![]() ![]() Yesterday streamers, athletes, and celebs competed in a fun live event to raise money for The V Foundation. If you feel that you have been wrongly banned you can appeal it here. Understand that we are not going to discuss the details of a specific ban with players on any public forums. If you can please try to capture video proof as well. If you encounter a cheater you can report them here. We’d like to thank the players that have been getting involved with helping us squash cheaters over the last week whether it be submitting reports or assisting with the vetting process for suspicious behavior. There will always be work to do, improvements to make, and new things to adapt to. Increasing resources whether that be people or tech.Īs we’ve said before, the war against cheaters will be ongoing and remains a high priority for us. Even if you are not specifically using a cheat, partying up with cheaters is still cheating. Investigating how people party up for matches. Matchmaking that matches detected cheaters and spammers together. ![]() Improving detection that identifies and bans new spam accounts before they are used. Requiring TFA in certain regions on high risk accounts. Using machine learning to create behavior models that detect and auto ban cheaters. ![]() We know reports of cheaters, especially in Ranked, have been a hot topic so this week we also wanted to provide a little visibility into some of the work that’s been going on behind the scenes to combat cheating: We’ll keep you all updated on progress as we continue to work on this. In addition to the work ongoing on our end, we’ve also been working with Multiplay and data teams to gather more telemetry. So we’ve been investigating a lot of situations that could be causing this and working our way through theories to see what it could be and steadily eliminating possibilities. We also verified that we aren’t launching matches that are partially full – so code:leaf seems to hit every single player on that match server, not just some players. We then gathered enough data to prove that servers don’t think clients are timing out, but clients think servers are timing out. This means the backend created a match, our servers successfully talked to one another, we sent users there, and the player never got an answer from that new server. The vast majority of players reporting the error are getting code:leaf. The consistent report is that it happens after an extended time on the Kings Canyon load screen just after a match starts. In our 1.2 patch, users started getting this more often. So we added 4 different error strings and put random words in each one so that we could differentiate them both at the customer support level and also on our error tracking backends. First some context as to what these errors mean:Ĭode:leaf – the server never answered us when we asked it if we could connectĬode:net – we were on a server and it disappeared on us and stopped answeringīack at launch we had a few different things that would display an overly generic timeout error, and the problem was that it could mean 4 different things (only one of which was a true timeout). ![]()
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