![]() ![]() Imagine coming upon an enemy that was moving at a snail’s pace in the middle of your rotation out of a hot zone. While Quicksand was a fun mitigation to deploy against bad actors, it could also be very visually jarring to anyone in the lobby. Mitigations are designed to be a roadblock for cheaters so our community can participate in a protected and interruption-free gameplay experience. Ultimately, the team decided to decommission Quicksand. It was designed to disorient cheaters and it worked well in testing. Someone hit by Quicksand, for example, could suddenly begin to move at half speed and be forced to press their W key to move backwards. It could, for example, swap analog stick controls from default to inverted or begin reassigning mapped keys for mouse and keyboard settings. To further impact a cheater’s experience, Quicksand could occasionally (and randomly) alter a cheater’s input settings. This was accomplished by adjusting their connection delay to the game server. Quicksand was a mitigation that would slow or freeze the movement of detected cheaters in-game, making them sitting ducks. Sometimes those ideas yield unintended results. #TeamRICOCHET is continuously working on new systems and detections to impede cheaters. Read the Reversing Anti-Cheat's Detection-Generation Cycle With Configurable Hallucinations white paper for more information on Hallucinations and the team’s vision for this mitigation’s future. Using these tools is against our Security and Enforcement Policy and will result in account bans. These are cheaters using prohibited tools for additional in-game information, giving them an unfair advantage against other players. This mitigation is a first but foundational step in one of many efforts to combat what the community refers to as “non-rage” hackers. (Note: The character outline and information in the image above was manually added using photo editing tools for demonstration purposes only.) Like Hallucinations as a Mitigation, the character model displays legitimate data when viewed in cheats and will also trigger things like aimbots. As shown in the example above, the team can place the Hallucination near a suspicious player, forcing them to self-identify as a cheater if they engage with the cloned character in any way. ![]() Hallucinations can be hidden and positioned anywhere relative to a suspicious player in the world. Hallucinations can be deployed both as a method of mitigation for verified cheaters or, in secret, as a detection for suspicious players: These false characters are undetectable by legitimate players, and they cannot impact a legitimate player’s aim, progression, end of match stats or overall gameplay experience, but serve to disorient cheaters in a variety of ways. Hallucinations place decoy characters within the game that can only be detected by cheaters that have been specifically flagged by our system. In the latest report, we wanted to showcase one mitigation in active use and another we’ve developed but since put on the shelf to help further outline our philosophy around developing mitigations and protecting your overall gameplay experience. ![]() You can read more about previously announced mitigations in our Season 03 Progress Report. That means, on average, for every one cheater our community reports in-game our detections also mitigate three accounts detected of cheating before they are able to impact our community’s experience. In Modern Warfare II, for example, we mitigated four players for every one report. Mitigation data shows our detections are doing a better job of protecting the game. The data we gather through analysis of mitigated players enhances our ability to reliably detect and ban players using similar cheat software.Īfter we capture info, cheaters are removed from matches and/or the accounts are permanently disabled across titles, as outlined in our Security and Enforcement Policy. Allowing cheaters to remain in the game in a mitigated state provides #TeamRICOCHET with intel, while keeping cheaters occupied, in the dark, and unable to harm your in-game experience. These are gameplay adjustments we can make to constrain the gameplay experience of verified cheaters – such as taking away their weapons with Disarm or making legitimate players invisible to cheaters with Cloaking.Ĭheating in video games such as Call of Duty is big business, and the technology behind cheats is constantly evolving. In some scenarios, #TeamRICOCHET may choose to deploy in-game roadblocks we call Mitigations on accounts we verify as cheating. One of the ways we accomplish this is by banning accounts we have determined are cheating however, we have also outlined our use of mitigations and we wanted to refresh the community on why and how those systems are used. #TeamRICOCHET remains focused on combating unfair play and ejecting bad actors from our games. ![]()
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