How do you verify reports?
Hi,
I'm curious as to how you actually verify in-game reports. As in: how do you make sure that you are not banning players because someone is salty because they died (it's been known to happen occasionally...) and report them for things they did not actually do. I would imagine that successful killers especially collect a lot of undeserved reports.
I would imagine that you have things like chat logs, but can you actually prove, e.g., hacks, exploiting bugs, taking the game hostage, "targeting specific players" (how is that different from tunneling?)?
I'm not asking for technical details. I would just like to know how you make sure that the bans are actually deserved.
Comments
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Ouija board.
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We have a team of Associate Community Managers in charge of reviewing the reports.
They can see a lot of in-game information when you fill in the in-game report.
Since there is not automated bans, except the ones delivered by EAC, the rest is investigated.5 -
not_Queen said:
We have a team of Associate Community Managers in charge of reviewing the reports.
They can see a lot of in-game information when you fill in the in-game report.
Since there is not automated bans, except the ones delivered by EAC, the rest is investigated.0 -
@Nickenzie said:
not_Queen said:We have a team of Associate Community Managers in charge of reviewing the reports.
They can see a lot of in-game information when you fill in the in-game report.
Since there is not automated bans, except the ones delivered by EAC, the rest is investigated.
So, basically when I report for violating Dead by Daylight's code of conduct such as holding the game as hostage. Does the game gets saved? Like will the ACM will have a recorded replica of the game to see what exactly was going on? I don't how you would bust these types of players if it only saves the end game chat (from what I heard), especially players on other platforms.
I don't think they have an exact record (or replay) of the entire match. More likely, there are various statistics which can help the ACM to verify the report, like:
- exact time of hooks
- time between hooks
- frequency of successful attacks
- heartbeat time a survivor stays in the terror radius
- chat log
- game duration
- hits per survivor
- teabag count
- average range to the killer
- min, avg and max movement speed of the players
- BP per minute
- average ping, packet loss, lag spikes
- movement of players, are they moving (for situations like holding the game hostage)
- etc.
that's what I would think, and I would implement, but nothing official
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