So, these games do not ban cheaters, but instead try to inconvenience them until they stop cheating? I wonder why they don’t outright ban the cheaters. Are they afraid of getting chargebacks or refund request? Or are a huge proportion of those cheaters actually some big spender so the game companies don’t want to ban them because retaining them is more profitable?
They’ll get banned eventually, one of the purposes of the “ghost” players is they can be used on “suspected” players that aren’t 100% sure of cheating yet, and trying to kill them will let system know they are in fact a cheater.
But it makes no sense. Let’s say they enable the decoys for you because you’re “suspected”. How are you going to guarantee you aren’t going to accidentally shoot one? They are apparently mostly indistinguishable and in a game where you are sprinting around and flicking to different targets, you’re not going to wait around to find out.
So what, you kill the clone and are instantly labeled a hacker? Nah, there’s no way it’s a detection tool. If you start seeing clones, the game already decided you’re a cheater.
Warzone 2.0 is free to play, so making a new account once banned is pretty trivial. Obviously they also have a financial incentive to keep players in and get them to just stop cheating, so they stick around and buy skins. Less likely to do that if they lose all the skins they do have.
With that said, I am pretty concerned about false positives with these types of systems. I am 99% certain back in Warzone 1 I was accidentally flagged as a cheater. This was when they were queuing cheaters only with other cheaters. So for a few months I was constantly facing blatant aimbotting players. Imagine constantly seeing players that don’t actually exist because the game decided something on your PC was sus.
So, these games do not ban cheaters, but instead try to inconvenience them until they stop cheating? I wonder why they don’t outright ban the cheaters. Are they afraid of getting chargebacks or refund request? Or are a huge proportion of those cheaters actually some big spender so the game companies don’t want to ban them because retaining them is more profitable?
because ban evasion is a problem and dealing with cheaters is more effective when they don’t know they’ve been tagged as a cheater
And if they spend money in the mean time… another win
Just look at Rainbow Six Sieges Mousetrap system to detect people using MnK on Console. Works amazingly
They’ll get banned eventually, one of the purposes of the “ghost” players is they can be used on “suspected” players that aren’t 100% sure of cheating yet, and trying to kill them will let system know they are in fact a cheater.
The other game mentioned in the article are slowing the cheater’s speed, right? Why not outright ban them then?
But it makes no sense. Let’s say they enable the decoys for you because you’re “suspected”. How are you going to guarantee you aren’t going to accidentally shoot one? They are apparently mostly indistinguishable and in a game where you are sprinting around and flicking to different targets, you’re not going to wait around to find out.
So what, you kill the clone and are instantly labeled a hacker? Nah, there’s no way it’s a detection tool. If you start seeing clones, the game already decided you’re a cheater.
Warzone 2.0 is free to play, so making a new account once banned is pretty trivial. Obviously they also have a financial incentive to keep players in and get them to just stop cheating, so they stick around and buy skins. Less likely to do that if they lose all the skins they do have.
With that said, I am pretty concerned about false positives with these types of systems. I am 99% certain back in Warzone 1 I was accidentally flagged as a cheater. This was when they were queuing cheaters only with other cheaters. So for a few months I was constantly facing blatant aimbotting players. Imagine constantly seeing players that don’t actually exist because the game decided something on your PC was sus.