[HN Gopher] Corrupted Blood incident
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       Corrupted Blood incident
        
       Author : soheilpro
       Score  : 78 points
       Date   : 2023-08-24 17:50 UTC (5 hours ago)
        
 (HTM) web link (en.wikipedia.org)
 (TXT) w3m dump (en.wikipedia.org)
        
       | elaus wrote:
       | I think it's fascinating that this issue persisted for over a
       | week with the developers seemingly unable to fix it - or not
       | wanting to use "really hacky code" (quote from the article). Even
       | with distributed systems, I would (naively) think you could just
       | add a bit of code to the server that resets the database field
       | containing the "infection"?
       | 
       | In the end they seemingly saw no other way than to roll back the
       | whole game to the state before the "outbreak". This must have
       | been an immense annoyance for players, to lose one week of
       | progress.
        
         | aftbit wrote:
         | Yeah I was also surprised that it took them this long to deal
         | with it. Why not change the effect so that it was not
         | contagious, or so that it did not do any damage? Or perhaps
         | lean into the healers and modify a common healing ability to
         | cleanse the effect and grant a buff that prevents reinfection
         | for a period of time? Or make it so that a character could only
         | be infected with the effect once they had entered the boss
         | area?
         | 
         | I clearly do not understand how these debuffs function in the
         | codebase. I wonder why they felt the need to do a full reset
         | instead of just nerfing the debuff.
        
           | manquer wrote:
           | It is more likely they didn't want to deal with player
           | complaints and noise on lost progress or items because of the
           | player deaths .
           | 
           | It was probably easier to reset from a backup than any real
           | difficulty to apply a fix .
           | 
           | Same reasons we implement STONITH or just discard a game to
           | restart from a save or use file from backup if it deviated a
           | lot from where we want it to be, rather than fix the
           | corruption so to speak even when possible .
        
         | danjoredd wrote:
         | I agree. Couldn't they have just disabled the boss and the
         | effect? It seems that just disabling those two things, making
         | it so that you can't exit the boss arena with corrupted blood,
         | then enabling them again would be a simple solution
        
         | input_sh wrote:
         | I was there for this. Patches were fairly rare, as every patch
         | required a rather long and annoying downtime. The player base
         | was also split between the official server and a bunch of
         | private ones (nobody I knew played on the official ones), so
         | they couldn't really do anything server-side (I mean they
         | _could_ , but that wouldn't affect all of the players).
         | 
         | There wasn't much of a progress during that week, you needed to
         | be really high up in levels to be able to survive for even a
         | minute after infection. IIRC max level was 70 at the time, and
         | you needed to be in the upper half of the upper half to even be
         | able to react to the infection.
         | 
         | In-game deaths was more of an annoyance than a deal-breaker.
         | You'd spawn back as a ghost at the nearest safe town and then
         | have to walk back to your corpse to revive, so basically for
         | the majority of the players that week I'd just die, walk back
         | to the corpse, respawn, and die again far away after
         | interacting with an NPC, as my line of thinking was that the
         | further I am from bigger cities, the odds of an NPC being
         | infected decreased.
        
       | bcoates wrote:
       | This article is borderline incoherent and written as WoW roleplay
       | for some reason.
       | 
       | (this is from memory plus the less-incorrect looking sources I
       | can find; I'm probably wrong about something but less wrong than
       | the Wikipedia)
       | 
       | The corrupted blood effect is a relatively weak, short lived
       | negative effect ("debuff") that appeared on one of the players in
       | a group trying to fight Hakkar. This effect did a modest amount
       | damage over time, lasted a few seconds, and would (and this is
       | very rare for the time in the game) spread to nearby players,
       | each player getting their own countdown starting from the time of
       | infection.
       | 
       | While the debuff cured itself automatically after a few seconds,
       | it didn't cause immunity, so if two or three players stood next
       | to each other, they would re-infect each other over and over
       | again.
       | 
       | The strategy to defeat Hakkar was to do this _intentionally_ ,
       | preserving the short-lived disease until the team could use it
       | against him -- there was no "panic" and nobody was confused about
       | how the debuff worked -- understanding it was necessary to
       | attempt the fight.
       | 
       | It was not possible to spread the disease by fast traveling.
       | 
       | What actually happened was an "exploit" (or clever strategy or
       | cheating, whatever you want to call it): A player with a
       | summonable pet could get their pet debuffed, then put away the
       | pet -- freezing time for the pet preserving the contagious
       | debuff. That player could then bring out the pet anytime in the
       | fight they needed to have the debuff to use against Hakkar. Much
       | easier than intentionally juggling the effect.
       | 
       | Nobody put away their pet in a panic to protect it not knowing
       | how the debuff works, that's not a thing for several reasons.
       | 
       | Someone performing this exploit, by accident or experimentation,
       | found out that the debuff was not restricted to portion of the
       | game world where Hakkar is, nor restricted to the team members
       | fighting him.
       | 
       | They then _intentionally_ released debuffed pets in crowds, and
       | more significantly, released the information about how to
       | preserve and transmit the short-lived effect.
       | 
       | This is important: the only way the corrupted blood effect
       | spreads (between in-game cities, for example) is by _intentional
       | action_ , its a griefing weapon, not a emergent property like a
       | disease. Once it's out in public and you don't need to qualify
       | for a high level raid group to see it, however, it's easy to
       | transport and deploy.
       | 
       | The Wikipedia article makes it sound like "Azeroth" is a single
       | virtual space that things can spread within; this is not the
       | case, there are a hundred-odd (named) servers each with their own
       | mostly identical world (only the players are different). Nothing
       | can spread between these servers but information; they are
       | totally independent.
       | 
       | The way the disease spread and persisted over time was _memetic_
       | : while the condition would self-persist in a few virtual cities
       | on a few servers on its own [1], Blizzard could fairly easily fix
       | this, what was less simple to deal with was the masses of players
       | intentionally preserving or re-acquiring from scratch the debuff
       | and gifting it back to any crowd of players they could come
       | across, on every server in parallel.
       | 
       | This was unusual because the game has few to no ways for players
       | of the same side to grief/harm each other, so lots of players
       | jumped on the opportunity to be the bad guys. Also, the non-
       | participating players could not do anything to deter or stop the
       | players intentionally repeatedly introducing the debuff -- this
       | was fixed in the later, by-design, zombie plague which made the
       | infected (temporarily) a third side hostile to and attackable by
       | all other factions, even in otherwise enforced no-PvP zones.
       | 
       | There was no singular "Hard Reset" (though Blizzard may have
       | experimented with unscheduled server reboots). A server reboot is
       | disruptive to players mid-dungeon or mid-fight so they are
       | usually scheduled in advance.
       | 
       | At no time was a player's, or the world's state or progress
       | rolled back to before anything. Rolling world server reboots were
       | used to apply patch 1.8 that altered the encounter to prevent the
       | spread but that was the normal process for patching at the time.
       | 
       | [1] It may have been possible for two NPCs standing next to each
       | other to bounce the debuff back and forth. Maybe it was just
       | transit terminals where the game was constantly dropping in
       | unsuspecting players, I don't remember. The primary vector was
       | dense clumps of players and intentionally stored pets.
        
         | trafficante wrote:
         | Was present for the Hakkar plague and can confirm the accuracy
         | of this post. I was starting to doubt my own memory a bit
         | because it's been so many years since the event and every
         | article that pops up about it makes claims about stuff like
         | "forced rollbacks" that I absolutely had no recollection about
         | ever happening.
        
         | shkkmo wrote:
         | The lucky thing about Wikipedia is that you can help improve
         | articles.
         | 
         | Your comment is much more informative than the linked article,
         | it would be great to see it updated with your information if
         | you can find references for it.
        
           | bcoates wrote:
           | Feel free, I'm not so optimistic about the mechanisms of
           | Wikipedia.
           | 
           | Almost all the wrong information in the article has a high-
           | quality source (presumably repeating either the Wikipedia
           | article itself or some other random journo playing telephone
           | about an event that happened in a then-relevant video game
           | almost 20 years ago.) Or maybe the author pulled the ol'
           | claim not found in source. I didn't check!
           | 
           | Serious answer: This is a job for Internet Historian
           | https://www.youtube.com/c/InternetHistorian who is... (double
           | ironically? anti-hyperbolically? I'm not sure how to express
           | surprise he actually lives up to the name) someone who does
           | some quality research about dumb old internet stuff everyone
           | misremembers and the news media got wrong the first time.
        
       | ChrisArchitect wrote:
       | (2005)
        
       | whartung wrote:
       | I've learned long ago to never second guess Blizzard on the
       | complexity of a "fix" for anything that goes awry in this game.
       | There are innumerable "how hard can it be" bugs that show up
       | that, evidently, are hard to fix. The ripple affects seem to
       | carry to all sorts of unintended consequences. And there have
       | been uncountable bugs where you go "How the heck did they
       | manifest that after this patch?"
       | 
       | I remember the Blood Plague, I was there when it happened. I
       | distinctly recall someone in front of the Ironforge Auction House
       | calling out "everyone come to me, it's better when we get close".
       | Which, of course, it's not. It's a bad idea. But it was his idea
       | of a good time. The solution was to abandon the cities. But there
       | were always folks who enjoyed spreading the plague. And,
       | honestly, that never bothered me. It IS fun. It was a fun
       | encounter, and certainly fun in terms of the whole dynamic going
       | on, appreciating what a novel "World Event" it became.
       | 
       | World Events is WoW have almost always led to disaster, so we
       | don't get them anymore. The game simply doesn't handle huge
       | volumes of players in a single area well. Their last big try was
       | the Gate Opening that turned the Silithus zone into a slide show
       | for most of the day. But as a player, it was still a great, epic
       | experience, because you know it will never happen again. In a
       | game of continual routine, outliers are always fun.
       | 
       | The Blood Plague was a novel event, it made the World more
       | "alive". I'm glad I was there to see it and be part of it. Just
       | one of those things the makes WoW history even richer.
        
         | blueridge wrote:
         | Well said, this resonates. I was also there for the plague and
         | for the gate opening on Mal'Ganis. I also remember a few events
         | where someone had kited or teleported world bosses back to
         | Orgrimmar and Stormwind. Absolute mayhem.
         | 
         | Lots of fun, lots of memories, lots of people I met during
         | those years who are still in my life today.
        
       | dang wrote:
       | Related:
       | 
       |  _Corrupted Blood Incident_ -
       | https://news.ycombinator.com/item?id=9463545 - April 2015 (14
       | comments)
        
       | chunkyks wrote:
       | FaxMonkey, a well known WoW player and video maker, made a video
       | showing it, at the time:
       | https://www.youtube.com/watch?v=JLZ_q4N55T0
        
       | tedunangst wrote:
       | > In 2008, Blizzard released an intentional plague in World of
       | Warcraft to echo the success of the Corrupted Blood pandemic.
       | [...] Blizzard put a stop to the Lich King plague on October 28
       | after receiving complaints from players that the zombie infection
       | was detracting from other parts of the game.
       | 
       | Takes a few tries for the lesson to stick.
        
         | whartung wrote:
         | But there's the rub. Some of the population hates these kinds
         | of events, and another portion love it.
         | 
         | Is there "Griefing potential"? Yes, there is. But, man, the
         | game is so mundane and routine the rest of the time, why not
         | mix it up a little?
         | 
         | They brought this back at the end of Battle For Azeroth, during
         | the end of expansion event. Players could become ghouls and
         | infect other players. You'd see them lingering and lying in
         | wait when bosses would spawn in Ice Crown, then shenanigans
         | ensued.
         | 
         | They also did this back in Mists of Panderia, and not just for
         | a short time, but it was end game content where you could use
         | an object and become a hostile PVP player to EVERYONE, not just
         | the other faction, even on PVE servers. Did the griefers have a
         | field day with that? Yea, for a short time. More reason for the
         | "citizenry" to posse up and beat the ne'er do wells back.
         | 
         | But there were always those that complain. "This happened and
         | inconvenienced me".
         | 
         | I'm sorry. BFH. TDB. Boo hoo. Too bad. That game is playable
         | that way the other 100 weeks of the expansion. There's lots of
         | players, lots of playstyles, every decision Blizzard makes is a
         | bad one in someones eyes. So, lighten up and let others have a
         | turn.
        
           | trafficante wrote:
           | > They also did this back in Mists of Panderia, and not just
           | for a short time, but it was end game content where you could
           | use an object and become a hostile PVP player to EVERYONE,
           | not just the other faction, even on PVE servers.
           | 
           | This event was a callback to one of my favorite griefing
           | exploits of vanilla WoW.
           | 
           | There used to be a Horde-only quest called "Test of Honor" in
           | one of the mid-level Kalimidor zones. Most players would just
           | finish the quest and carry on with levelling - but, in the
           | rare instance where the player FAILS the quest, they get hit
           | with a several hour long debuff called "Mark of Shame" that
           | flagged them as hostile-on-attack to all factions.
           | 
           | This meant that players with the debuff could still safely
           | move around inside Horde capital cities (though they couldn't
           | interact with NPCs) but if any "friendly" player was unwise
           | enough to try attacking them, they'd immediately be swarmed
           | with lvl 60 elite Horde guard NPCs.
           | 
           | By the time Blizzard removed the debuff, the griefing meta
           | was to level a Tauren (largest hitboxes), get the debuff, and
           | then either camp on top of the Org mailbox or clip through
           | into the back of the Auction House and sit on top of the
           | auctioneers. Any player attempting to check their mail or
           | auctions would muscle-memory right click, which caused an
           | auto-attack on the debuffed griefer, which shortly resulted
           | in a trip to the graveyard as the elite lvl 60 NPCs would
           | spawn to rock your world.
           | 
           | We had gimmick guilds like <On Strike> where the characters
           | were named AuctioneerX to prevent savvy players from using
           | the /tar Auctioneer command to bypass the hitbox.
           | 
           | Ah, those were the days _siiip_
        
         | jowday wrote:
         | It was a deeply divisive event - for a very large fraction of
         | the playerbase, it was the most fun they've had playing WoW.
         | The entire way the game functioned changed for a week - some
         | people set out to grief, others worked to try to cure people
         | infected. And it was done just before the release of a new
         | expansion - any gear or progress that occurred in that week
         | would be invalidated two weeks later when the new expansion
         | raised the level cap by 10 - all of the best equipment you
         | could earn prior to the new expansion would be replaced by
         | normal leveling gear. The game was, so to speak, in a lame duck
         | state at the time, so why not have some fun with it?
        
       | thatguy0900 wrote:
       | If you like this kind of stuff there's also the falador massacre,
       | a runescape pvp bug that let people pvp in safe areas
       | 
       | https://darkrunescape.fandom.com/wiki/Falador_Massacre
        
       | mewse-hn wrote:
       | Looking forward to this happening on the hardcore realms set to
       | open today
        
         | tsumnia wrote:
         | They disabled the debuff outside ZG for Classic, as well as
         | included leashing so people can't kite the world bosses to
         | major cities. I'm still curious to see what the hardcore scene
         | will turn into.
         | 
         | The original Corrupted Blood incident is fun to look back on.
         | Obviously it was a pain to die, but once you did, it became a
         | game within itself of locating "safe" spots to rez and get out
         | of the city asap. This was still during the MC/BWL days, so I
         | remember being lucky enough to have my hearthstone set to
         | Kargath. There were griefers there as well, but much fewer than
         | Orgrimmar.
        
           | mewse-hn wrote:
           | I was kidding although a malignant debuff killing hundreds of
           | hardcore characters would be really, really funny
        
       | fsckboy wrote:
       | [flagged]
        
         | Mordisquitos wrote:
         | A bit of a COBLUD-05 denialist are we?
        
         | outsidetheparty wrote:
         | I thought it was a great example of unintended effects in a
         | large complex system... and the CDC asking Blizzard "if they
         | could use data from what they perceived as a planned disease
         | simulation to inform their disease modeling research" was an
         | interesting twist.
        
       | loa_in_ wrote:
       | I find it immensely hard to believe that going through character
       | saves and removing the disease or disabling the effect altogether
       | was not an option. I do have a feeling that there was an
       | incentive to not do that and milk the attention the outbreak
       | generated and to profit from the collective equipment damage,
       | leading to more gameplay and in-game currency purchase.
        
         | kej wrote:
         | There was no first-party currency purchase at the time, and
         | they weren't hurting for attention back then, either, so I'm
         | inclined to go with Hanlon's razor on this one.
        
         | duskwuff wrote:
         | > ... and to profit from the collective equipment damage,
         | leading to more gameplay and in-game currency purchase.
         | 
         | I don't think Blizzard profited from either of those. As far as
         | I'm aware, their only paid WoW product at the time was monthly
         | subscriptions to the game -- there was no officially supported
         | way for players to buy in-game currency, and players paid
         | Blizzard the same amount regardless of how much time they spent
         | in game.
        
         | shadowgovt wrote:
         | World of Warcraft was one of the pioneer MMORPGs. My knowledge
         | of how things go here is thin on the ground, but anecdotally
         | from discussions of others who worked on other contemporary
         | MMORPGS: it's easy for us in this era of distributed-everything
         | to overestimate how easy doing anything in these systems was.
         | I'm aware of one circumstance where a known buffer-overflow bug
         | was delayed for weeks in fixing in another game because devs
         | simply released changes to the codebase in exhaustively-tested
         | integrated batches; in the meantime, they relied on "game
         | masters" to monitor the bug and fix it by hand when it
         | manifested.
        
         | veave wrote:
         | This was 2005, there was no attention to sell and they would
         | gain nothing from equipment damage since there was no in-game
         | shop.
        
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       (page generated 2023-08-24 23:01 UTC)