We all have been there. Looking at that new Warframe, Weapon, Mod, ... and wanting so badly to get that one last part, or blueprint. Or perhaps we're working on those last few remaining items to reach max Mastery Rank. But RNG gets in the way.
It goes something like this:
Play missions to get that relic
Wrong relic drops
Finally get the relic!
Get into a RADSHARE (thank you recruiting channel)
Run the radshare
Don't get the part
Repeat from the top
Due to the inherit nature of randomness, some players will run this cycle 1 time without any repeats and get the part - I've had it happen more than once. While others will run it 10-20 times without success. This contributes to the tendency of players to rush through missions. For me personally, it is the biggest reason I rush through missions - to get through the RNG daemon's resistance as quickly as possible.
We all know the idea that flipping a coin 20 times and getting heads every time has extremely low probability. But then again, every outcome of that exercise has the exact same probability. SO, it does happen - someone will flip 20 times and not get heads. And when it happens to you as a player, the feeling of grind reaches a level that you may well decide, "I'm DONE." I almost walked away permanently a few times due to feeling the grind was murderous (Gara comes to mind with the second grind, that took me by surprise, to get the necessary resources).
So with all that in mind, I would like to propose "taming the RNG daemon". Here are thoughts on how that might be accomplished:
Add an item in-game (maybe call it wishing stone?)
That item gets assigned the part the player is working to obtain (e.g. Rubico Prime Barrel)
On every mission run with the wishing stone that could award the item but does not, the wishing stone gains points
After reaching enough points in the wishing stone, it can be traded in for that item/part
Acquisition of the wishing stone would not be random. Maybe just free (why not?) or low credit cost (1000?) but limit its use - perhaps 1 per 24 hours.
Either using the wishing stone concept, or just a general "luck pool"
The player can enable on desire (needs to be configurable in case players do not want the rarer items over more common ones)
When running a mission, extra luck (i.e. probability of obtaining more rare parts) is granted
On obtaining a rarer item, the luck pool decreases/drains
This would probably work decently for relics, but could have challenges (like using up the luck to get a rare part that still isn't the one the player wants)
Anyway, I hope to see some consideration for taming the RNG Daemon. When it strikes, it is really punishing and discouraging. While I generally advise others not to get too stuck on "getting that one item" without breaking for other activities in the game, I think a means to cap the effort expended on such exercises would be most welcome.
Bottom line - having a way to reliably CAP effort and tame the RNG daemon would be most welcome. Even if the result is a well-understood "grind". One line of thinking feeding into this - in real life, we work for money to buy just about every item. We work at a job so many hours, and know how much money we'll earn, and hence how much of which items that'll get us (given a reliable store/market of the item). And if we earn extra money or give up on an item, that money earned can be used for something else - so we never feel like that work was wasted effort (i.e. pointless grind). When we grind for a resource that has a very limited use and value in a game, and either end up with extra or give up on the intended use of that resource, the result is a feeling of significant frustration - pointless grind. And when we randomly get _other_ resources... well - it doesn't help.
With all the thoughts above, let me say that I am not suggesting a major overhaul - just asking to improve the player experience by capping the amount of grind required to obtain any one item/part. Maybe consider how long, or how much effort, is expected for the "average" player to obtain an item/part, set a limit of double that number, and give players a way to avoid going beyond that limit.