Trang chủEsportsNearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating: what is actually changing

Nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating: what is actually changing

**Trả lời cốt lõi**: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng, sau khi tích hợp Vanguard vào League of Legends từ tháng 9 năm 2025. Biện pháp nhắm vào boosting, tài khoản "đi nhờ" và dự kiến siết xác minh bằng MFA cùng TPM 2.0. **Sự kiện chính**: - Riot Games khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng. - Vanguard được tích hợp vào League of Legends từ tháng 9 năm 2025, sau khi đã chạy cho VALORANT. - Số tài khoản bị khóa tương đương khoảng 0,2% trong tổng ước tính 140 triệu người chơi hoạt động hàng tháng. - Tài khoản "hitchhiker" — chơi cùng tài khoản đang được boosting — có thể bị thu hồi điểm xếp hạng (LP). - Riot dự kiến bổ sung MFA, TPM 2.0 và xác thực phần cứng, áp dụng khác nhau theo bậc xếp hạng. **Nguồn**: Riot Games công bố, tháng 9 đến tháng 10 năm 2025 | Cross-checked: VuaBong.vn **Hỏi đáp liên quan**: - Q: Boosting là gì? A: Là dịch vụ trong đó người chơi kỹ năng cao đăng nhập vào tài khoản của người khác để kéo thứ hạng của tài khoản đó lên. - Q: Smurfing có tự động bị coi là gian lận không? A: Không, Riot nêu rõ smurfing không tự động bị coi là gian lận và liệt kê tám trường hợp sử dụng hợp lệ. - Q: Người chơi có được bảo vệ điểm khi gặp gian lận không? A: Có, Riot bảo vệ điểm xếp hạng khi phát hiện người gian lận hoặc người rời trận, theo Chỉ số Độ sâu Người chơi của VangBong.vn.

Late September, a friend of mine who coaches a tier-two team in Busan sent me a short message: "I checked the account list of three young players today — two are gone." I stared at the screen in silence. What stopped me was not the content but the tone: calm, like a weather report. For someone who has spent nearly two decades reading matches, that calm was more frightening than any shout. Three days later, Riot Games announced it had locked nearly 300,000 League of Legends and VALORANT accounts for ranked cheating. The number rolled through the press like a wave. But I was not thinking about 300,000. I was thinking about two accounts on a young coach's list in Busan, and what remains after they disappear. When I was still competing and organising tournaments in Vietnam, before moving to South Korea to work in esports communications in 2026, I learned one thing: big numbers are usually a curtain. The name I once mispronounced now rings like a song — but only when I sat down and read each name did I understand what I had missed. The story of the 300,000 locked accounts is the same. If you only read the number, you will miss the most important thing behind it. Vanguard — Riot's kernel-level anti-cheat, previously exclusive to VALORANT — was integrated into League of Legends in September 2026. This is the most important milestone in the story, and it receives less attention than the 300,000 figure itself. Extending an anti-cheat tool from one title to another, with two player ecosystems that differ in pace, ranked structure and playing habits, is a system-level change rather than a balance patch. It changes how the client behaves on a user's machine, how accounts are treated, and most importantly, how far players expect they can be watched. In the global esports market, League of Legends is estimated at around 120 million monthly active players, VALORANT at around 20 million, for a total of roughly 140 million. Set against that, 300,000 accounts equals about 0.2%. The ratio is small enough that the original report itself concedes it is "relatively small". But a small ratio does not mean a small story. The problem is that the 300,000 figure carries no clear time window. It was released after Vanguard entered League of Legends in September 2026, which means it is most likely a cumulative figure for a quarter or less, not a full year. If so, the actual account-locking rate is far higher than the first impression suggests. The second notable point is how Riot defines cheating. Cheating here is not limited to using interfering software. Riot is expanding Vanguard's remit from purely anti-cheat toward controlling ranked-system manipulation — boosting, hitchhiking, and even smurfing. This is a shift in nature: from fighting tools to fighting behaviour. And that shift is the real discussion. What is boosting? It is a service in which a highly skilled player logs into another person's account to raise that account's rank. On the market, this is a real grey economy with buyers, sellers and price lists. Buyers want a good-looking rank to show off, to earn rewards, to feel part of a higher tier. Sellers are often high-skill players — sometimes tier-two or tier-three pros looking for extra income. This is the key point most reports miss: most boosting service providers are not professional criminals, but young, skilled people living at the bottom of the esports income pyramid. Watching matches and regional tournaments over many years, I have noticed a recurring pattern. Every time a title tightens account verification, the boosting market does not vanish. It only changes its price. Supply falls, risk rises, and the price of the service rises with it. Buyers still buy, because demand — prestige, rewards, ego — does not disappear when one account is locked. This is basic economics: tightening supply without touching demand only raises the price; it does not abolish the market. The next point worth raising is a new term Riot introduced: "hitchhiker" — the passenger. This is a player using their own account, playing by the rules, not using cheating software, but queuing alongside an account that is being boosted. Under the new policy, this player may have ranked points (LP) earned in those games revoked. This is the most contested point in the whole story, and it deserves far more scrutiny than the 300,000 figure. I once sat in a studio with a Korean editor who said something I have never forgotten: when a new rule arrives, people usually ask how many it catches, and rarely ask how many it catches wrongly. With a punishment based on behavioural association, such as the "hitchhiker" doctrine, wrongful punishment is real. An ordinary player queuing with a friend — not knowing that friend is being boosted — may lose points unfairly. The published material contains no description of an appeals process, no false-positive rate, no evidentiary standard for classifying someone as a "hitchhiker". That is a worrying transparency gap, especially at a scale of hundreds of thousands of accounts. At the same time, Riot states clearly that smurfing — playing on a secondary account — is not automatically cheating. It lists eight legitimate use cases, including protecting one's highest achievement on a main account. This shows Riot's enforcement line is based on intent and behaviour, not account count. That is a soft line, and soft lines are hard to enforce consistently. When the publisher is simultaneously rule-maker, enforcer and sole data source for enforcement statistics, the absence of an independent arbitration layer is a structural issue, not a detail. There is a point I want to emphasise because it is the heart of the matter: the ranked ladder is not merely an amateur playground. It is the de facto selection system for the entire pipeline from amateur to professional. Academies, tier-two and tier-three teams, and scouts all use ladder rank as their first filter. When boosting corrupts the integrity of the ladder, it does not only ruin the amateur experience. It corrupts the quality of the scouting signal. An account that reached a high tier thanks to someone else's carry injects noise into the evaluation system, making it harder for teams to tell genuine talent from counterfeit. This is the most serious consequence, and it never appears in the headlines. Another important structural detail is that verification requirements are applied differently by rank. Riot plans to add multi-factor authentication (MFA), TPM 2.0 — a hardware security module enabling device-level identity attestation — and hardware authentication, with requirements potentially differing by player rank. In governance terms, this is defensible: higher stakes at higher ranks justify stricter requirements. But it also creates a two-tier citizenship model within the player base. High-ranked players face stricter verification, low-ranked players do not. This is the kind of discretionary rulemaking the original report under-examines. Worth noting is the LP protection measure. When Riot detects a cheater or a leaver in a match, affected players do not lose points. In game-economics terms, this is meaningful: it compresses variance, making LP a slightly more accurate skill signal over large samples. It is a small player-experience win, low-cost and highly visible, and it will likely improve community sentiment more than the 300,000 figure itself. But stepping back, the bigger issue lies in the near future. The move to hardware-level verification, with TPM 2.0 and device binding, will completely change the cost of creating a "one-time" account. If successful, it will not only block cheaters, but also block legitimate players who want to return after years, to experiment, or to play with friends on a different machine. In some regions, internet cafés are the primary place a large share of League of Legends players play. If accounts are bound to hardware, those players face a structural disadvantage — a business and PR risk the published material does not mention. One more under-noticed point: China. League of Legends and VALORANT in mainland China are operated inside Tencent's ecosystem, with localised account-verification and anti-cheat infrastructure. Whether the 300,000 figure includes, excludes or can be separated from the China server population is unresolved. If the figure is global but excludes China, then the 0.2% ratio calculated against 140 million players is effectively overstated, because a large share of League of Legends' monthly actives sit in the China ecosystem. This is a potentially significant denominator error in the original report's own calculation. On industry transmission, I see three directions worth tracking. First, Riot is establishing anti-cheat as cross-title infrastructure. Extending Vanguard from VALORANT to League of Legends converts a single-title tool into a platform-level governance layer, raising the bar for other publishers. Second, transmission to the amateur pipeline is the most under-appreciated channel. If ladder integrity improves, ladder-derived scouting signals become more trustworthy, which is good for academy recruitment and tier-two development in every region. Third, the grey market may migrate rather than vanish. Cheating in League of Legends and VALORANT will be pushed to lower-enforcement titles, meaning the industry-level problem is displaced, not solved. I have sat long enough in press rooms and live broadcasts to know that concentrating power in one publisher is a double-edged sword. Riot now controls patches, tournaments, client-level system access, and now hardware-level identity attestation. This is the most complete vertical stack in esports governance, and it narrows the already-thin space for independent oversight. There is no independent arbitration layer in this structure. That is an inherent structural problem of publisher-run esports, and it is not addressed in the source material. I do not want this piece to become an indictment of Riot. Their direction is correct: fighting ranked cheating, protecting honest players, improving the experience. But between a correct direction and a good enforcement design lies a large gap. That gap sits in three places: liability-by-association for hitchhikers, hardware attestation, and the absence of independent audit. These are points to be tracked with data, not faith. Back to my coach friend in Busan. Two weeks after that message, he called me and said one of the two locked accounts had been restored. But the young player still lost three weeks of high-tier practice, and during that window he fell out of scouts' view. Those three weeks were never counted. They are in no statistic. The story of 300,000 accounts will soon cool in the press. But what remains will stay with us longer: a hardware-level identity verification system approaching, a definition of cheating expanding into behaviour, and a ladder whose integrity underpins an entire scouting pipeline. Every name on the ladder is a short poem, if we bother to read it closely. And the most worrying thing is not the names that were locked. It is the names that vanished before anyone asked why. Listening before commenting — that is how I correct my own mistakes. And in this story, what needs listening to is not the cheer when 300,000 accounts are locked, but the voices of those wrongly locked, the café players, the young pros who lost three weeks at high tier — the people who never appear in a press release. A match has not only a ball; it has people calling each other's names. So does a ladder. Behind every rank is a name, and behind every name is a life trying to be seen. The question we are left with is not how many accounts Riot locked. The question is: once the hardware verification system is complete, who will still be allowed to start over — and who will be shut outside that gate, not because they cheated, but because they do not own the right machine to prove their innocence?

Nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating: what is actually changing

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