I can't say I'm familiar with the article, but I do know that games (and not just MMOs) can and do structure their RNG in such a way that long chains of hits or misses or other frustrating behavior don't happen.
Imagine your character has a 90% chance to hit monster A. You take a swing, and roll a 3 (miss). You take a swing, roll a 2 (whiff). Take another swing, and by God wouldn't you know it, it's a 4. That's 3 misses in a row. Swing again, get a 6. According to the 'laws' of RNG, even though you have a 90% hit rate, it is perfectly possible to have such abysmally bad luck that you never actually hit.
One way of avoiding that is to use a pool of numbers, shuffled randomly. Each time you need a random number, you just grab the next number from the pool. If the pool is empty, re-shuffle it.
The way it works is you pick a pool size. 100 can work fairly well, or some other multiple of 100, especially if you use percentage-based roll determination. You create an array 100 elements long, and fill it with the numbers 0 to 99. Then you randomly shuffle it. Instead of drawing a random number directly from the random generator, you draw it from the pool. That means that in a string of 100 consecutive attacks, you will get exactly 10 misses and 90 hits, as expected with an attack success rate of 90%.
Other games might use slightly different systems than a pool. For example, the game
Path of Exile uses a system that includes an 'entropy' counter which is randomized, then the attack percentage added to the counter and checked against 100. The entropy counter is re-randomized if it is the first time a player attacks the given enemy, or if an attack hasn't happened in more than 6 seconds. (See
Evasion at the PoE wiki for a rundown of the system.) Though the mechanics are different, the idea is much the same: to prevent 'unlucky' strings of misses that can frustrate and annoy.
Note that it's not really 'cheating', per se, to use one of these techniques. As long as the actual percentages are preserved, it's still accurate.