Apex Legends Bans

The Apex Legends subreddit has word from Respawn on just how many players they've struck with the banhammer since the launch of their free-to-play battle royale game (thanks Eurogamer.net). Did you guess they've banned dozens? You're cold. Hundreds? You're still cold. Thousands? You're getting warmer:
As of today over 16,000 cheaters have been identified and banned from the game. Cheaters suck. If you run into one, please try and capture the evidence and let us know here: https://www.easy.ac/en-us/support/apexlegends/contact/report/

Even if you don’t get proof, get their ID and flag it and we can investigate the account. We have heard your feedback about a report feature in the game. I’ll just say that’s a very good idea :)
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13.
 
Re: Apex Legends Bans
Feb 18, 2019, 14:12
13.
Re: Apex Legends Bans Feb 18, 2019, 14:12
Feb 18, 2019, 14:12
 
TheDevilYouKnow wrote on Feb 17, 2019, 17:42:
If they permabanned all the cheaters in Destiny 2 Bungie would fold .

How do you cheat in PvE?
RIP RedEye9. We miss you.
Avatar 22024
12.
 
Re: Apex Legends Bans
Feb 17, 2019, 17:42
12.
Re: Apex Legends Bans Feb 17, 2019, 17:42
Feb 17, 2019, 17:42
 
If they permabanned all the cheaters in Destiny 2 Bungie would fold .
11.
 
Re: Apex Legends Bans
Feb 17, 2019, 17:35
11.
Re: Apex Legends Bans Feb 17, 2019, 17:35
Feb 17, 2019, 17:35
 
A cheater and their game are soon parted.
The most exercise some people get is jumping to conclusions.
Avatar 18786
10.
 
Re: Apex Legends Bans
Feb 17, 2019, 10:15
10.
Re: Apex Legends Bans Feb 17, 2019, 10:15
Feb 17, 2019, 10:15
 
Slick wrote on Feb 16, 2019, 19:43:
"As long as humans losers care about winning, people they will cheat."
ftfy
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9.
 
Re: Apex Legends Bans
Feb 16, 2019, 22:54
9.
Re: Apex Legends Bans Feb 16, 2019, 22:54
Feb 16, 2019, 22:54
 
Creston wrote on Feb 16, 2019, 18:11:
So is making a cheat-free game really impossible? I'm beginning to think it is. I mean, there's nothing you can do against cheat-engine, which literally just reads out the memory locations and alters them, but you can guard against cheat-engine by having all that information stored server-side, not client-side.

Is it just that devs keep making client-side-trusted games?

Just wait when streaming game services are matured.
“I am not a Mac user unless under duress.” - John Carmack
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8.
 
Re: Apex Legends Bans
Feb 16, 2019, 22:28
8.
Re: Apex Legends Bans Feb 16, 2019, 22:28
Feb 16, 2019, 22:28
 
Steele Johnson wrote on Feb 16, 2019, 20:14:
This is the reason I hardly play pvp games on pc. You never know if you suck, or someone’s cheating. Both are possible, but I’d rather know that I suck.

We just need better co-op games. Why is it so hard for devs to make co-op games with a single-player experience? Destiny, The Division, Anthem, they’re ok, but I’d rather have a deeper story and more meaningful gameplay while playing with friends. Why so hard to do?

Divinity Original Sin 2?

or what about A Way Out?
RIP RedEye9. We miss you.
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7.
 
Re: Apex Legends Bans
Feb 16, 2019, 20:14
7.
Re: Apex Legends Bans Feb 16, 2019, 20:14
Feb 16, 2019, 20:14
 
This is the reason I hardly play pvp games on pc. You never know if you suck, or someone’s cheating. Both are possible, but I’d rather know that I suck.

We just need better co-op games. Why is it so hard for devs to make co-op games with a single-player experience? Destiny, The Division, Anthem, they’re ok, but I’d rather have a deeper story and more meaningful gameplay while playing with friends. Why so hard to do?

Avatar 12787
6.
 
Re: Apex Legends Bans
Feb 16, 2019, 19:43
6.
Re: Apex Legends Bans Feb 16, 2019, 19:43
Feb 16, 2019, 19:43
 
warmbluelasers wrote on Feb 16, 2019, 19:17:
Creston wrote on Feb 16, 2019, 18:11:
So is making a cheat-free game really impossible? I'm beginning to think it is. I mean, there's nothing you can do against cheat-engine, which literally just reads out the memory locations and alters them, but you can guard against cheat-engine by having all that information stored server-side, not client-side.

Is it just that devs keep making client-side-trusted games?

The two most common and powerful cheats used in FPS games (aimbots and wallhacks) don't need to interact with any of that data. Both only need to read information in the client. One uses that data to input control data to aim automatically, and the other uses that data to place an on-screen marker. ESP cheats also only need to read client data, specifically the data that tells the client which way other player models are facing for animation.

The only direct interaction the cheats need is a hook to overlay. At that point it's a cat-and-mouse game of creating a cheat hook that is undetected by the current anti-cheat and then the anti-cheat developers trying to create a detection method that reliably bans the cheat with minimal false positives.

Going directly after the cheat developers may deter further development but ultimately it would become like the war on drugs. People want to cheat to the tune of $60, and there are programmers who just want that money. The bigger the game, the bigger the demand, the more programmers are willing to code cheats for cash. That's why big games like these BRs are so plagued. There's too much money to be made for it to go away.
Sadly, the only true solution is game streaming, since both the client and server are remote and untouchable. I hate the idea, but there it is.
RIP RedEye9. We miss you.
Avatar 22024
5.
 
Re: Apex Legends Bans
Feb 16, 2019, 19:43
Slick
 
5.
Re: Apex Legends Bans Feb 16, 2019, 19:43
Feb 16, 2019, 19:43
 Slick
 
warmbluelasers wrote on Feb 16, 2019, 19:17:
Creston wrote on Feb 16, 2019, 18:11:
So is making a cheat-free game really impossible? I'm beginning to think it is. I mean, there's nothing you can do against cheat-engine, which literally just reads out the memory locations and alters them, but you can guard against cheat-engine by having all that information stored server-side, not client-side.

Is it just that devs keep making client-side-trusted games?

The two most common and powerful cheats used in FPS games (aimbots and wallhacks) don't need to interact with any of that data. Both only need to read information in the client. One uses that data to input control data to aim automatically, and the other uses that data to place an on-screen marker. ESP cheats also only need to read client data, specifically the data that tells the client which way other player models are facing for animation.

The only direct interaction the cheats need is a hook to overlay. At that point it's a cat-and-mouse game of creating a cheat hook that is undetected by the current anti-cheat and then the anti-cheat developers trying to create a detection method that reliably bans the cheat with minimal false positives.

Going directly after the cheat developers may deter further development but ultimately it would become like the war on drugs. People want to cheat to the tune of $60, and there are programmers who just want that money. The bigger the game, the bigger the demand, the more programmers are willing to code cheats for cash. That's why big games like these BRs are so plagued. There's too much money to be made for it to go away.

Good synopsis, although I would have just stuck with: "As long as humans care about winning, people will cheat." =p
Avatar 57545
4.
 
Re: Apex Legends Bans
Feb 16, 2019, 19:17
4.
Re: Apex Legends Bans Feb 16, 2019, 19:17
Feb 16, 2019, 19:17
 
Creston wrote on Feb 16, 2019, 18:11:
So is making a cheat-free game really impossible? I'm beginning to think it is. I mean, there's nothing you can do against cheat-engine, which literally just reads out the memory locations and alters them, but you can guard against cheat-engine by having all that information stored server-side, not client-side.

Is it just that devs keep making client-side-trusted games?

The two most common and powerful cheats used in FPS games (aimbots and wallhacks) don't need to interact with any of that data. Both only need to read information in the client. One uses that data to input control data to aim automatically, and the other uses that data to place an on-screen marker. ESP cheats also only need to read client data, specifically the data that tells the client which way other player models are facing for animation.

The only direct interaction the cheats need is a hook to overlay. At that point it's a cat-and-mouse game of creating a cheat hook that is undetected by the current anti-cheat and then the anti-cheat developers trying to create a detection method that reliably bans the cheat with minimal false positives.

Going directly after the cheat developers may deter further development but ultimately it would become like the war on drugs. People want to cheat to the tune of $60, and there are programmers who just want that money. The bigger the game, the bigger the demand, the more programmers are willing to code cheats for cash. That's why big games like these BRs are so plagued. There's too much money to be made for it to go away.
3.
 
Re: Apex Legends Bans
Feb 16, 2019, 18:11
3.
Re: Apex Legends Bans Feb 16, 2019, 18:11
Feb 16, 2019, 18:11
 
So is making a cheat-free game really impossible? I'm beginning to think it is. I mean, there's nothing you can do against cheat-engine, which literally just reads out the memory locations and alters them, but you can guard against cheat-engine by having all that information stored server-side, not client-side.

Is it just that devs keep making client-side-trusted games?
Avatar 15604
2.
 
Re: Apex Legends Bans
Feb 16, 2019, 16:49
2.
Re: Apex Legends Bans Feb 16, 2019, 16:49
Feb 16, 2019, 16:49
 
jdreyer wrote on Feb 16, 2019, 16:38:
Create another free account. Lather, rinse, repeat.

Only thing about that is you lose everything you earned in battle... levels gained...i would hate to start over
I love Fortnite..keeps thy little kids out of thy good games...
1.
 
Re: Apex Legends Bans
Feb 16, 2019, 16:38
1.
Re: Apex Legends Bans Feb 16, 2019, 16:38
Feb 16, 2019, 16:38
 
Create another free account. Lather, rinse, repeat.
RIP RedEye9. We miss you.
Avatar 22024
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