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Respawn Details Plans to Combat Cheating on Apex Legends

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apex legends

With the launch of the second season of Apex Legends a problem has been growing; cheating.

Now, Respawn Entertainment is rolling out their plans to combat the constantly growing issue that is on a rise in Season 2.

Here are the details, via a new blog post from Respawn:

DEV TRACKER

The dev tracker was updated this week to include new issues reported that we’re tracking. Reminder that this tracker does not account for all the things currently being worked on and meant to provide visibility into some of the larger issues that we’re aware of and investigating or fixing.

We are currently working on the next client patch that is planned to go live next week. We’ll update then with status and patch notes.

Check out the dev tracker here.

CODE: LEAF/NET

First some context as to what these errors mean:

  • code:leaf – the server never answered us when we asked it if we could connect
  • code:net – we were on a server and it disappeared on us and stopped answering

Back 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). 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.

In our 1.2 patch, users started getting this more often. The consistent report is that it happens after an extended time on the Kings Canyon load screen just after a match starts.

The vast majority of players reporting the error are getting code:leaf. 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.

We then gathered enough data to prove that servers don’t think clients are timing out, but clients think servers are timing out. That was a strange finding. 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.

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. In addition to the work ongoing on our end, we’ve also been working with Multiplay and data teams to gather more telemetry.

We’ll keep you all updated on progress as we continue to work on this.

CHEATING

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:

  • Using machine learning to create behavior models that detect and auto ban cheaters.
  • Requiring TFA in certain regions on high risk accounts.
  • Improving detection that identifies and bans new spam accounts before they are used.
  • Ongoing work to adapt to new cheats.
  • Matchmaking that matches detected cheaters and spammers together.
  • Investigating how people party up for matches. Even if you are not specifically using a cheat, partying up with cheaters is still cheating.
  • Increasing resources whether that be people or tech.

As we’ve said before, the war against cheaters will be ongoing and remains a high priority for us. There will always be work to do, improvements to make, and new things to adapt to. 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.

If you encounter a cheater you can report them here. If you can please try to capture video proof as well.

Understand that we are not going to discuss the details of a specific ban with players on any public forums. If you feel that you have been wrongly banned you can appeal it here.

ESPN EXP EVENT

Yesterday streamers, athletes, and celebs competed in a fun live event to raise money for The V Foundation. The players put on a great show and if you didn’t get a chance to watch the livestream last night you can check out the VOD here.

TWITCH PRIME LOOT

Starting today you can grab the next skin in the roster by linking your Twitch Prime account here. This time it’s Bangalore rocking the Dino Dynamo rare skin. And don’t forget to grab Wattson L-Star skins as well if you haven’t yet.

Claim the skins here. https://twitch.amazon.com/prime/loot/apexlegends/?ref_=SM_OM_APEX2_2019_CRWN

PATCH NEXT WEEK

We are currently working to release a client patch next week and will discuss the details of the fixes coming with it in the patch notes then.

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Dota 2 New Hero is Snapfire

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Dota 2

Dota 2 is rolling out a brand new hero, and this time it’s a grandma wielding a shotgun.

Snapfire is the latest hero to join the roster, and she is expected to arrive, shotgun and all, sometime this fall.

Oh, and she won’t be coming alone as she comes with a giant lizard friend, and a senior citizen badass who loves to bake cookies, because that’s what grandmother’s do.

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Fortnite’s B.R.U.T.E Mech Officially Nerfed

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Fortnite

Finally, Fortnite has nerfed the highly-powerful B.R.U.T.E mech that was introduced during the launch of Season 10.

The nerf will likely delight a number of fans, who have been calling for the mech’s removal as the mech has been almost unstoppable, and has altered gameplay tremendously when in play.

While it’s not a removal, it will make the mech a less over-powering force when in gameplay.

Additionally, the Junk Rift has been disabled in FNCS tournament and Arena playlists.

Here are the details


B.R.U.T.E.

  • Decreased the maximum amount of rockets fired by the B.R.U.T.E. in a single charge from 10 to 6.
  • Decreased the rate at which the rockets are fired from the B.R.U.T.E. by 56%.
  • Our goal with these changes is to increase the back and forth between the users of the B.R.U.T.E. and the players they face. These changes allow the players on the receiving end of the missile volley to have more time to react and protect themselves.
  • Decreased the radius of the B.R.U.T.E.’s rocket explosion by 42%.
  • Our goal with this change is to improve consistency and understanding around focused barrages of missiles. B.R.U.T.E.s will continue to be a strong option against structures, but less lethal against players.
  • Increased the dash cooldown from 3 seconds to 5 seconds.
  • The previous dash cooldown not only increased the B.R.U.T.E.’s mobility, but also made the B.R.U.T.E.s a harder target to hit from distance than we’d like. The adjustment here reduces the ability to close gaps quickly while in the B.R.U.T.E. while also increasing the ability to land shots on target for players facing the B.R.U.T.E.
  • Decreased the velocity gained from boosting while in air by 33%.
  • We want to reduce a B.R.U.T.E.’s ability to engage and disengage at long distances to encourage a more strategic approach to an encounter. In general we hope to shift B.R.U.T.E.s away from being highly mobile and put more emphasis on their already defensive nature.
  • The B.R.U.T.E. no longer grants materials to the driver and passenger when stomping or dashing through the environment.
  • Note: This change should roll out shortly following the other changes.
  • Our goal is to add more tension between being in and out of a B.R.U.T.E. as well as reduce instances where players can farm faster than intended without exposing themselves to danger.
  • Adjusted the variability of spawn rates for storm phases 1, 2, and 3 in core modes. Arena spawn rates will remain unchanged.
  • Previously, the early stages of a match were guaranteed a minimum amount of B.R.U.T.E.s. We’d like to provide a little more variance to that experience so that matches don’t always play out the same way. The overall average number of B.R.U.T.E.s per game is reduced slightly.
  • Decreased the material cost of using the gunner’s overshield from 200 to 75.
  • Our goal is to further emphasize use of materials for positive defensive benefit.
  • Increased the Health of the B.R.U.T.E from 1000 to 1250.
  • With the above changes, users of the B.R.U.T.E. need to play a bit more strategic than before, so we want to give a little bit longer of a window to do so.

Storm phase 1

  • New spawn rates
  • 29% chance to spawn 0.
  • 14.3% chance to spawn 1.
  • 14.3% chance to spawn 2.
  • 14.3% chance to spawn 3.
  • 14.3% chance to spawn 4.
  • 14.3% chance to spawn 5.
  • Old spawn rates
  • 33% chance to spawn 2.
  • 33% chance to spawn 3.
  • 33% chance to spawn 4.

Storm phase 2

  • New spawn rates
  • 25% chance to spawn 0.
  • 25% chance to spawn 1.
  • 25% chance to spawn 2.
  • 25% chance to spawn 3.
  • Old spawn rates
  • 33% chance to spawn 2.
  • 33% chance to spawn 3.
  • 33% chance to spawn 4.

Storm phase 3

  • New spawn rates
  • 25% chance to spawn 0.
  • 25% chance to spawn 1.
  • 25% chance to spawn 2.
  • 25% chance to spawn 3.
  • Old spawn rates
  • 33% chance to spawn 1.
  • 33% chance to spawn 2.
  • 33% chance to spawn 3.

Junk Rift

  • The Junk Rift has been temporarily removed from Arena playlists. This is due to an audio issue caused when the portal is significantly higher than a player.
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Call of Duty: Modern Warfare 2v2 Gunfight Alpha Now Live on Playstation 4

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Call of Duty: Modern Warfare

Activision has opened the alpha test of the Call of Duty: Modern Warfare Gunfight early, and it is now available on Playstation 4, ahead of schedule nonetheless.

Activision turned servers on almost 24 hours earlier than expected, and the alpha already has a Playstation Store page so you can queue the 36GB download.

According to developer Infinity Ward, Gunfight will be included in the September beta.

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