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Respawn will deal with Apex Legends cheaters by making them fight each other

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21–30 of 84 posts

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#21

I hope they are also keeping separate rankings for cheaters, that would be pretty cool. "I'm currently the #5 player in the cheater zone of Apex." Heck, embrace it: don't call it the cheater rankings, call it the tool-assisted rankings, by analogy with "tool-assisted speedruns". Tag people at the end of the game with which particular cheats you detected. Pop up a polite notice that "We have noticed that you seem to b…

That would be really interesting! Although it'd be like offering a gym for cheaters, heh. A place for them to hone cheating tools and techniques that would end up back in the regular game.

But could avoid that if a game embraced it holistically, where the default is tool-assisted and anything goes.

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#22
post #7

Earlier quoted context omitted.

DoTA 2 has been doing this for years now with toxic players. I don't recall reading anything about how effective it ended up being, but it seemed like a good idea at the time. I recently started playing DoTA again after stopping for about 2 years and I have run into a handful of toxic players, but it doesn't seem to be as frequent or as bad as it used to be. For example, when I stopped playing two years ago it was ba…

It worked and continues to work beautifully. There was a video recently by Dota Alchemy about how the system applies to high a penalty if you have an accidental abandon or just raged way too hard for a few consecutive games, but you can grind up the behavior score quickly through 10 turbo games.

Quickly? A turbo game is half an hour. That would be a whole evening to get 10. Not to mention that a lot of things could go wrong in that many games.

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#23
post #6
post #5

Three-factor authentication? What's the third factor? Something you know, something you own, and... maybe something you are (biometrics)?

Why can't it be: Something you know, something you have, something else you have?

Because if I can steal one widget from you, stealing two probably isn't significantly more difficult unless you actually care about physical security and keep those two objects far apart from each other.

Now, it's likely that you do the right thing given the chance, but I know for a fact that my dad keeps the keys to his safe in his filing cabinet, and the keys to his filing cabinet in another filing cabinet. It's not really an extra layer of security.

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#24

Can someone explain how these strategies aren't standard across online games by now? They've been around for years, but it's always a big deal when a game adds them.

They are. Basically every online multiplayer game does this when they get big enough. I'm not sure why it's news.

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#26
Counter strike has a similar system, based on a hidden score called trust factor. Matchmaking system does some optimization and tries to pair similarly skilled people with similar trust factors.

They also have a neural network setup that constantly scans match logs for cheaters. If I remember correctly it is responsible for > 50% of all cheater reports (the rest comes from players). Final conviction comes from a crowd sources system called Overwatch, where experienced players rewatch anonymous demos and convict cheaters. Conviction itself may require even 40 or more individual player convictions, and is Bayes-based.

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#27
post #15

Can someone explain how these strategies aren't standard across online games by now? They've been around for years, but it's always a big deal when a game adds them.

Because it's a non-trivial feature to develop, test and maintain. Simply using a flag (banned = true or false) is lot easier / less complex / fewer potential side effects.

I would disagree with that. When you ban someone, they know. They make a new account and come back.

When you move them to a cheater queue, they don't know. They keep playing, none the wiser. It's infinitely better for everyone. The cheater still gets to play, and the non-cheaters aren't affected as much because the cheater doesn't just keep coming back.

The complexity in your app is that you need to have multiple matchmaking queues, which you probably already support due to skill tiers. So is it really that difficult to add more matchmaking queues for the cheaters?

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#28

I hope they are also keeping separate rankings for cheaters, that would be pretty cool. "I'm currently the #5 player in the cheater zone of Apex." Heck, embrace it: don't call it the cheater rankings, call it the tool-assisted rankings, by analogy with "tool-assisted speedruns". Tag people at the end of the game with which particular cheats you detected. Pop up a polite notice that "We have noticed that you seem to b…

That sounds sort of like the Olympics but for steroid-users.

Re: Respawn will deal with Apex Legends cheaters by making them fight each other

#30

I hope they are also keeping separate rankings for cheaters, that would be pretty cool. "I'm currently the #5 player in the cheater zone of Apex." Heck, embrace it: don't call it the cheater rankings, call it the tool-assisted rankings, by analogy with "tool-assisted speedruns". Tag people at the end of the game with which particular cheats you detected. Pop up a polite notice that "We have noticed that you seem to b…

The downside to making this visible in-game is people will then iterate their cheating tools until the game doesn't detect them.
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