix" the issue by giving a string of successes that will drop the chance at 10%, so in this case, 1000 successes in a row.
Of course, it is never this blatant. But such mechanisms are used and may be part of the reason rare strings of successes/failures are more common than statistics could suggest.
In the end though...hey. Winning a lottery is a one in several (dozens) of millions, yet they are being won by SOMEONE regularly. It just rarely happens to be us...So if you got a big string of whatever...you just happened to be that someone somewhere that got the off odds in his "favor".
To simplify...There is no randomness, just a number of possible ways of calculated success or failure. Depending on how advanced the calculations are, results as described in original post may be far more common than statistics of REAL randomness claim, without it being any sort of bug.
There's nothing to do with that but change the way the random numbers are generated, but the good methods that provide high accuracy require more calculative power and are harder to make, so they aren't really used in games outside real-money hazard or research.


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