Revisiting a seminal 2007 paper modeling the <em>WoW</em>'s Corrupted Blood incident
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I doubt that hoarding and hiding will prevent hardly anyone from contracting it. The only real question is how hard will it hit you.
" In the end, at least three servers were affected, and Blizzard had to reboot the entire game to correct the problem."
Maybe I'm severely missing the mark in how these games work on the backend, but I'd think that most player attributes were essentially stored in a database.
UPDATE [WOW].[dbo].[player_attributes]
SET [CorruptedBlood] = 0;
?
" In the end, at least three servers were affected, and Blizzard had to reboot the entire game to correct the problem."
Maybe I'm severely missing the mark in how these games work on the backend, but I'd think that most player attributes were essentially stored in a database.
UPDATE [WOW].[dbo].[player_attributes]
SET [CorruptedBlood] = 0;
?
Im not sure that a database is the best way to store lists of debuffs, which are transient and rapidly changing. Even if it were, this would ruin in-progress Hakkar encounters.
Did they have toilet paper in WoW?
In all this talk about “flattening the curve” I haven’t seen any discussion or analysis on how it might/will change R naught.I doubt that hoarding and hiding will prevent hardly anyone from contracting it. The only real question is how hard will it hit you.
One hunter facing Hakkar with their party had the bright idea to get the pet infected, and then dismiss it. The party died to hakkar, and when they revived he then went to a major human city and summoned his pet... who was infected, and promptly started spreading the infection.
In all this talk about “flattening the curve” I haven’t seen any discussion or analysis on how it might/will change R naught.I doubt that hoarding and hiding will prevent hardly anyone from contracting it. The only real question is how hard will it hit you.
I would think that it would have to.
If I’m presymptomatic and previously would have had , say, 300 person-hours of close contact while contagious. And now I’ll have 10.
Wouldn’t that reduce R naught by ~30X? At a statistical/population level?
What am I missing?
(Long, detailed, factual response)
I do wonder if there was also people with the attitude “I don’t take responsibility at all,” like in real life.
I don’t think real-world parallels can be drawn when comparing real life where you have a single life and games where you can die and run back to your corpse and revive... just like FPSs and real-world combat parallels can’t be drawn. When the player knows there are little consequences to death, they don’t mind doing stupid things.
I found out about this at the time when a friend I shared an apartment with kicked my door in, demanding that I stop working and log into wow.Some article corrections. The initial infection was not due to players teleporting out; there were several mechanisms in place which prevented this. Dungeons were separated from the wider world by "instancing"; once you enter that dungeon, you generally cannot interact with the wider world until exiting it and you are not permitted to exit while in combat.
Additionally, once a boss monster has become aggressive towards you ("gained aggro") by either being attacked or approached too closely, it will remain so until either you and your party or dead or until you slay it. And you are considered "in combat" for the duration, so you are not permitted to leave the dungeon "instance".
This programming worked correctly, so there was generally no way for the corrupted blood disease to spread. Except for hunters.
Hunters had as one of their skills the ability to tame "pet" animals, and then summon or dismiss them even in combat. Generally whatever their status was when dismissed, it remained so when resummoned later.
One hunter facing Hakkar with their party had the bright idea to get the pet infected, and then dismiss it. The party died to hakkar, and when they revived he then went to a major human city and summoned his pet... who was infected, and promptly started spreading the infection.
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One other correction. Blizzard did not "reset the game". WoW is divided into dozens of servers, which run their own instances of the world. What happens on one server never affects another (barring character transfers, which are a lengthy process). Three servers were affected, so those three servers were reset, clearing the diseases and ending the epidemic. Pets were later made immune to corrupted blood so that it could not happen again.
Every few seconds it attempted to spread to all friendly players or NPCs nearby.This article doesn't explain why/how the disease was transmitted. It says that the boss cursed characters with the disease, but doesn't explain that it was transmittable. How did characters transmit it? Did they have to come within a certain distance of other players?
This always seems to come up, but I think people behave quite differently when it's a game than in reality. In these write-ups it's often talked about as though it was an accidentally spread epidemic, but my experience was definitely that it was 99% deliberate.
Sure, someone found out it worked that way by accident. The fact that hunters would dismiss their pets with the debuff only to re-summon it in town again, and again, and again wiping out all the nearby low-level players repeatedly was not an accident.
I just don't see that many parallels; the equivalent would be if large swathes of people traveled to Wuhan for the express purpose of catching the virus to bring it to capitol cities around the world, rapidly wiping out large portions of the city then doing it again a few hours later. Additionally the virus itself would have to be practically incapable of spreading accidentally; it's vastly different.
Did they have toilet paper in WoW?
Jennifer Ouellette":1aahacrl said:The Corrupted Blood outbreak was not intentional.
Jennifer Ouellette":1aahacrl said:An epidemiologist named Eric Lofgren, then at Tufts University, just happened to be an avid WoW player and was fascinated by the real-world parallels to how the epidemic played out in the virtual world.
One hunter facing Hakkar with their party had the bright idea to get the pet infected, and then dismiss it. The party died to hakkar, and when they revived he then went to a major human city and summoned his pet... who was infected, and promptly started spreading the infection.
I really feel like the author overdid the scare quotes in paragraphs 2-4.
In general, most people probably will behave better in real-life than in a game.
It's sort of like getting rid of people who predict earthquakes because you haven't had an earthquake in a while. Well, yeah, you're gonna have another one.
And then what? We are to continue isolating ourselves and hoarding goods in panic mode indefinitely so the more severe cases can be tended to? This is just how we are going to live now?I doubt that hoarding and hiding will prevent hardly anyone from contracting it. The only real question is how hard will it hit you.
Fair...they've been saying all along that 70 to 80 percent of us will get it...most with mild symptoms...but 'hoarding and hiding' will slow down how fast we reach 70 to 80 percent, thus giving our medical teams time to deal with the x% that need help because it wasn't mild.
In all this talk about “flattening the curve” I haven’t seen any discussion or analysis on how it might/will change R naught.I doubt that hoarding and hiding will prevent hardly anyone from contracting it. The only real question is how hard will it hit you.
I would think that it would have to.
If I’m presymptomatic and previously would have had , say, 300 person-hours of close contact while contagious. And now I’ll have 10.
Wouldn’t that reduce R naught by ~30X? At a statistical/population level?
What am I missing?
These statistics are (for now at least) empirical, so I would expect so. The Washington Post had an interesting article about the effect of social distancing that included some simple but illustrative simulations: https://www.washingtonpost.com/graphics ... simulator/
"We often view epidemics as these things that sort of happen to people. There's a virus and it's doing things. But really it's a virus that's spreading between people, and how people interact and behave and comply with authority figures, or don't, those are all very important things. And also that these things are very chaotic. You can't really predict 'oh yeah, everyone will quarantine. It'll be fine.' No, they won't."
" In the end, at least three servers were affected, and Blizzard had to reboot the entire game to correct the problem."
Maybe I'm severely missing the mark in how these games work on the backend, but I'd think that most player attributes were essentially stored in a database.
UPDATE [WOW].[dbo].[player_attributes]
SET [CorruptedBlood] = 0;
?
Im not sure that a database is the best way to store lists of debuffs, which are transient and rapidly changing. Even if it were, this would ruin in-progress Hakkar encounters.
If you pay attention to what resets on maintenance in a MMO, you'll notice that most buffs and debuffs are not saved and only kept in RAM. MMO devs have it easy with the database stuff.