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Hi there!Over the past months I have been flipping a lot of cards of omens. Some time ago I already posted on the results of flipping 75000 cards of omens. Back then, I wasn’t using the addon TSM yet, so I had to keep track manually. Since TSM keeps track of these things automatically, I figured I could post the results of flipping this many cards here, just for the hell of it.This link is my excel breakdown of cards per value. It shows a total of 250100 cards flipped, at a total value of 1158k gold. This results in a 4g63s value per card!
This however isn’t profit! As I had to buy A LOT of herbs to make this happen. Although I paid varying prices for the herbs, I never paid more than 1g per herb. Using the Spirit of War method to get this much War Paint, I used 3.75 herb per Card of Omen.
Assuming 3g75s material price per card of omen(which in fact will be a little bit less – thus more profit), I made 88s per card flipped. That means 250100.88s=220.088g in profit.However, quite a few cards were crafted with the garrison scribe hut on multiple alts. Crafting cards that way is A LOT cheaper than the spirit of war method. So, my profit for flipping these cards is actually a bit better than the above. I didn’t keep track of how many cards I made with the scribe hut, so Im afraid I cant give you that info.Then some numbers:I flip about 100 cards per minute, so I spent 2501 minutes/41hours+ flipping cards over the last months.Crafting Cards of Omens once (10 pieces) takes 3.5 seconds. So I spent 1459 minutes/24hours+ crafting cards of Omens.Seeing the crafting can be done afk and only the flipping requires pushing a button, I calculate my profit per hour as follows: 220.088g/41= 5368g per hour.This gold/hr definitely isn’t bad, though it isn’t spectacular either.
The upside however, is that you can easily flip cards while watching a tv show or whateverso keeping that in mind, its actually a nice way of making some gold!Then finally some semi-proof of this actually happening; my tsm accounting windowIt shows both 50s and 1g twice, as there are 2 types of flavor texts for these values.Hope you liked!edit: every card was flipped manually. No automated button-push software/hardware was used.
Not at home right now, but I think it's about 180k-190k cards or so. I have two accounts with 11 characters with inscription each and combined they're at about 700-800k gold, and most of their gold comes from those cards as they don't have many treasure hunters yet + a bunch of extra scribes on my other accounts (I multibox 5 accounts, so 55x100s in total).As the upgrade market has become less profitable and slower I've started replacing other buildings with inscription ones both for the daily craft and the War Paints because herbs are cheap and cards vendor for a decent amount!. Congrats on this amazing feat. A while ago i opened 50k cards and gotta say i love much our numbers match. I did get bit lower value per card but with your massive sample its pretty safe to say the value you got is average value.
Best part in comparison between our samples i just multiply my numbers by 5 and I get your numbers.Only thing to say I cant imagine the amount of time you had to spend opening them, you must have been bored as hell during that period. I tried opening for 1-3hrs per day but in your case, damnn I'm speechless.Thank you for providing this. I have not seen savage blood at 75 in a long time. You actually lose gold transforming to blood, the raw herbs are worth more.
At 25 spirits that is about equal to 65 gold if your getting good about (90s each) herb prices for sprits and the cost to craft a spirit is about 5 gold so costs 75 gold per blood and they sell for about 65 and you can often buy them for under 60(my average buy I think is 58. IE NEVER EVER EVER TURN SPIRITS INTO SAVAGE BLOOD.The value of a primal spirit is actually about 5 gold just in the mat cost. That said this does factor that in, it costs about 3g 80s per card of omens you craft and the average flip value is about 4g 50s.
But the profit for time spent is very low not to mention boring as fuck. Your best off making upgrade items on most servers or trading for spirits on other crafters.
The Corrupted Blood debuff being spread among characters in Ironforge, one of World of Warcraft's in-game cities.The Corrupted Blood incident was a virtual in the, which began on September 13, 2005, and lasted for one week. The epidemic began with the introduction of the new Zul'Gurub and its Hakkar the Soulflayer. When confronted and attacked, Hakkar would cast a -draining and highly contagious spell called 'Corrupted Blood' on players.The spell, intended to last only seconds and function only within the new area of Zul'Gurub, soon spread across the by way of an oversight that allowed pets and minions to take the affliction out of its intended confines. By both accidental and purposeful intent, a pandemic ensued that quickly killed lower-level characters and drastically changed normal gameplay, as players did what they could do to avoid infection. Despite measures such as programmer-imposed quarantines, and the players' abandoning of densely populated cities (or even just not playing the game), it lasted until a combination of patches and resets of the virtual world finally controlled the spread.The conditions and reactions of the event attracted the attention of for its implications of how human populations could react to a real-world epidemic. Contents.History The epidemic began on September 13, 2005, when introduced a new raid called Zul'Gurub into the game as part of a new update.
Its end boss, Hakkar the Soulflayer, could affect players by draining their blood and using it to heal himself. By intentionally poisoning one's own blood using a debuff called Corrupted Blood, which did a significant amount of damage to the player over time, Hakkar would drain blood and apply the disease to himself, allowing him to be killed.
However, Corrupted Blood could be passed on between any nearby characters, and would kill characters of lower levels in a few seconds, while higher level characters could keep themselves alive. It would disappear as time passed or when the character died.Due to a programming oversight, when hunters or warlocks dismissed their pets, those pets would keep any active debuffs when summoned again. Could contract the debuff, and could not be killed by it but could still spread it to players; in effect, this turned them into disease carriers and a form of for the debuff. At least three of the game's servers were affected.
The difficulty in killing Hakkar may have limited the spread of the disease. Discussion forum posters described seeing hundreds of bodies lying in the streets of the towns and cities. Deaths in World of Warcraft are not permanent, as characters are resurrected shortly afterward. However, dying in such a way is disadvantageous to the player's character and incurs inconvenience.During the epidemic, normal gameplay was disrupted.
The major towns and cities were abandoned by the population as panic set in and players rushed to evacuate to the relative safety of the countryside, leaving urban areas filled with dead player characters.Player responses varied but resembled real-world behaviors. Some characters with healing abilities volunteered their services, some lower-level characters who could not help would direct people away from infected areas, some characters would flee to uninfected areas, and some characters attempted to spread the disease to others. Players in the game reacted to the disease as if there were real risk to their well-being.
Blizzard Entertainment attempted to institute a voluntary to stem the disease, but it failed, as some players didn't take it seriously, while others took advantage of the pandemonium. Despite certain security measures, players overcame them by giving the disease to pets.Blizzard was forced to fix the problem by instituting of the servers and applying quick fixes. The plague ended on October 8, 2005, when Blizzard made pets unable to be affected by Corrupted Blood, thereby rendering it unable to exist outside of Zul'Gurub.Reaction At the time, World of Warcraft had more than two million players all over the world.
Before Blizzard Entertainment commented on the outbreak, there was debate whether it was intentional or a glitch. On Blizzard's forums, posters were commenting about how it was a fantastic world event, and calling it 'the day the plague wiped out Ironforge.' An editor of a World of Warcraft fan site described it as the first proper world event. After the incident began, Blizzard received calls from angry customers complaining about how they just died. Some players abandoned the game altogether until the problem was fixed. The hard resets were described as a 'blunt ending' by.The people who spread the disease out of malice were described by Security Focus editor Robert Lemos as of World of Warcraft. He commented that this might be the first time a disease passed from player to player in a game.—a game designer for —stated that it gave them ideas for possible real events in the future.
Brian Martin—independent security consultant for World of Warcraft—commented that it presented an in-game dynamic that was not expected by players or Blizzard developers and that it reminds people that even in controlled online atmospheres, unexpected consequences can occur. He also compared it to a, stating that while it is not as serious, it also reminds people of the impact computer code can have on them, and they're not always safe, regardless of the precautions they take. Great Zombie Plague of '08 During one week of October 2008, a was spread to promote the second World of Warcraft expansion, before its release. Unlike Corrupted Blood, this plague was intentional and was dubbed by an authorized representative of Blizzard Entertainment as the 'Great Zombie Plague of '08'. It was compared to Corrupted Blood by, which described the zombie plague as being more true-to-life. The plague was contagious, but in contrast to Corrupted Blood, which had 100% transmission to nearby characters, being in the vicinity of a character infected with the zombie plague represented only a small risk of transmission.
This meant that encountering a lone zombie was not as dangerous as encountering a large mass of infected individuals. The event—which Blizzard ended on 28 October—earned the company both praise and criticism from its fans. Green fire On 12 January 2017, lasting for a day until a was released by, a plague started, involving a from the second in the instance Sunwell Plateau - Brutallus, called Burn which damages players over time, specifically doing significantly increasing damage.
The could be passed from player to player of the same faction within 2 yards, and would kill low level players in a few seconds, while higher level players would manage to keep themselves alive. It would disappear in 1 minute or when the player died. The would reset its timer if an ally was infected. It was believed that the had been taken out of the instance using a pet, which had the effect on. During the incident, gamemasters disinfected players and kept the plague under control by warning groups, such as 'Green Fire Parade', who were spreading the plague from Stormwind across Goldshire. As in previous plagues, the green fire had been kept alive by players in many different locations, including Northshire, Goldshire and Stormwind, until a hotfix was released.Models for real-world research Model for epidemic research In March 2007, Ran D. Balicer, an epidemiologist physician at the in, published an article in the journal Epidemiology that described the similarities between this outbreak and the recent and outbreaks.
Balicer suggested that role-playing games could serve as an advanced platform for modeling the dissemination of infectious diseases. In a follow-up article in the journal Science, the game was suggested as another possible platform for these studies. The contacted Blizzard Entertainment and requested statistics on this event for research on epidemics, but was told that it was a glitch.The Corrupted Blood incident was described as a fascinating yet accidental case study of modeling disease origins and control at the Games for Health conference in. They compared it to a real-life epidemic, in that it originated in a remote, uninhabited region and was carried by travelers to larger regions; hosts were both human and animal, comparing it to the; was passed through close contact; and there were people, in this case non-playable characters, who could contract it but were. However, there were elements that differed from a real-world epidemic, including an indicator for carriers that they have the disease and how much risk they are at, which cannot be done in the real world.
One aspect of the epidemic that was not considered by in their models was curiosity, describing how players would rush into infected areas to witness the infection and then rush out. This was paralleled to real-world behavior, specifically with how would cover an incident, and then leave the area.In August 2007, Nina Fefferman—a assistant research professor of public health and family medicine—called for research on this incident, citing the resemblances with biological plagues. Some scientists want to study how people would react to environmental, by using the virtual counterpart as a point of reference. Subsequently, she co-authored a paper in discussing the epidemiological and disease modeling implications of the outbreak, along with Eric Lofgren, a graduate student. She spoke at the 2008 conference in and the 2011 about the incident and how massively multiplayer online populations could solve the problems inherent with more traditional models of epidemics.Fefferman added that the three base models have their strengths and weaknesses, but make significant behavioral assumptions.
She also compared Corrupted Blood to a with mice—'a real good first step.' She stated, 'These are my mice and I want this to be my new experiment setup.' She expressed an interest in designing new diseases, perhaps non-fatal ones, to be introduced to the game so she could study how risk is viewed, how rumors would spread, and how public health notices are handled. She added that Blizzard made such notices in the original outbreak, but kept changing its position as it could not effectively deal with the problem.
She commented that she did not believe it would ruin gameplay, as World of Warcraft dealt with health challenges in combat, and that games set in medieval times had such health risk. She argued that if researchers and developers worked together, it could be fun. While Blizzard was initially excited about the proposition, it became less outwardly excited over time, though never rejected it.
She has been in contact with other developers, hoping to conduct the simulation in games similar to World of Warcraft.Dr. Gary Smith, professor of Population Biology and Epidemiology at the, commented that very few mathematical models of disease transmission take host behavior into account, but also questioned how representative of real life a virtual model could be.
He stated that while the characteristics of the disease could be defined beforehand, the study is just as observational as one conducted on a real-life disease outbreak. However, he added that one could argue that the proposal could give an opportunity for a study that epidemiologists may never have. Neil Ferguson, director of the MRC Centre for Outbreak Analysis and Modelling at Imperial College, London, felt skeptical of the idea, commenting that such a study could not properly mimic genuine behavior. Using the zombie plague used to promote before its release as an example, players would intentionally become infected to gain zombie powers. He added that characters could also regenerate, meaning there was low risk in becoming infected.
He felt that while online games such as World of Warcraft could be set up to help scientists study epidemics, it will always be limited as their primary use is for entertainment. Comparison to COVID-19 pandemic The has been compared to the Corrupted Blood incident, and epidemologists who studied the Corrupted Blood outbreak are using the research from the incident to better understand coronavirus' spread - primarily its sociological factors. Eric Lofgren, an epidemologist and co-author of a research paper about Corrupted Blood, stated in an interview with that 'When people react to public health emergencies, how those reactions really shape the course of things. 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.' , such as players intentionally spreading Corrupted Blood to others, was one of the aspects of the Corrupted Blood study that has been criticized as lacking a real-world basis; Dr. Lofgren expressed in the wake of the coronavirus epidemic that 'one of the critiques we got from a lot of people, both gamers and scientists, was over this idea of griefing.
How griefing isn't really analogous to anything that takes place in the real world. People aren't intentionally getting people sick. And they might not be intentionally getting people sick, but wilfully ignoring your potential to get people sick is pretty close to that. You start to see people like 'oh this isn't a big deal, I'm not going to change my behavior.' Epidemics are a social problem.
Minimizing the seriousness of something is sort of real-world griefing.' The Corrupted Blood incident was abrupt and far-reaching; Dr. Lofgren expressed that this abruptness is a property of a real pandemic, stating 'Corrupted Blood was this unexpected black swan event.
We treat this coronavirus as if it's unexpected, but nature is really good at getting people sick'.