Trang chủEsports300,000 LoL and VALORANT Accounts Locked: The Real Story Is the 0.2%

300,000 LoL and VALORANT Accounts Locked: The Real Story Is the 0.2%

Riot Games khóa gần 300.000 tài khoản League of Legends và VALORANT vì vi phạm chính sách xếp hạng, gồm boosting, smurfing và hitchhiking. Con số này chỉ chiếm khoảng 0,2% tổng người chơi ước tính 140 triệu. Key facts: - Riot tích hợp Vanguard vào LMHT từ tháng 9/2025 sau khi triển khai trên VALORANT. - Gần 300.000 tài khoản bị khóa vì gian lận xếp hạng trong LMHT và VALORANT. - Riot thu hồi điểm LP từ người chơi xếp chung với tài khoản được boost (hitchhiker). - Kế hoạch tương lai: MFA, TPM 2.0, xác thực phần cứng và yêu cầu xác minh theo bậc rank. Nguồn: Riot Games, công bố tháng 1/2026 | Cross-checked: VuaBong.vn Q&A: - Hitchhiker trong LMHT là gì? Người dùng tài khoản hợp lệ nhưng xếp chung với tài khoản được thuê leo hộ, có thể bị thu hồi LP dù không vi phạm quy định phần mềm. - Smurfing có bị cấm không? Riot xác nhận không tự động coi smurfing là gian lận, cho phép một số trường hợp như bảo vệ rank chính hoặc chơi cùng bạn bè. - Vanguard ảnh hưởng đến LMHT thế nào? Đây là công cụ chống gian lận cấp kernel, giúp phát hiện phần mềm can thiệp và hành vi thao túng xếp hạng.

That night, on the ranked ladder, 300,000 names would never light up again. Not because their owners quit, not because they moved to another game, but because Riot Games pulled them out of the Summoner's Rift with an unprecedented move: locking nearly 300,000 League of Legends and VALORANT accounts for violating ranked policies. Read in passing, the number sounds like a massive purge. But when placed next to the estimated 140 million monthly players across both titles, the feeling of a cheating epidemic begins to crack. This is not a champion balance patch, nor a decision tied to any specific team. It is a story about platform governance, about how a publisher expands its anti-cheat tool from detecting software interference to controlling ranked-manipulation behavior. Riot brought Vanguard, the kernel-level anti-cheat system previously deployed in VALORANT, into League of Legends in September 2026. Operating at the kernel level of the operating system, Vanguard doesn't just read what is running on a player's machine; it can record what they do. As Vanguard's remit expands, the story no longer stops at who is using cheat software. It shifts to a different question: who is abusing the ranked system, and how much responsibility do those around them bear? Three points deserve attention. First, the 300,000 figure, viewed through a data lens, is only about 0.2% of the estimated player base across the two games. Not small in absolute terms, but in relative terms it raises the question: is this a major purge or a light touch? More important than the aggregate number is its internal structure: how many accounts were locked for cheat software, how many for paid boosting, how many for the so-called hitchhikers – players who use their own accounts but queue with a boosted one? Second, the hitchhiker concept is the most significant policy shift. Riot says it will revoke ranked points from legitimate players who deliberately or unknowingly queue with a boosted account. In other words, responsibility no longer stops at the violator; it extends to the person riding in the same car. In a system where determining intent is extremely murky, this measure establishes a standard of joint liability with no clear appeals mechanism published. Imagine a regular player in the mid lane, queueing with an old high-school friend for a ranked game. That friend, unfortunately, has hired a high-elo player to boost his account in other sessions. In that match, the booster is sitting at the friend's position, playing with superior skill, carrying the team to victory. The mid laner knows nothing. But if detected, his points could be wiped. I am not saying the innocent companion is blameless; I am asking how accurately any system can determine awareness and intent. Third, Riot's future plans interest me more than the 300,000 number: MFA, TPM 2.0, and hardware authentication. If implemented, creating a one-time account becomes far more expensive – and the entire economy of the boosting market depends on the ability to create cheap, disposable accounts. The future of this ecosystem likely lies not in the 300,000 accounts already locked, but in whether Riot dares to bind player identity to computer hardware. But let's pause for a second. I don't want to write a glorified ode to Riot's iron fist, because that fist is aiming at a shadow. The boosting market exists because two supply-demand forces remain unshaken: on the demand side, players want higher ranks for ego, rewards, and status; on the supply side, highly skilled players – often in the middle and lower tiers of the pro-player pyramid – need money to make ends meet. When Riot tightens the screws, both sides suffer – but demand does not disappear, and supply does not disappear. Boost prices will rise, and the market will migrate to other games, or burrow deeper into the darkness. Supply-side enforcement never erases a black market; it only raises the price. There is also a structural issue this story ignores: Riot Games is simultaneously the rule-maker, the enforcer, the source of enforcement statistics, and the commercial beneficiary of that enforcement. No independent auditor verifies the 300,000 figure, no false-positive rate is disclosed, no appeals process is described. In an empty theater, you can hear the breathing of pain more clearly – and here, that breathing comes from players whose points are revoked simply because they shared a car with a friend they never knew was being boosted. In Vietnam, boosting is a real marketplace. In community groups, it is easy to find advertisements for fast ranked climbs, guaranteed service, with prices tiered by rank. SofM once said in an interview that his road from Gia Lai to the world began with days and nights of ranked climbing in an internet café. If those steps are corrupted, genuinely talented players become harder to see. For a market where young players still seek opportunities from amateur to professional, a trustworthy ranked system is not just about the game – it is about the daily bread of dreams. I remember writing about Levi in 2026, when he stole Baron in the match against SKT at MSI. That night, I called it a light piercing the darkness. Nearly a decade later, I still believe in ranked-climbing stories that start from zero. But I also realize that for a talent like Levi to be seen, the ladder he climbed must be clean. Otherwise, another Levi, equally talented, will remain forever stuck in anonymity, unable to overcome those who cut in line with money. My empty theater back then now has an audience, but the question of fairness remains intact. 300,000 accounts is a large number. But 0.2% is a small number. The real story of this crackdown lies on the road ahead: when Riot begins enforcing MFA, binding TPM 2.0 to hardware, and differentiating requirements by rank, we will witness a structural shift – where an account is no longer a virtual name, but a fingerprint of the hardware you use. Some people see the future in advance; the future only silently nods. The best jungler is not the one who reads the present map, but the one who reads the map three steps ahead.

300,000 LoL and VALORANT Accounts Locked: The Real Story Is the 0.2%

300,000 LoL and VALORANT Accounts Locked: The Real Story Is the 0.2%

300,000 LoL and VALORANT Accounts Locked: The Real Story Is the 0.2%

Cầu thủ liên quan