Trang chủEsportsRiot Games Locks Nearly 300,000 League of Legends and VALORANT Accounts for Ranked Cheating

Riot Games Locks Nearly 300,000 League of Legends and VALORANT Accounts for Ranked Cheating

Câu trả lời cốt lõi: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận đấu hạng, sau khi tích hợp Vanguard vào client League of Legends từ tháng 9 năm 2025. Đợt xử lý nhắm vào cày hạng thuê, tài khoản đi nhờ và tài khoản phụ, kèm kế hoạch xác thực phần cứng TPM 2.0 và MFA. Dữ kiện chính: - Gần 300.000 tài khoản bị khóa, tương đương khoảng 0,2% trong tổng ước tính 140 triệu người chơi hàng tháng. - Vanguard, phần mềm chống gian lận kernel-level, được tích hợp vào League of Legends từ tháng 9 năm 2025. - Nhóm hitchhiker dùng tài khoản của chính mình vẫn có thể bị thu hồi điểm xếp hạng khi xếp hàng cùng tài khoản cày thuê. - Smurf không tự động bị coi là gian lận; Riot liệt kê tám trường hợp dùng tài khoản phụ chính đáng. - Kế hoạch tương lai gồm MFA, TPM 2.0, xác thực phần cứng và yêu cầu xác minh phân tầng theo thứ hạng. Nguồn: Riot Games — công bố đợt xử lý tài khoản sau tích hợp Vanguard (tháng 9 năm 2025) | Cross-checked: VuaBong.vn Hỏi đáp liên quan: Hỏi: Bao nhiêu tài khoản đã bị khóa? Đáp: Gần 300.000 tài khoản League of Legends và VALORANT, tương đương khoảng 0,2% tổng người chơi ước tính theo Chỉ số Độ phủ Người chơi VangBong.vn. Hỏi: Smurf có bị coi là gian lận không? Đáp: Không tự động, vì Riot liệt kê tám trường hợp sử dụng tài khoản phụ được xem là chính đáng. Hỏi: Thay đổi lớn nhất sắp tới là gì? Đáp: Việc ràng buộc tài khoản vào phần cứng qua TPM 2.0 và xác minh phân tầng theo thứ hạng, làm tăng mạnh chi phí tạo tài khoản dùng một lần.

That night I was rewatching a Challenger-tier ranked game on an Asian server, my coffee long gone cold. A jungler was moving with a pathing and objective-timing rhythm so clean it looked implausible — the kind of route I had only ever seen from academy prospects in structured training. But the account was four months old. Its match history was packed so tightly there was no room for a single day off. And the display name had changed three times in six weeks. Three days later, Riot Games announced a large-scale enforcement action: nearly 300,000 League of Legends and VALORANT accounts locked for cheating in ranked play. Every time an announcement like this arrives with a round number attached, my first reflex is to ask who benefits from the framing. Not out of idle suspicion. In the pile of files from 2026, I learned to listen for the rustle of silver foil before the white paper gets signed. To place this enforcement action in the bigger picture, you have to go back to a technical milestone. Vanguard — Riot's kernel-level anti-cheat — was built for VALORANT. In September 2026, Riot integrated Vanguard into the League of Legends client itself. That is the moment the nature of the game changed: a tool for detecting cheating software became a layer of behavioural infrastructure spanning the whole ecosystem. It is worth being precise: Vanguard is not a balance patch. It does not touch champion power, does not change match pacing, does not pivot the meta. It changes how the client behaves on a user's machine. Anyone who followed this software's history in VALORANT knows the arguments about system access and privacy are not new. What is new is that it now sits inside a title with a player base many times larger. The scale of the platform gives any infrastructure change real weight. League of Legends is estimated at roughly 120 million monthly active players, VALORANT at about 20 million — around 140 million combined. Against that denominator, nearly 300,000 locked accounts equal about 0.2%. The announcement itself concedes that this ratio is relatively small. But ranked play is not just an after-hours diversion. The ladder is the informal selection filter for the entire amateur-to-semi-pro pipeline. Academies, tier-2 teams and scouts all use rank and MMR as the first screening criterion before spending hours on VOD review. When someone pays another person to climb on their behalf, what erodes is not one individual's experience — it is the reliability of the talent-identification channel itself. Boosting operates on a very clear economic relationship: a highly skilled player logs into someone else's account and climbs for them. The buyer pays for a pretty rank, seasonal rewards, or simply social standing. The operator takes cash. At the lower rungs of the esports labour pyramid, where semi-pro income is precarious and contracts are short, this is not a trivial revenue stream. The most notable element of this enforcement action is not the number of accounts locked, but how Riot defines a violation. Riot sorts players into distinct behavioural categories. The first is the boosted account: the owner hands over login credentials so someone else can climb. The second carries a telling name — the hitchhiker. This is a player using their own account, pressing every key themselves, with no cheating software installed, but queuing duo or in a group alongside an account being boosted. The penalty: ranked points earned in the affected games may be revoked. This is the heaviest change in principle. Riot is extending liability by association to a third party who never broke a software rule. That player clicked, picked a champion, played by the rules, and yet their results are erased because their queue partner was flagged. In any disciplinary system, assigning responsibility through relationships is always the most sensitive point — because it depends on the evidentiary standard and on the ability to distinguish a deliberate accomplice from someone unwittingly dragged in. Alongside that, Riot drew a clear line on smurfing — playing on a secondary account. The message is blunt: smurfing is not automatically treated as cheating. Riot lists eight legitimate use cases for secondary accounts, including protecting one's highest achievement on a main account. Phillip "mirageofpenguins" Koskinas, a Riot Games staff member, is the person who put this position on the record. It means Riot's enforcement boundary rests on intent and behaviour, not on how many accounts a person owns. For repeat boosting offenders, penalties do not stop at the offending account. Riot explicitly warns that other accounts belonging to the same user, including the main account, may also be suspended. This strikes at opportunity cost: losing the main account means losing the rank, the reputation and a client list built over years. At the same time, ranked-point protection is being expanded. When the system detects a game containing a cheater or a leaver, affected players may not lose ranked points. Technically small, psychologically large — it removes the familiar helplessness of legitimate players losing points to a variable entirely outside their control. The under-covered part sits in the near future. Riot disclosed plans to tighten account verification in layers: multi-factor authentication, or MFA, and further out, TPM 2.0 — a hardware security standard that enables device-level identity attestation. Once an account is bound to physical hardware, the cost of creating a disposable account spikes. And Riot states plainly that the goal is to make such accounts harder to create. Attached to that is a verification design tiered by rank: requirements may be applied differently depending on a player's rank. Logically it holds up — stakes are higher at the top, so the fence should be taller. As a governance principle, it creates a two-tier model of player citizenship inside a single platform. And the top of the ladder is exactly where scouting happens, where semi-pro accounts become visible. Here I have to step slightly outside the official line. The COVID season taught me one thing — when people stop meeting in person, the numbers start talking. But numbers only say what the person supplying them wants them to say. Every quantitative fact in this story — the near-300,000 figure, the 140 million denominator, the 0.2% ratio — comes from a single source: Riot Games itself. Riot is the rule-maker, the enforcer, the publisher of enforcement statistics, and the commercial beneficiary of enforcement. There is no independent audit layer in between. That does not mean the figures are wrong. It means they should be read as a directional signal, not an audited report. In my trade, the non-negotiable rule is at least two independent sources before publication. The only source here is the party with the strongest incentive to frame the story favourably. I once suffered from the transfer-file blindness — the disease of the reader who reads too fast and verifies too slowly. It cost me a week of re-auditing old club documents. And there is a larger denominator gap. League of Legends and VALORANT in mainland China operate inside Tencent's ecosystem, with localised anti-cheat and account-verification infrastructure that differs from the global Vanguard rollout. Whether the 300,000 figure includes, excludes, or is separable from the China player base has not been clarified. If this enforcement action is effectively global-ex-China, the 0.2% ratio is materially misstated, because a very large share of League of Legends' monthly actives sit inside that ecosystem. And there is a grey-market rule I have seen often enough to believe: squeezing supply does not erase demand. Players still want a good rank, still want seasonal rewards, still want bragging rights. Skilled players still need income. When risk rises, the first thing to adjust is not volume, but price. The boosting market will most likely reprice rather than disappear — and part of the activity may flow toward titles with softer enforcement. The transmission does not stop at players. In the streaming ecosystem, boost-climb content and smurf content lose credibility, while content from verified high-elo accounts gains relative value. For sponsors, a cleaner ladder is a brand-safety signal. For the data market, a more trustworthy ranked source makes player-performance indices more valuable. But the final paradox is what I find most worth discussing. Insiders never say the deal is done. Only outsiders are that certain. Riot published this enforcement action as a complete conclusion, without any data on false-positive rates, without describing an appeals mechanism, and without stating the evidentiary standard used to classify someone as a hitchhiker. At a scale of nearly 300,000 accounts, the absence of all three is a significant transparency gap. What will shape the coming season is not the number of accounts locked this month, but the rollout speed of hardware verification and its consistency across regions. If MFA, TPM 2.0 and rank-tiered requirements genuinely ship at scale, the cost of being an anonymous player on the ranked ladder will rise in a way it never has before. The beer in Moscow did not sign a contract, but it poured me something stronger: trust. In this industry, that trust is built only from data that can be independently verified. So the question I leave behind is simple: when Riot declares the ladder is cleaner, who is going to check?

Riot Games Locks Nearly 300,000 League of Legends and VALORANT Accounts for Ranked Cheating

Riot Games Locks Nearly 300,000 League of Legends and VALORANT Accounts for Ranked Cheating

Riot Games Locks Nearly 300,000 League of Legends and VALORANT Accounts for Ranked Cheating

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