With the original iPods, Apple received many user complaints about how the "shuffle" function would occasionally play the same songs twice, or songs by the same artist back-to-back-to-back. Their algorithm was a strict RNG.
To fix the issue, they went back and added soft logic around the RNG which prevented outcomes like those people were complaining about.
It would seem that this would be something you could implement easily to fix a common complaint in [i]Destiny[/i]. I believe doing this would stem off many of the complaints people are having with Xûr, drops, and [i]Destiny"s[/i] RNG in general.
Options could be:
For Xûr:
A. If an item has sold in the last two weeks, pick another piece of gear.
B. If Xûr hasn't completed his armor/weapon table, and this weapon has sold before, pick again until a weapon/armor piece not yet sold is selected.
Similar logic could be applied to gear drops and loot chests by player, looking at things such as what a player has already been awarded in the past, what items are in their active inventory, etc.
Just a thought.
By the way: this solution worked flawlessly for Apple. No complaints about "shuffle" came up again.
Cheers!
~N~
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Bump/like the OP if you agree. In a nutshell, this makes random "feel" more random in a good way.