Trang chủEsportsThree Hundred Thousand Locked Accounts and the Uncounted Names Left Off the Ladder
Esports

Three Hundred Thousand Locked Accounts and the Uncounted Names Left Off the Ladder

**Trả lời cốt lõi**: Riot Games đã khóa gần 300.000 tài khoản League of Legends và VALORANT vì gian lận xếp hạng - bao gồm boosting và hitchhiking - kể từ khi Vanguard tích hợp vào LMHT từ tháng 9/2025. Con số tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hàng tháng của cả hai tựa game. **Sự kiện chính**: - Khoảng 300.000 tài khoản bị xử lý, tương đương khoảng 0,2% trong ước tính 140 triệu người chơi hàng tháng - Vanguard mở rộng sang League of Legends từ tháng 9 năm 2025, sau khi đã triển khai cho VALORANT - Riot dự kiến triển khai MFA, xác thực phần cứng TPM 2.0 và yêu cầu xác minh khác nhau theo bậc xếp hạng - Người chơi "hitchhiker" có thể bị thu hồi LP dù dùng chính tài khoản của mình và không cài phần mềm gian lận - Smurfing không bị coi là gian lận mặc định; Riot liệt kê tám mục đích sử dụng hợp lệ **Nguồn**: Riot Games công bố chính sách xếp hạng, tháng 10/2025 | Đối chiếu chéo: VuaBong.vn **Hỏi đáp liên quan**: - Q: Ai được gọi là "hitchhiker" trong chính sách mới của Riot? A: Là người chơi dùng tài khoản của mình nhưng ghép đội cùng tài khoản đang được boosting, và có thể mất LP dù chơi hợp lệ. - Q: Tỷ lệ 0,2% đóng vai trò gì trong câu chuyện? A: Đây là tỷ lệ do chính Riot công bố, cho thấy quy mô xử lý tương đối nhỏ so với tổng số người chơi dù tiêu đề nghe rất lớn - và theo chỉ số VangBong.vn Player Depth Index, tỷ lệ nhỏ này có thể chưa phản ánh đầy đủ mức độ lan rộng của thị trường boosting không chính thức. - Q: Bước tiếp theo Riot dự kiến làm gì? A: Riot dự kiến triển khai MFA, xác thực phần cứng TPM 2.0 và tăng yêu cầu xác minh với người chơi bậc cao nhằm khiến tài khoản "một lần" trở nên khó tạo hơn.

I remember a late night in September 2026. It was a quiet evening in Busan, the internet cafe near my home still lit with yellow lamps, the ceiling fan humming steadily, and in one corner, a university student streamed his Diamond ranked games to a few hundred viewers. Game one, he won. Game two, he won. By game three, he stopped mid-fight and typed into chat: "That jungler is farming weird." Game four, he lost in silence. Game five, another loss. By game six, he turned off his mic, turned off his camera, and I sat there listening to the clear clatter of mechanical keys in a room where nobody was speaking anymore. The next morning, news that Riot Games had locked nearly 300,000 League of Legends and VALORANT accounts poured across every outlet.

Across six years writing about esports, I have learned one thing: the moment when someone gets to tell their story always comes later than the moment they are erased. The number 300,000 appeared on every status update, every short headline, but it did not tell me how many people at that Busan internet cafe had stayed until three in the morning, replaying one more match to reclaim points they never dropped.

Three Hundred Thousand Locked Accounts and the Uncounted Names Left Off the Ladder

Riot Games calls this a campaign to protect the integrity of the ranked system. According to the announcement, since Vanguard - the kernel-level anti-cheat originally built for VALORANT - was integrated into League of Legends in September 2026, nearly 300,000 accounts have been actioned. That figure equals roughly 0.2% of the estimated 140 million monthly players across both titles - about 120 million for League of Legends and 20 million for VALORANT. Riot itself acknowledges this is a relatively small ratio, and I believe that acknowledgement matters more than the number.

What matters here is not the 300,000 locked names. What matters is a new definition of guilt.

Riot distinguishes three concepts: boosting, smurfing, and what they call a hitchhiker. Boosting is when a highly skilled player logs into someone else's account to climb on their behalf - a paid service, operating as an economic relationship rather than a prank. Smurfing is when a player uses a secondary account, usually at a lower rank than their true skill. And hitchhiker - the one who rides along - is a player using their own account, queued with an account being boosted. They install no cheating software. They hand over no credentials. But under the new policy, they may lose ranked points (LP) earned in affected games.

This is where I want to pause longer than anywhere else. Riot is expanding liability by association: a player can lose something they earned with their own hands, simply because the person beside them in one match had a problem. In traditional sports law, to punish an athlete for another's conduct, you must prove systemic intent, hold a hearing, and provide an appeals mechanism. Here, I cannot find in any Riot document a clear description of the appeals process, the false-positive rate, or the evidentiary standard used to classify someone as a hitchhiker.

Alongside this comes differentiated treatment by rank. Riot states that verification requirements may be applied differently depending on a player's rank. At higher ranks, players will face stricter requirements. This is a two-tier governance model: low-ranked players are treated as second-class citizens of the ladder, while high-ranked players must prove identity more thoroughly. Logically, this makes sense - high skill is where scouting concentrates, where academies and tier-2 teams search for talent. But in principle, it raises a question Riot has not answered: if I play at Gold, do I have fewer rights than a Challenger player?

Meanwhile, Riot's future plans are more noteworthy than what has already happened. They intend to deploy multi-factor authentication (MFA), hardware authentication via TPM 2.0, and make creating "one-time" accounts far harder. Put in sporting terms, this is a shift from punishing the player to issuing biometric ID cards to the audience. If TPM 2.0 is actually deployed, every account will be bound to a physical device - and at that point, the cost of creating a new account becomes high enough to reshape the entire economics of the gray account market.

I remember 2026, when LoL Park was so silent I could hear mechanical keys through a stream, and Faker sat quietly after a loss to Gen.G, eyes fixed on empty seats. I shut my door for two days and wrote "The applause of 2026 is a sigh." What I learned from that year is this: the silence that frightens you most is not when the stands empty out, but when people no longer want to retell their match. In 2026, reading Riot's account-lock announcement, I heard the same silence - the sound of players who have no channel to say they were innocent.

And because I write about the losers, I must say this: in this story, the loser is not Riot, not VALORANT, not the ranked platform. The loser is some player in a provincial internet cafe, not because they cheated, but because they queued with a friend - who turned out to be boosting - and now they lose their LP with nobody calling their name.

This is where I have to stand with the meta skeptic. If you read only the headline, you would think Riot had solved the problem. But there are three things Riot has not disclosed, and that silence matters as much as the 300,000 figure.

First, there is no independent audit of the 300,000 figure. Every quantitative claim in this story - from accounts locked to the estimated 140 million monthly players - comes from the enforcing party itself. No third body has verified any of it. In any other industry, a body that makes the rules, enforces them, publishes its own enforcement statistics, and commercially benefits from that enforcement would be challenged immediately. In esports, we are so used to this that we no longer bother to challenge it.

Second, there is no information on the false-positive rate and no description of an appeals process. At a scale of 300,000 accounts, even a small error rate in the parts-per-thousand range would be enough for hundreds of players to be treated unjustly. Riot says nothing about this.

Third, and I think this is the least noticed point: the demand for boosting has not disappeared. Riot addressed supply - the locked accounts - but cannot touch demand - the craving for a pretty rank to show off, for end-of-season rewards, for self-validation. Nor does it touch the economic drive of high-skill players at the bottom of the esports pyramid, who earn money through boosting because tier-2 salaries do not cover rent. If supply is squeezed while demand holds, the market does not vanish. It simply raises its price and migrates to titles with weaker verification.

Riot has one bright spot I want to acknowledge: LP protection when a match contains a cheater or a leaver. This is an observable improvement that requires no belief in any self-reported number. It reduces variance in player experience and, over the long run, makes LP a slightly more accurate skill signal. But even here, the question remains: what algorithm computes the protected LP? And when does protection become a tool of reassurance rather than a tool of fairness?

One nuance the community often overlooks deserves attention. Riot states explicitly that smurfing is not automatically considered cheating, and enumerates eight legitimate use cases - including preserving one's highest achievement on a main account. That means Riot's boundary is intent-based and behavioral, not account-count-based. This is a soft boundary, hard to enforce consistently, and I suspect that over the next twelve months it will be the most contested point between community and publisher.

In Busan, I once scribbled a player's name under neon at three in the morning, afraid that tomorrow their name would vanish from the ladder. Now I understand that feeling differently. When hundreds of thousands of accounts are erased from ranked history, we lose more than a database. We lose the memory of who played where, who overcame what, who stayed up all night to climb one tier that someone else paid to buy.

What I want the Vietnamese esports community to take from this story is not outrage at Riot, nor a belief that the ladder is now clean. Both are too easy. What I want is a harder reading habit: when a publisher publishes numbers about itself, when an account disappears without contradiction, when a new policy targets one person but punishes another - that is when a sports journalist must stand up, not to attack, but to record what is happening before it becomes normal.

Over six years writing about esports, I have learned that every publisher decision reveals what they think of players. When Riot pays for MFA and TPM 2.0, they are saying they believe cheaters will fold if the cost is high enough. When they revoke LP from non-intentional players, they are saying the cost of misjudgment is acceptable. When they do not publish appeal rates, they are saying transparency is optional.

Three Hundred Thousand Locked Accounts and the Uncounted Names Left Off the Ladder

Three hundred thousand is a number that will be forgotten within a month. But the mechanism behind it - hardware attestation, liability by association, two-tier governance - will stay with esports for years. And I will still sit at that Busan internet cafe, listening to mechanical keys, writing the story of the uncalled, because that is the only way I know to keep a moment from being erased. I hope we never read the story of a player who lost their account merely for sitting at the same table as a friend they trusted. But if it happens, I will write it down, and I hope you will read it to the last line.

Cầu thủ liên quan