World of Warcraft
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Corrupted Blood plague incident

The Corrupted Blood plague incident was one of the first events to affect entire servers. Patch 1.7 saw the opening of Zul'Gurub, the game's first 20-player raid dungeon where players faced off against a tribe of trolls under the sway of the god Hakkar the Soulflayer.

Upon engaging Hakkar, players were stricken by a debuff called "Corrupted Blood" which would periodically sap their life. The disease was also passed on to other players simply by being near infected players. Originally this malady was confined within the Zul'Gurub instance, but it made its way into the outside world by way of hunter pets or warlock minions that contracted the disease.

Within hours, Corrupted Blood had completely infected major cities because of their high player concentrations. Low-level players were killed in seconds by the high-damage disease. Eventually Blizzard fixed the issue so that the plague could not exist outside of Zul'Gurub.

The Corrupted Blood plague so closely resembled the outbreak of real-world epidemics that scientists are currently looking at ways MMORPGs or other massively distributed systems can model human behavior during outbreaks.

The reaction of players to the plague closely resembled previously hard-to-model aspects of human behavior that may allow researchers to more accurately predict how diseases and outbreaks spread amongst a population.

Sale of virtual goods in the real world

As with other MMORPGs, companies have emerged offering to sell virtual gold and associated services. After Blizzard started offering free trial gameplay accounts, players noticed an increase in spam from bots advertising these services. One study shows that this problem is particularly prevalent on the European realms, with gold being over 14 times more expensive to buy on US realms than their European counterparts.

In patch 2.1, Blizzard responded to this by adding additional anti-spam mechanics including whisper throttling and the report spam function. Additionally, trial accounts are prevented from speaking in the public chat channels (although they may speak to players within range or whisper to other players that have first whispered to them), participating in in-game trades, and using the Auction House and the mail feature, among other limitations.

In May 2007, Blizzard filed a complaint against In Game Dollar LLC in US federal court. In February 2008, the parties filed a consent decree in which In Game Dollar agreed to refrain from using any World of Warcraft chat or communication to advertise any business or sell any services relating to World of Warcraft.

As characters progress in World of Warcraft and take on some of the toughest challenges, many of the rewards received are bound to that character and cannot be traded, generating a market for the trading of accounts with well-equipped characters. The highest noted World of Warcraft account trade was for £5000 (€7000, US$9,900) in early September 2007.

The practice of buying or selling gold in World of Warcraft has generated significant controversy. On February 21, 2008, Blizzard released a statement concerning the consequences of buying gold. Blizzard reported that an "alarmingly high" proportion of all gold bought originates from "hacked" accounts.

The article also stated that customers who had paid for character leveling services had found their accounts compromised months later, with all items stripped and sold for virtual gold. The article noted that leveling service companies often used "disruptive hacks ... which can cause realm performance and stability issues".

All in all buying gold isn't working, thus everybody has to earn / make it by themselves. There are great - legal, but not-well-known - ways to make gold easily.


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