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Hacker not banned.

Arikarimo
Arikarimo Member Posts: 31
edited March 12 in Feedback and Suggestions

This summer I reported a speed hacker, and didn't get a notifcation saying they got banned so they didn't get banned.

Why?

Answers

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,907

    You are never notified if a ban happens. You SOMETIMES get notified that they looked at your report.

  • random1543
    random1543 Member Posts: 658

    There used to be a message in game that popped up when "appropriate action was taken" haven't seen that message in ages tho

    image.png
  • RpTheHotrod
    RpTheHotrod Member Posts: 2,907

    Yes, but the appropriate action sometimes means no action. BZHR clarified a while back that they never let people know if bans actually occur. That message just means they looked at the report. Sometimes the appropriate action is disregarding it if they feel punishment isnt warranted.

  • Senaxu
    Senaxu Member Posts: 558

    did you open a ticket here? https://support.deadbydaylight.com/hc/en-us/requests/new

    delivered video evidence etc?

  • Arikarimo
    Arikarimo Member Posts: 31

    Um no, i reported the hacker in-game not on forum.

    Why do i need evidence when the team probably has match replays when they check for hackers?

  • Senaxu
    Senaxu Member Posts: 558

    BHVR has no public “match replay” system they can just pull up like a video and watch your game back. What they have is telemetry/logs (states, timestamps, values changing), not a clean replay that shows movement, POV, pathing, etc. That’s exactly why evidence matters: a short clip shows context instantly, while logs alone often won’t.


    Also: in-game reports by themselves rarely lead to anything you can rely on. If you actually want a high chance that scum gets a ban, you need to open a support ticket and attach video proof. The in-game report is still worth doing, but more as a bonus reference, not the main step.

    And if you ever got a “report feedback” popup in the past, odds are someone else submitted a proper ticket with evidence and you just happened to report the same player too.

  • Wezqu
    Wezqu Member Posts: 1,505
    edited March 14

    In game report is needed to them to easily find the match in question. Video proof is the easiest way to get cheaters banned as logs don't always show what really happened in the match as you said.

  • Senaxu
    Senaxu Member Posts: 558

    Yeah, fair point from Wezqu: the in-game report is mostly useful as a breadcrumb so support can locate the exact match faster once you open a ticket.


    What’s still wild to me is how manual the whole process is in 2026. If you want a report to actually go anywhere, you’re basically expected to record it, trim it down, upload it, then file a ticket and provide IDs so they can pull the logs. Even when you’re fast, that’s easily 15–20 minutes of work on the player side for one obvious cheater.


    I get that evidence helps with context, but the fact this isn’t getting caught by basic sanity checks is the real issue. If something is outright impossible (speed, cooldowns, etc.), the server should be rejecting it automatically, not relying on players to do editing and paperwork.

  • Emeal
    Emeal Member Posts: 6,865

    Sounds like this issue would be solved if every ingame-report you made got ingame-feedback, however there are two problems here 1. if an action is not made within two days or whatever the reporter would just assume it didn't do anything.

    I dont know how many people BHVR has working on reports, but my guess is not many, plus false reports.

    My guess is the people to deal with the reports are not the ones who go into server files and dig up proof of hackers meddeling or see a pattern from an account, so by the system we have they cant give you the response you desire.

    This is easily a logistical nightmare for BHVR costing them far more in employees than its worth.
    No wonder google uses AI to do everything.

  • Mooks
    Mooks Member Posts: 15,120

    in-game reports not only make it faster for them to Track the match but they outright stated that reports are only even looked at with both in-game reports and additional support ticket with Video evidence will be looked at.


    now, they also have used AI to handle the support tickets to make sure everything is included (eg i got. asked to State the platform that i used and then the AI wasnt able to recognize my answer „PC, Steam“ and in the past months to maybe even a Bit over a year i also noticed that plenty of my clips attached to the reports have also not gotten and views (not sure if maybe something on YouTube changed and what they Count as a view but i also got less notifications on BHVRs Action was taken..



    they have also stated in the past they would need to rewrite the whole game in Unreal to be able to use the feature to save replays.. but I do wonder if its really tha hard to get it done.. and it would probably also be not cheap on server usage and all… plus false reports because of tunneling/no-one-can-play-better-than-mes

  • Senaxu
    Senaxu Member Posts: 558

    An in-game report is helpful because it gives support an extra anchor to find the exact match faster, but it shouldn’t be treated like a hard requirement. If you open a ticket and provide the relevant IDs/details, they can still locate the match (from a technical POV ofc); the in-game report just makes that lookup easier.

    On the replay point, people massively underestimate the scope. A proper replay system isn’t just “watch the match back” like a video, it’s storage, retention rules, tooling, and a way to reproduce what happened in a reliable way. That’s expensive, and I can see why they’re reluctant.

    But also: a replay system shouldn’t be the prerequisite for catching obvious cheaters. Basic server-side sanity checks would prevent a lot of the blatant stuff from ever happening in the first place. Right now it feels like the burden is on players to record, trim and upload which is backwards for a PvP game.

    AI triage for tickets is fine if it helps routing, but it doesn’t replace the one thing that consistently forces action: a clear ticket with clean video evidence.

  • Emeal
    Emeal Member Posts: 6,865
    edited March 14

    https://support.deadbydaylight.com/hc/en-us/articles/45521322753428-Game-Bans

    This has a list of what reports need a follow up report and which dont.

    Its annoying because you have to click to open it, but its there. Pls BHVR why do you write articles like this.

  • Mooks
    Mooks Member Posts: 15,120

    I know they could do that. Can only repeat what I have been told and they said that in-game Report was required. Have they stated something else later maybe?

    As to the sanity checks, i guess These could also detect false positives, especially considering the amount of bugs, glitches and so-called-techs..

    I would be at least okay with the reporting when it stil worked like it used to. But as i said, have uploaded multiple clips that just got literally ignored.. plus Switch Players cant even use their own recording

  • Senaxu
    Senaxu Member Posts: 558

    Yeah, fair point, and you two were right on this.


    I double checked it and BHVR really does still want an in game report as part of the process, basically as a breadcrumb so they can locate the right match faster. I still don’t love that it’s treated like a requirement, because if you already provide the proper IDs and details in a ticket it shouldn’t be strictly necessary, but I get the intent. They’re trying to minimize the time spent on cases that don’t generate revenue, so anything that speeds up lookup is “worth it” to them.


    That said, the bigger issue is the reporting workflow itself. It’s still way too much work pushed onto players for a PvP game in 2026. Recording, trimming, uploading, filling out a ticket, and hoping it gets handled properly shouldn’t be the reliable path for obvious cases. At the very least, basic server side sanity checks should be catching the most blatant stuff, especially when the underlying engine has the tooling to support stronger validation if it’s actually set up.