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Why is the onus on the people being griefed to provide proof of hacking?

Raccoon
Raccoon Member Posts: 8,134

Think they'll ever change this archaic system or maybe even create a useful detection/reporting system?

Comments

  • CrypticGirl
    CrypticGirl Member Posts: 1,448

    That's why streaming is the best way to record matches. It doesn't take up hard drive space, and at least on Twitch, the vods do expire after some time. You can save your highlights and export them from Twitch straight to Youtube without having the video ever touch your local hard drive. I have a few saved highlights of hackers in my own Twitch library.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,620

    I am not even sure if replays of the games would take that much storage space. I play World of Tanks (not that active anymore to be honest) and their replays were a few Megabytes at most. And you had the option to either story only the latest one or all of them (or none at all).

    And DBD should totally have that option. Could be also limited to only the last Replay or only the last three replays or so. This would easily be enough to grab the Replay for whatever reason you want to have it.

    But lets be real, it is way too much to ask for people having a recording software and actually recording it. The thresholds to do reports should be low and not so high. It is fine that BHVR requires videoproof, I totally get that and support that. But not without an option to get said proof without any third party software.

  • JPLongstreet
    JPLongstreet Member Posts: 6,994

    More effective anti-cheat aside, they've said that it's practically impossible now to add in a match replay system now, that such a thing would have had to been originally coded back in 2016.

    Maybe in a possible DBD 2 someday.

  • A_T_E
    A_T_E Member Posts: 254

    Unfortunately, it's been made clear that it's necessary to record and report it on the forums here, else they literally don't do anything about an in-game report.
    It would be nice if they could report every match, but I have a feeling it's an area BHVR considers too costly to invest in (you'd need the space to store all these recorded matches somewhere, and data space costs money, especially when you consider the undoubtedly large amount of data thousands and thousands of matches EACH DAY would accumulate).

  • Malkhrim
    Malkhrim Member Posts: 1,193

    Today I had to clip a video in multiple different parts to be able to upload it in the ticket.

    It was not even a case of cheaters, just griefing and holding the game hostage, but the same problem applies.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Even things that don’t require any video evidence aren’t getting addressed, at least in my experience. I’ve reported people for post-game chat harassment (people saying hateful things like they hope something really bad happens to my family) and I never get any acknowledgment that there was any action taken against those players. It feels like BHVR really isn’t taking it seriously.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    You do not have to provide video evidence of cheating. Any player recieving enough reports from individual reliable players will still get investigated more strictly and often will lead to a ban regardless of video evidence. However reliable is specifically determined internally should remain a secret, but generally you can assume people who report less are more reliable than people who report more, people who are found correct will be more reliable than people who are found to be wrong and people who played for a longer time will be more reliable than players who played a shorter time.

    Video evidence will always be the second fastest way.

    What? Second fastest? Then what would the fastest be? Believe it or not. Anti-cheat. Anti-cheat practically always has detected cheaters long before you even noticed them. They are often flagged and placed on a list, then get banned with the next banwave.
    And bans have to happen in waves, because if you autoban people, you give information. Remember the false bans on streams? That was due to cheaters actively trying to find out how they were getting banned, got themselves banned 100+ times untill they realized someone with authority to ban was watching streams, then they tried finding a way to get other people who stream banned and succesfully did so.
    You do not want to give them any information on how they were caught. Which is why you almost never hear about people having been banned other than yearly statistics. And even those statistics might not be 100% accurate since giving a slightly false number (lets say 9900 instead of 9932 because those 32 extra will be banned next time they log in).

    There probably are some autobans in place to prevent people using ancient cheats, but cheating prevention is difficult unless you use Kernel level anti-cheat. And you dont want kernel level anti-cheat. Some of those are so strict that it might get you banned because you used a mod for a different single player game (also, pretty sure steam is against it). On one hand, kernel level anticheat would literally make it impossible for 99.9% of current cheaters to play. But its in exchange for effectively having a security cam looking at your PC and you dont know what it is looking up about you.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    That was the case back in 2019. Since then, their methods of detecting have been updated and improved.

    Depending on if they allow the link, as it is their own website, but I am assuming a mod might check it for validity first: https://support.deadbydaylight.com/hc/en-us/articles/4408586278676-How-to-report-a-player
    This exact page USED to say that video evidence was required for hacking, and would actually give you an entire form to fill in, where you had to supply the name, the profile of the offender, whether you reported them in game or not(they dont neccesarily need that nowadays, as they can check who has had that name in your personal match history, it would just take more time to find them), what time the game happened, what date, what they did, etc. Nowadays that form is just asking for your cloud ID and preferably the profile link of the offender if possible.

    Side-note: I still wish they would add a thumbs down button as an option too, because right now unsportsmanlike is the best way to describe certain behaviour (like slugging and then slug camping you for 4 minutes, not bannable, but I need a frustration button so I wont take it into the next game).

    But yeah, I've reported some through the support system without video evidence and I know they got banned because they told me I actually got them banned. I wont say what they were doing in the game that I think got them caught, because information, but it does work, even though if it doesnt feel like it.

    That is purely them being forced to withold information, because they dont know if you are associated with someone or not. I even send them a profile of someone who has told me that he has friends who use third party software to streamsnipe. I wont share what he shared with me, because again, info, but I am 100% certain that his friends are being watched right now. I know I wont hear back from it, because once again, I could be a mole trying to get information on them on who they caught. But I will also be fairly certain that the person who told me might come back and tell me about it, and depending on what they say, I might send that information too.

    Video evidence when possible is always preferable. If you can, try to die early on and spectate the offender as that gives the most visual information when sending video evidence. But it is not needed to get them banned, just to speed up the process.

  • Raccoon
    Raccoon Member Posts: 8,134
  • Aven_Fallen
    Aven_Fallen Member Posts: 17,620

    I am 100% sure that they did not tell you that YOU got them banned. That you reported someone and they got banned does not mean that your ban was responsible. It could also have been that someone else reported them WITH video evidence and then the Cheater got banned.

    You 100% need videoproof for reports like this.

  • Senaxu
    Senaxu Member Posts: 488

    Ah yes, the player-powered anti-cheat system™.
    A revolutionary concept where the burden of proof lies entirely with the victim — provided they’ve anticipated the crime, run third-party recording software at all times, trimmed the footage, uploaded it, written a thesis on it, and submitted it in triplicate.

    Meanwhile, the actual cheaters? Swift, nimble, and delightfully unburdened by such bureaucracy.

    It’s not a lack of anti-cheat — it’s performance art.
    A minimalist statement on futility, where trust is outsourced and justice is crowdsourced.

    And somehow, the real punchline is that this system’s been “working as intended” for years (released 2016 btw).

  • MrMori
    MrMori Member Posts: 1,917
    edited May 8

    I actually spotted a subtle cheater when playing survivor recently. They had ran the killer for a long time while on death hook so I figured I'd help before they went down. I spot them and what do you know, they were boosting their speed randomly between tiles while the killer was busy breaking pallets. Suddenly it makes sense how they "juiced" the killer for over a minute on an almost completely barren map. I do always report them since if they then get manually reported with evidence they're more likely to get banned if BHVR see that their report rate is much higher than what's normal.

    But even with video evidence, needing to create a BHVR account and submit each ticket manually is such a bother. I frankly think it's embarrassing that it's possible to cheat like this, but I don't know the infrastructure behind DBD. I just know for being such a big game, the anticheat is pretty much useless once you've bypassed it since the server doesn't question what the client sends to it in any way whatsoever, seemingly at least.

    Like imagine in Fortnite, CS, Valorant or Overwatch that a cheater could teleport around the map and shoot people immediately as soon as the game started with infinite damage and instantly win the round in a few seconds. That would be ridiculous and it would be incredibly dumb that the server doesn't recognize a teleporting instakilling character as cheating. Which is why it's literally impossible to do that in those games since they properly check what the client sends to the server. Yes, there's aimbots obviously, just like there would always be wallhacks and info hacks in DBD. But at least in those games you can't directly change your characters stats and speed and position and even other players characters directly. The fact that you can do it in DBD and the server doesn't even question it is very bad.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    No, the reason they(singular individual told me I actually got them banned, was because I was the first and only match they cheated in before not playing for 3 days and then getting banned. Its literally why they told me. They also told me it didnt matter because of things I cant mention here without risking a ban as they were back at it the same day they found out they got banned.

    And again, no, you can literally ask support if videoproof is required. Its not, it 100% will speed up the process and is preferable when possible, but the days of requiring videoproof have been gone since mid 2021.

    Its like the player logs, they dont need player logs, but if you are on PC, they would prefer if you grab the player logs and send it with it, since it speeds up the process.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    As someone who works in IT and has done some stuff with security, I can 100% tell you that the fact that you think it doesnt work, while not being invested with cheaters every single match actually proves it works. Just look at CS2, you literally could not go a single match without 1 person having cheats. They didnt even get banned, because Valve updated the anti-cheat in 2020 and left it at that.

    You dont need to do anything but report in-game. In most cases, anti-cheat has already put a million red flags on that player and that player is doomed to be banned. In most other cases, it's a new cheat that currently bypasses the system and it will require tweaking to anti-cheat to detect those things.

    In theory, BHVR can 100% ban all cheaters automatically, the problem there is, that 20% of non-cheating players will also get banned. Its because BHVR wants to ban as close to 0 non-cheating players as possible that there are still cheaters. But if anti-cheat didnt work, your average match would contain a cheater. Not 1 every 25 matches.

  • Raccoon
    Raccoon Member Posts: 8,134

    What a world.

  • Batusalen
    Batusalen Member Posts: 1,410

    And that's been proved a lie. The engine has an easily implementable Replay API officially supported since version 4.20, and many other games using Unreal Engine did it way after their release (Fortnite, Rocket League, Tekken 7…).

    I'm not saying they don't have their reasons to not do it, but "having to recode the whole game" is not one of them.

  • JPLongstreet
    JPLongstreet Member Posts: 6,994

    If that's true, then yeah that now looks terrible. Unless their coding is just that bad, I agree they really don't have an excuse

  • Senaxu
    Senaxu Member Posts: 488

    While I appreciate your perspective and your background in IT, I believe it's important to differentiate between theoretical anti-cheat efficacy and what players demonstrably experience in practice.

    From a systems design perspective - particularly in real-time, client-authoritative environments - trusting the client without robust validation is a known architectural weakness. Once that trust is exploited through memory injection, packet spoofing or desync manipulation, server-side checks become non-negotiable. And yet, in DBD, the server seems to accept manipulated input without hesitation.

    The idea that “the system works silently in the background” might sound reassuring - but it doesn’t align with what many players encounter: repeated exposure to blatant and subtle cheats, vague or absent feedback after reporting, and a near-total absence of transparency. If flags are truly being triggered, they don’t seem to result in timely or visible action. That creates an environment where the perception of impunity is stronger than any reassurance the system might hope to deliver.

    I understand that no anti-cheat is perfect and that avoiding false positives is important. But when that caution results in a system that feels unresponsive, the effect isn’t "precision" - it’s stagnation. A system that rarely bans the wrong player but consistently fails to act on the right ones is functionally indistinct from a broken one.

    In short: what should work - and what does work - are two very different things. And the wider the gap, the more it undermines trust.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    The problem is that certain things are impossible to do so there are no checks for it yet. Then they find an exploit being able to inject it because there is no check yet.

    And manipulated input isnt exactly what is happening. Its detection suppression. Aka, how to pass an input without actually making it trigger as an input. That happens even in the strongest of anti-cheat. Even RIOT who has implemented Kernel level anti-cheat, still has cheaters that arent getting banned. Despite literally tracing your direct inputs, the software on your PC, and any software having ANY form of interactions with their software. All getting traced actively and aggressively, still cheaters. All due to suppression of detection.

    Doesnt mean their anti-cheat doesnt work, their anti-cheat works really well, bans 99% of cheaters who try to attempt to cheat. But from a community standpoint, as you say "it doesn't align with what many players encounter: repeated exposure to blatant and subtle cheats, vague or absent feedback after reporting, and a near-total absence of transparency". The players see what got through the system, not what was being blocked. And they cant show you what has been blocked, because that gives info.
    Its a system you have to trust works, and trust improves by reporting people. Still seeing cheaters is a bias that people have to recognise, because there have been months without cheaters. The fact that there have been months without clearly proves its working. The fact that we sometimes have weeks on ends with too many cheaters clearly proves people still pay enough money to those kind of developers that they can work almost 24/7 as a team to try and find new ways.

    Its a very hard line to walk on for bhvr developers, while a very easy line to cross for the cheat developers. And as long as people are willing to spend as much as they do on cheats, they dont have a reason to stop.

    The quickest solution at this point, is revamping the entire game, effectively creating DBD 2, same roster, same mechanics, same inventory, just an entirely new batch of code etc to deal with, one where you can effectively have devs being able to spectate any game at any time so they can join in real-time and find out what is happening whenever a cheater does show up. Its not an anti-cheat issue here, its people having access to look into the source code because the game has existed for such a long time.

  • Senaxu
    Senaxu Member Posts: 488

    You make some well-structured points, particularly from a technical standpoint, but it’s crucial to draw a line between theoretical anti-cheat capabilities and the actual, tangible experience players face in a client-trusted environment like DBD.

    You're correct that detection suppression exists, even in top-tier systems. But that’s precisely why modern competitive games like Valorant have moved toward kernel-level drivers and server-side validation, because trusting client input without robust, real-time verification invites manipulation. Dead by Daylight, on the other hand, still relies heavily on client-side trust, making it especially vulnerable to memory manipulation, packet spoofing, and desync abuse.
    That’s not just a challenge… it’s a structural flaw.

    The idea that 99% of cheaters are being banned may be statistically comforting, but in practice, the system feels indistinguishable from one that does nothing. Silent background enforcement is only effective if its presence is felt through results. But in DBD’s case, player perception of impunity is stronger than any reassurance the system hopes to deliver… and that’s a sign of disconnect between design and lived experience.

    Yes, rebuilding the game would help. But so would rebuilding the anti-cheat philosophy: starting with server-side checks on position, velocity, and desync states, basic validations that Riot, Blizzard, and even smaller studios treat as foundational. It’s not just about catching cheaters… it’s about making cheating meaningfully harder.

    Until then, trusting the client in a live PvP environment is less a strategy, and more a gamble.
    And right now, the house isn’t winning.

  • Nomade
    Nomade Member Posts: 329

    I wouldnt doubt there are some dbd players (I say players as a way to exclude them from the dbd community because imo cheaters are not welcome) that are morally bankrupt enough to try something like this.

  • Senaxu
    Senaxu Member Posts: 488

    I get the sentiment, and I agree: cheaters aren’t part of the community → they’re a parasite feeding on it.

    But ironically, a large-scale hack wave might be the most effective QA test Dead by Daylight has ever had.
    After all, nothing motivates action quite like public humiliation and a collapsing new-player experience.

    For nearly a decade, the game has operated without server-side validation, relying instead on what can only be described as a “client-trust utopia.” Speed hacks? Teleporting killers? Survivors flying like budget Avengers?
    All technically allowed… as long as the client says it's okay.

    If it takes a flood of cheaters to finally force systemic change, then maybe the infection is the cure.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    I mentioned why I am heavily against kernel level anti-cheat. That should only exist in tournaments, on tournament devices. The moment kernel level is implemented in DBD is the moment I will tell everyone I play DBD with to uninstall. And DBD has serverside validation, its why bans happen regardless of reports.

    As a side-note, I fully agree that there are issues, but by far the biggest issue, that even kernel doesnt solve, is the fact that hardware spoofers became commercially viable, where previously it was company levels of expenses. Because banning a (part of a) physical device was the main reason that held most current cheaters avoid actual bans, but now, since they cant ban the motherboard, all that effectively happens is an account ban. Kernel doesnt solve that. There currently is no way to detect a spoofer like that, which is why even RIOT still has cheaters.

    Its not an anti-cheat issue, its a ban avoidance issue. And you betcha that they are trying to find ways to still obtain the original identification. Which is why some cheaters arent getting banned. Because they know they are cheating and are trying to find out how what information they can obtain from those people, and with some luck find a way to get around the spoofer and surprise them with the next banwave by banning 100% of cheaters, forcing all of them to buy entirely new hardware because they dont know which part of their hardware got banned.

    Once that happens, cheating will be down to a minimum, untill someone creates a different spoofer, which will eventually happen because some cheaters are willing to pay 150$+ a month just to be able to cheat in DBD.

  • Senaxu
    Senaxu Member Posts: 488

    You make several confident claims…but without verifiable sources, they remain just that: claims.

    Dead by Daylight is a PvP game with matchmaking, hidden MMR, and asymmetric roles.
    Saying it's not competitive ignores the core structure of its design.

    As for server-side validation: there’s no confirmed evidence that DBD meaningfully validates movement, positioning, or state changes server-side. If such validation existed, the rampant exploit streams and repeat offenders still playing live on Twitch would suggest a catastrophic failure of that system.

    I've personally submitted over 20 cheater reports to BHVR support → always with precise details, Steam IDs, and full context.
    In every case, unless I attached direct video proof, I was explicitly asked to upload one before any action could be taken.

    If true server-side validation existed, this level of manual verification wouldn’t be necessary. The current process isn't reflective of a system that independently detects and confirms cheating — it's reflective of one that doesn’t.

    Unless BHVR or EAC provide technical documentation proving otherwise, we should treat “server validation” as a marketing myth, not a mechanic.

  • Senaxu
    Senaxu Member Posts: 488

    Just spent another cozy 3 hours in Dead by Daylight™ this week and was lucky enough to encounter a Nea who clearly paid extra for the Teleportation DLC.

    And the best part? Server-side validation continues to shine as brightly as ever. I mean, who needs consistency or fairness when you can have spontaneous wormholes?

    Meanwhile, I’m standing in a tile like an idiot, watching Nea phase through reality like she's on patch 1.0.9 of Doctor Strange.

    Honestly, I don’t blame her. If I had access to that kind of power, I’d be gone the moment I hear “Exposed.” Just whoosh — off to a less bug-infested universe.

    Anyway, video attached for scientific purposes. Viewer discretion advised: contains scenes of unregulated time-space travel.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,242

    I have gotten many successful reports just on asumptions of wallhacks alone, other times using extra perk slots. Ive never given video evidence either, but i guess someone else that reported the same person did each time as i heard it takes several people reporting the same perso for them to even investigate it. But extremely obvious hackers like one of those insta win nurses gets banned in like a day or less sometimes lol.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    "Saying it's not competitive ignores the core structure of its design."
    Where did I say it isnt competitive?

    "there’s no confirmed evidence that DBD meaningfully validates movement, positioning, or state changes server-side."
    But there is validation, you claimed there was none: Pallet validation, DS validation, it validates loadouts nowadays too(which is why you no longer see flashlights with wirespool like you used to, nor have medkits with 20 Abdominal Dressings to do a self-heal in 3 seconds.
    And you're right, we dont know if there are any other specific validations surrounding movement, positioning or state changes on the server side. But you know what's also funny? Neither do you know if that happens in a lot of cases. Kicked for flying can have a multitude of reasoning. Like a clientsided check for your movement vector that gets updated and sometimes considered impossible, and your client sending a message to a server to get you kicked in case you're on a server. You assume its done server sided because the server does the kicking. The same happens with pallet stuns, they are just client sided information that is send to the server, and the only validation the server does is check which event happened first. It's still server sided validation, but its the client that checks for it. The only game I am aware that actually does movement and positioning on the serverside is Overwatch 2, as they render the full game and basically do a comparison between what should happen and what actually happens. But if they fully render the game on the server and control, how do you still have cheaters in overwatch 2? Simple, you cannot ban people for suddenly having high ping, that alone can allow you to teleport on the server's end, it just gives you a flag for investigation if it happens too often, and even then, some of those flags are ignored due to high ping. Meaning if you have a program that purposely slows down information send to the server would allow you to cheat and not get any flags.
    You're really trying to paint any anti-cheat as superior, when really, its not. 10% of the top 500 players in the Overwatch 2 leaderboard are confirmed cheaters. Meaning they not only managed to cheat and not get banned, they managed to do so for HUNDREDS of games in a row. Despite a full server side validation system rendering the entire game.

    "I've personally submitted over 20 cheater reports to BHVR support → always with precise details, Steam IDs, and full context. In every case, unless I attached direct video proof, I was explicitly asked to upload one before any action could be taken."
    Funny, because I have submitted at least over 200 by now, and while in a lot of cases I could provide video proof since I have recording software that needs 5 seconds to start up before it can record, I couldnt always record it.
    They stopped asking for video proof explicitly in 2022 when I couldnt record, there have been some cases they did ask, where I presume they looked into the matter but couldnt find any substantial evidence with what they had in place, but even then, last time that question happened was early 2024. The main question they have for me is if I reported them in-game, because sometimes, its a saturday with no plans and I have played for 6-7 hours with on average 4 games per hour.

    "If true server-side validation existed, this level of manual verification wouldn’t be necessary. The current process isn't reflective of a system that independently detects and confirms cheating — it's reflective of one that doesn’t."
    No, it does not. Again, 50 people in the top 500 of Overwatch 2 are confirmed cheaters by the community, they have still been able to evade bans because despite reports, its not enough. Overwatch 2 gets video evidence from people from Twitter and viral Youtube video's, and once a video has gained enough traction, then someone in the top 500 might get banned for it.
    Again, you're painting Anti-Cheat measures as if they are miracle work, when in reality, there are thousands, if not millions of reports coming in. Often a lot aimed at a handful of players alone. Then you have people looking into those players and they often need to be manually banned, because autobans only work if you can isolate an issue to be a cheating-only possibility(like, wirespool on a flashlight).
    And while I cannot go into detail due to an NDA, financial companies have extremely strict detection systems incase someone gamed the system, as literal millions can be at risk. You have teams of 20 people per team, working 40 hours a week each, being available 24/7 as a team while in contact with the police, trying to catch 5 people. Despite the strict detections, despite KNOWING what they are doing, they have been able to avoid the police. That can take weeks. You, on a daily basis, will trigger hundreds of fraud flags at your bank, by just existing. Someone is making sure that your fraud flags can be considered normal human behaviour. Its the ones that get a manual flag added by people on the team that get higher priority over everyone else. And that is a financial company having 2500+ employees as a whole.
    The biggest benefit? When they finally do catch the person, they are actively removing that person from being able to do anything financial because they go to jail.
    Now imagine that that person could pay 200$ a month to get an entirely new physical appearance whenever they get caught, then that person could go on with their financial crimes after weeks have been dedicated trying to catch that person. And they can go on doing exactly what they have been doing for weeks with no reprocussions. THAT is the modern issue with hardware spoofers.
    The bigger the team, the faster bans can happen. And with BHVR having about 200 people working there, You can assume that 20 people would pretty much cover the entire security team. For a game as popular as DBD, thats small. Overwatch 2 has Activision Blizzard, which has a team of 200 people doing security (and even then, 10% of the top 500 confirmed cheaters who have been able to avoid a ban).

    Anti-cheat is basically a nuclear protocol, especially the auto-ban feature. You HAVE to tread lightly and not have it go off on people by accident. And considering the fact that people can bypass bans due to certain spoofers and be at it again within 15 minutes after a ban, and the average ban can take an hour or so to be implemented, you have the situation you currently have at DBD.
    In theory, BHVR could ban 100% of cheaters 100% of the time, but you can equally expect 30% of players getting banned for stunning a killer with a pallet after you have gone down, or getting stunned by a pallet after you've downed a survivor because latency was just slightly too big for the server side validation to check.

  • Senaxu
    Senaxu Member Posts: 488

    Appreciate the essay – though at some point, quantity stopped compensating for coherence.

    You're right that spoofers are a problem. You're also right that kernel-level anti-cheat isn't a silver bullet. But none of that changes the lived experience: cheaters flying across the map while BHVR’s detection system patiently waits for a formal invitation to intervene.

    What you’ve written is an impressive catalogue of symptoms, but it skips the diagnosis: trusting the client in a PvP game with money on the line is like locking your front door... and handing the burglar the spare key….just in case.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    I made it that much, because thats how complex the situation is. You can flyhack in overwatch and not get banned, you can flyhack in valorant and not get banned.

    No anti-cheat can be up to that level of detection without creating an unplayable game. Every. Single. Frame. would need to be traced. Every. Single. Variable. must be taken into consideration (aka, hundreds, if not thousands of frames prior need to be saved just in case the "flying" happened due to a vector launch elsewhere).

    You dont know what you're demanding, not even Google servers can handle what you demand. Hence the essay I wrote.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 13

    And it's something we absolutely need. I just last night got a Chucky using not only Speedhacks, but hacking in extra perks - in his case, Grim Embrace AND Thrilling Tremors despite running only Trail of Torment, BBQ, FTTE, and Lethal. Yep, nearly full aura read, and he was blocking gens somehow. This Chucky was running six perks and speedhacks on top of that. There aren't any Chucky addons that block gens, so that couldn't have been it. We didn't get a game, all dead in under 3 minutes, it was not subtle, it was the most RIDICULOUS thing I'd ever seen in my entire life. But I didn't catch on until I had left the lobby, because I was tired and it was 11 at night, so I never got to report. Nor was I recording, so I didn't have evidence.

    We absolutely need match replay. Absolutely.

  • ArkInk
    ArkInk Member Posts: 1,036

    I really hope the anticheat gets some proper tlc. It'd be a shame to go another 9 years with the current trainwreck that requires everything but the kitchen sink working right to function.

  • Senaxu
    Senaxu Member Posts: 488

    You've clearly invested time into this — though what stands out more is the conclusion you keep circling back to. You keep naming every known challenge in anti-cheat design… only to conclude that meaningful enforcement is essentially futile unless we accept shadow bans and hidden stats as our gospel.

    Yet oddly enough, in games like Valorant, actual cheaters do get caught…. not by “banning in waves,” but by enforcing verified movement logic, server-side physics, and desync validation. The same principles DBD structurally avoids.

    You say “we can't afford what you're asking.” But the cost of not doing it is a live PvP game where teleporting survivors are more common than in-game transparency. No security model survives on secrecy alone — and if it does, it's not secure. It's just unaccountable.

    And if video proof “isn’t needed,” why does BHVR explicitly ask for it in nearly every ticket? Why are reports without it routinely ignored unless you’re already in their internal trust pool (which, conveniently, no one can verify)?

    This isn’t about demanding perfection. It’s about acknowledging that DBD isn’t even trying to meet the PvP standard. And when players notice that, they don’t just stop trusting the system… they will stop logging in at some point.

  • Senaxu
    Senaxu Member Posts: 488

    Another day, another interdimensional tourist. This time it was Bill…. same phasing cheat, same physics-defying nonsense, different beard.

    I’ve played maybe 10 hours in the past two weeks and already matched with multiple blatant cheaters.

    And honestly? That might actually be a good thing.
    Because like a toddler ignoring bedtime, sometimes the chaos has to get loud enough that the grown-ups are finally forced to step in.

    If the anti-cheat is a discipline system, then congratulations BHVR: you’ve just hit the phase where the furniture gets drawn on in marker.
    Let’s see how many walls need repainting before someone remembers that "trust the client" was never a parental strategy.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 14

    I am now at the point where I can tell when Survivors are clearly subtle speedhacking versus the limited though stackable Haste timer, it's not subtle. It's gaslighting. I have played since 2017, I know my Killers and their hitboxes well. I played through the MFT Meta as weak Killers. I KNOW when I time a swing and it JUST BARELY does not connect as the Survivor zips off with an extra 1-3% Haste, what subtle speedhacking looks like.

    It's constant and out of control. And I suspect if the anticheat crackdown really works like it should, we're getting another massive banwave - hopefully for good as movement validation, hit validation, and validating of aura and speed are added. We need at least that. And a replay system.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    They get banned in DBD too, and Valorant bans in waves too. Valorant doesnt use the "verified movement logic" you think they use. And as for desync validation, that mainly depends on available servers. And yeah, Valorant has MORE servers (other than that, RIOT is also significantly richer than BHVR). But, you're forgetting 1 key factor that has the biggest difference here why it SEEMS like Valorant is more capable, when in reality, their anti-cheat isnt objectively better:
    Riot has its own client.

    DBD catches as many, if not more cheaters than Valorant(player ratio). The way RIOT somewhat influences spoofing, is due to having their own client. It means that it requires cheaters to set up a new Virtual Machine first every time they get banned, because if they forget then they can get a hardware ban since the ban would be done via the client, and no amount of spoofing gets you around your hardware having been banned.
    If Valorant was usable through Epic Games and/or Steam, cheaters would flood Valorant as much, if not more.

    Again, what you are asking is impossible. The only way to improve anti-cheat is to reduce your literal privacy.

    And no, they dont need video proof. But BHVR will ask for everything that could speed up the process. They could, without videoproof, check the claim and find more than enough evidence. But you know whats 100x easier and faster? Clicking a link and pressing play to see someone teleporting across the map. Its not a requirement.

    And there is no PVP standard, you are claiming Valo and League are the standard, but that isnt the standard. Fortnite doesnt have that system, Dota 2doesnt, CS2 doesnt, OW2 doesnt. What RIOT does, is breaching privacy in exchange of giving cheaters a slightly more roundabout way to get back at it. Which, is more effective. But once again, breaching privacy.

    You automatically start up the Riot client and are doing your taxes? Congrats, now Riot also has access to your tax info. You have the client running in the background while doing some private research incognito? Congrats, Riot can now see which arrangement of carnality you enjoy most and maybe even offer merchandise that looks eerily similar. That's what kernel level anti-cheat really means. That is the REAL cost of what happens in Valorant and League.

    There is no PVP anti-cheat standard, and DBD is legitimately one of the groups with an actually active anti-cheat system that recieves constant updates. Like it or not, DBD is very close to being the anti-cheat standard. Its variables outside of BHVR's control that make it seem like they dont.

    Just as a comparison, you have an anti-burglary system:
    Valorant and League basically have camera's installed in your house EVERYWHERE and on at all times, even when you're home. Someone still manages to get into your house and steals your TV, and not all of them will be caught.

    DBD has alarms, infrared lasers that only activate when you're gone from home, replaces your lock once every 3 months while giving you a key to the door that will turn off all alarms because you shouldnt be losing any privacy. But for some reason, the people who break into your house earn enough money to pay people to keep making fake keys and after some succesful keys they manage to make a skeleton key that fits on all homes. DBD makes sure some locks are changed and that people are caught before you miss anything, but they have to change the locks on all homes soon enough.

    CS2 just has a sticker of "this home is protected by an alarm", while the alarm has ran out of batteries 3 years ago and the door is unlocked. It basically keeps the basic cheaters out.

    The fact that you are willing to sell your private info to a company in exchange for 55 minutes more time that cheaters need to set up a new account to cheat again (which, if it takes 1 hour to ban the average cheater, and it takes about 1 hour for the cheater to be back in running, you're going to have cheaters who will give up for the time being, where again, in DBD, probably takes the same hour, but then they just trigger a spoofer and buy a hacked account and are up and running again in 15 minutes). Valorant isnt better, its less convenient.

    Remove hardware spoofers from existance, and the DBD cheater issue goes back to how it was in 2020, practically non-existant.

    Also, I would love to stress, Valorant isnt as server sided as you believe. 95% of anti-cheat even in Valorant happens on the side of the client. The servers, even those used for DBD, have validation on certain things. But at a certain point, you cannot ask the server to do things for you without impacting enjoyability. Things that currently flow relatively nicely would no longer flow as nicely.

    You genuinely dont know what you are talking about. You can have demands, like everyone else has, and I am not defending BHVR here as I do think there are things they can improve on. But you're asking privacy breaching levels of client sided anti-cheat, while using google server levels of server sided anti-cheat, and calling that "the standard".
    Thats like claiming the bodyguards any US president has(who also has very little privacy btw), is the standard of protection that all citizens should have.
    You want George Orwell's 1984 levels of anti-cheat. And no, I rather face 2 cheaters on average per match than give any company access to all my private info just so I can maybe face 1 cheater every 1000 games.

    The TRUE modern anti-cheat standard, would be finding a way to still implement a hardware ban on people who use spoofers. And there is a way to it: Whitelisting.
    You can use an extremely trigger happy anti-cheat that will automatically kick anyone from a match the second they detect something weird and add a flag. And if you dont get flagged for a long enough time (lets say, 1000 escapes/4000 kills), or if you have been personally investigated to not have any cheats, you get added to a whitelist and only face other players who have made it to the whitelist.

    You would still have cheaters, but you wont face most of them. Only downside is that new players will be forced to play against quite a few cheaters, so to mitigate that, you can add a grey list, where people on the grey list will only face other people on the grey list, and the only way you can get on the grey list is through cheating. And with a trigger happy anti-cheat, you can instead of auto ban people send them to the grey list. Even in case of a false trigger, they would still be able to play the game while their situation gets sorted out.

  • Senaxu
    Senaxu Member Posts: 488

    Regarding Hit Validation in Dead by Daylight:

    It's important to clarify that Dead by Daylight's hit detection system primarily relies on the killer's client. This means that if a hit registers on the killer's screen, it is typically accepted, regardless of discrepancies on the survivor's end. This client-side approach can lead to situations where survivors are hit despite appearing to have successfully evaded attacks on their screens.


    On the Implementation of Easy Anti-Cheat (EAC):

    While Dead by Daylight utilizes EAC, its effectiveness is contingent upon the depth of integration and server-side validations implemented by the developers. Reports and community feedback suggest that the current implementation may not fully leverage EAC's capabilities, leading to instances where cheats go undetected unless manually reported.

    Concerning Server-Side Validation:

    Effective anti-cheat systems often employ robust server-side validations to ensure game integrity. In Dead by Daylight, the reliance on client-side data for critical gameplay decisions, such as hit registration, can create vulnerabilities that are exploitable by cheaters. Enhancing server-side checks could mitigate these issues and improve overall fairness.

    In conclusion, while Dead by Daylight has made strides in addressing cheating and gameplay fairness, there remain areas—particularly in hit validation and anti-cheat implementation… where improvements could significantly enhance the player experience.

  • Defnotmeghead
    Defnotmeghead Member Posts: 297

    Oh, I agree with things always being able to be improved upon, especially when it comes to hit validation. And technically anti-cheat implementation, but I am not going to fully agree with that aspect considering the details of the discussion. Yes, it can always be improved, but its not something magic.

    My point effectively is: there will ALWAYS be a loophole. If there wasnt, you couldnt play the game online with/against other players. That isnt an excuse for any glaring weakness, obviously, but its also a reason why you cant simply say "this shouldnt be possible". And sometimes there are loopholes being abused that BHVR cant find for months, it might be a teeny tiny backdoor issue that skips detection because someone accidentally turned line 1295 into a comment that was checking for movementspeed and that somehow didnt get logged. It could also be that the server checks something for a specific killer that has to be there, otherwise the killer is broken (mainly looking at Twins here, somehow, whenever she gets a change, something breaks), and that specific check has to always be there or the game just crashes whenever that killer is placed in(again looking at twins). Ironically, I could be 100% spot on on something that happened in the past. Sometimes code just works like that. Please BHVR mods, this isnt me with insider knowledge if I happen to be correct, this is me literally just spitballing an example to show how complex implementing anti-cheat can be.

    Other than that, month old reply, I know, I took a small vacation and didnt check all the replies.

  • Fix_Killers
    Fix_Killers Member Posts: 59

    What I don't get is why the devs don't put in checks & balances?

    Like, program an upper limit on movement speed based on their own perks, and have the game auto-flag anyone who goes over that.

    Program in a height limit & depth limit; Auto-flag anyone who goes past those numbers.

    If a person has 30+ player reports of 'Flying' and the game says they went 40 meters in the air; They are probably cheating.

    I get that this does not catch the subtle cheaters, or the wallhackers, though.