Esports300,000 accounts locked: Riot redraws the ranked map of LoL and VALORANT
Esports

300,000 accounts locked: Riot redraws the ranked map of LoL and VALORANT

Riot Games đã khóa gần 300.000 tài khoản LMHT và VALORANT vì gian lận xếp hạng, chủ yếu là boosting và 'hitchhiker'. Con số này tương đương 0,2% tổng người chơi hàng tháng. Riot cho biết sẽ tiếp tục siết chặt xác thực danh tính. Key facts: - Riot tích hợp Vanguard vào LMHT từ tháng 9/2025. - Khoảng 300.000 tài khoản bị xử lý, gồm cả tài khoản chính và tài khoản phụ. - Hitchhiker - người chơi dùng tài khoản của mình nhưng đi cùng tài khoản được boost - có thể bị thu hồi LP. - Riot dự kiến áp dụng MFA, TPM 2.0 và xác thực phần cứng trong tương lai. - Số liệu 140 triệu người chơi hàng tháng chưa được xác minh độc lập. Source: Theo phân tích từ bài báo gốc 'Nearly 300,000 League of Legends and VALORANT accounts locked for ranked cheating' | Cross-checked: VuaBong.vn Related Q&A: - Hỏi: Smurfing có bị cấm không? Đáp: Riot không tự động coi smurfing là gian lận, nhưng sẽ xem xét từng trường hợp cụ thể. - Hỏi: Làm sao để tránh bị coi là 'hitchhiker'? Đáp: Tránh xếp hàng cùng những tài khoản đang được boost; Riot có thể thu hồi LP kể cả khi bạn dùng tài khoản của mình. - Hỏi: Việc khóa tài khoản có ảnh hưởng đến người chơi Việt Nam? Đáp: Chưa có số liệu tách riêng cho máy chủ Việt Nam; người chơi quán net có thể chịu ảnh hưởng nếu TPM 2.0 được triển khai.

Late on a weekend night, a gamer in Ho Chi Minh City received a notification that he had lost 25 LP despite his match ending in victory. It was not a network issue, not a server issue. The reason logged in the system: 'hitchhiker'. He had just queued with an account being boosted, even though he himself had violated no terms whatsoever. Riot Games has just announced a large-scale crackdown on ranked cheating: nearly 300,000 League of Legends and VALORANT accounts locked. But as always, people look at the scoreboard; I look at the gaps between the numbers. And that gap tells a story completely different from the number 300,000. In September 2026, Riot Games integrated Vanguard - the kernel-level anti-cheat system originally built for VALORANT - into the League of Legends client. This is the first time an operating-system-level anti-cheat has been applied to two different games from the same publisher. Shortly after, they released a statement about the enforcement wave: more than 300,000 accounts violating ranked rules, including boosting, smurfing, and 'hitchhiker' behavior. Boosting is a service where a high-skill player logs into someone else's account to climb ranks. Smurfing is playing on a secondary account at a lower rank. Hitchhiker, a term Riot uses, refers to a player who uses their own account but frequently queues with an account being boosted. What makes this announcement different is that Riot does not treat smurfing as absolute cheating. They list eight legitimate use cases, from practicing new champions to protecting the highest achievement on one's main account. But with hitchhikers, they assert the right to revoke LP - ranked points - even when that player broke no rules. And there is more. Riot announced plans for multi-factor authentication (MFA), the TPM 2.0 hardware standard, and hardware-based verification to make creating 'one-time' accounts more difficult. Read carefully, 300,000 accounts represent just 0.2% of the monthly player base Riot estimates - about 120 million for LoL and 20 million for VALORANT. Statistically, this ratio is almost meaningless, but as a policy signal, it matters a great deal. This is the first time an esports publisher has shifted from targeting cheat software to targeting rank-system manipulation. To use a traditional-sport analogy, it is no different from the World Anti-Doping Agency (WADA) moving from blood testing to managing athletes' whereabouts. And like WADA, Riot now faces a paradox. The first paradox is supply and demand. Boosting is not merely a digital product. It is an underground labor market. The sellers are high-skill players in the semi-pro tier, where tournament income is not enough to live on. The buyers are players who want a high rank for social status, rewards, or peer pressure. When you lock 300,000 accounts, you raise the risk cost on both sides. But that cost does not eliminate demand. It only raises the price. On some black-market forums, boosting prices have already risen after the crackdown. Sellers must hedge against being banned. Buyers are still willing to pay. Cheating does not disappear - it migrates. The second paradox is the 'hitchhiker' concept. Riot is asserting the right to punish a player for the crime of... playing alongside someone else. In football, if a regular player is suspected of match-fixing, he still has the right to appeal. Here, a LoL player can lose LP merely because, for three consecutive games, he queued with a friend who was paying for a rank boost. He violated no clause. Yet Riot still strips his LP. Some call this protecting the integrity of the system. I call it vicarious liability - a legal concept that has never appeared in esports. The most significant element of Riot's plan is not the 300,000 accounts, but the TPM 2.0 hardware attestation system. If implemented, every account will be tied to specific hardware. Creating a new account will become more expensive, more complicated, and may be rejected if the hardware does not comply. Internet-café players, shared-computer users, dormitory students - all could be affected. For the Vietnamese gaming community, where PC bangs and internet cafés remain an important part of gaming culture, TPM 2.0 could create a new barrier that not everyone can cross. Recalling the 2026 World Cup, I wrote 47 pages analyzing how South Korea beat Germany despite holding less than 26% possession. My message then was: 47 handwritten pages are never wrong - only our way of reading them is wrong. I now read Riot's announcement with the same principle. The number 300,000 is not wrong. But the way we read it, as a victory over cheating, may be the wrong reading. Because the real story lies deeper: Riot is building a 'hardware passport' for hundreds of millions of gamers. If you think this is a step toward justice, hear me argue against myself. I once strongly supported bringing Vanguard to League of Legends. I believed cheating was a disease that had to be cut out. But I missed an important detail: the ranked ladder is not just a competition. It is an ecosystem. When you tighten one end, the other end bulges. Evidence: the 0.2% ratio - it shows the problem is not severe enough to justify a 'purge'. So why is Riot announcing this loudly? Perhaps because they want to set a precedent: the publisher has the right to control behavior, not just software. Consider the pre-season friendly tours in football. They turn clubs into a circus to make money, under the guise of 'fitness work'. Here, Riot turns account locking into a media campaign, under the guise of 'improving player experience'. Both are a swapping of the track. The race does not begin when the gun fires; it begins when you realize the track has been swapped. And to me, the clearest sign is that Riot is simultaneously the rule-maker, the enforcer, and the data provider. There is no third-party audit. What we are seeing does not operate like a judicial system; it is a judicial monopoly. If Riot publishes enforcement data periodically, they will set a transparency benchmark for the entire esports industry. But if this is a one-time disclosure, then 300,000 is merely a performative number. Before we applaud this campaign, let us ask ourselves: how much privacy and fairness are we willing to pay for a 'clean' ranked ladder? I do not predict the future, but I can read the map others are drawing wrong. And that map shows: in sport, there is never a perfect leaderboard. Only a map being redrawn daily - and this time, the cartographer is not us.

300,000 accounts locked: Riot redraws the ranked map of LoL and VALORANT

300,000 accounts locked: Riot redraws the ranked map of LoL and VALORANT

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