The thing is that those 1% of the time results happen more than 1% of the time.
No, they don't. People remember them more, but they happen truly randomly. People, in general, are very bad at understanding and predicting randomness. Ask any person to create a random string of 1's and 0's of about 40 binary digits in length and it will, almost without exception, be demonstrably non-random. Even those of us who work with extremely strong psuedorandom stuff as part of our job will fail that task fairly often.
If you eliminate selection bias and do a true test, the PRNG is nearly perfect. It generates 1% likelihood events 1% of the time and will have two come back-to-back exactly as theory indicates it should.
The problem is that you don't
Take the psychological effect in account
, because people simply do not truly understand randomness and streaks well. And don't realize that 1% is actually very likely. I often have thousands of combats in a single game -- something that is 1% likely should happen LOTS of times every game. I saw, today, someone complaining about back-to-back things that happen ~25% of the time, in a game where they're expecting thousands of combats. Umm...to NOT have that would be the problem, seeing it only indicates that things work like they should.
I still say it happens way too often and not rarely.
It happens exactly as often as it *should*. Once you start changing that and forcing shorter streaks or not-truly uniform random, exploits open up all over the place, and some of us would start exploiting them ruthlessly, whether we wanted to or not. Truly uniform random data is the
only way that makes sense.
That said, I can see reasonable arguments for a more dramatic increase in stats over time with units. I will disagree, mostly, but that's definitely a point where I can see the validity to both sides. Changing the PRNG is just a very VERY bad idea.
Arathorn