Trang chủEsportsRiot Games announces largest anti-boosting campaign in VALORANT and LoL history: Over 296,000 accounts penalized

Riot Games announces largest anti-boosting campaign in VALORANT and LoL history: Over 296,000 accounts penalized

core_answer: Riot Games đã xử lý 296.416 tài khoản có hành vi thao túng xếp hạng (cày thuê, mua bán tài khoản, cố tình hạ rank) trong VALORANT và League of Legends thông qua hệ thống Anti-Boost, với khung phạt bốn tầng từ khóa tạm thời đến khóa vĩnh viễn. Hệ thống này cũng áp dụng trách nhiệm liên đới với tài khoản chính của người cày thuê và đồng đội thường xuyên đi chung.
key_facts: 296.416 tài khoản bị xử lý do thao túng xếp hạng trong VALORANT và LMHT; Phạt tầng 1: hủy điểm xếp hạng, khôi phục rank gốc, khóa tạm thời; Phạt tầng 3: khóa vĩnh viễn cho hành vi mua bán tài khoản hoặc cố tình hạ rank; Riot tuyên bố mở rộng Anti-Boost và bổ sung phát hiện dấu hiệu cày thuê ở cấp độ trận đấu
source_attribution: Thông báo chính thức từ Riot Games về hệ thống Anti-Boost | Cross-checked: VuaBong.vn
related_qa: q: Hành vi nào bị coi là thao túng xếp hạng trong VALORANT?, a: Cày thuê (boosting), mua bán/chuyển nhượng tài khoản, cố tình hạ rank (deranking) và sử dụng tài khoản phụ để hỗ trợ leo rank đều bị xử lý.; q: Người chơi vô tình đi chung với người cày thuê có bị phạt không?, a: Riot có thể xử lý tài khoản chính của người cày thuê và đồng đội thường xuyên đi chung, nhưng chưa có ngưỡng dung thứ hoặc cơ chế kháng nghị rõ ràng, tạo rủi ro xử oan.; q: Tài khoản phụ tự tạo có bị khóa không?, a: Không, Riot xác định tài khoản phụ tự vận hành là hành vi bình thường, chỉ nhắm vào mục đích thao túng thứ hạng.

I used to think I understood fairness in esports, until I witnessed firsthand how Riot Games handles boosting behavior in VALORANT and League of Legends. The arena is not just about beautiful highlight plays, but also about forgotten voices waiting to be heard – and this time, that voice comes from the Anti-Boost system of the publisher itself.

When I started following ranked matches in the Asian region, I noticed a paradox: the better the players, the more easily they are tempted by boosting services. Not because they lack skill, but because the pressure to climb ranks and the value of high rankings in the community have created a risky underground market. Ignorance is not scary; what is scary is when we turn it into self-complacency – and Riot is trying to teach the entire ecosystem a lesson about that.

Context: When climbing ranks becomes an underground industry

Boosting is not a new problem. Since the early days of League of Legends, players have sought to hire higher-skilled gamers to climb ranks for them. But it was not until VALORANT launched and created its own competitive ranking system that this issue truly became an organized underground industry. Boosting websites sprang up like mushrooms, advertising services ranging from a few hundred thousand to millions of VND per rank tier.

What makes this issue more serious is that it not only affects match fairness but also distorts the entire ranking data – the very data that scouts and academies use to identify young talent. A boosted account reaching Diamond or Immortal could cause a genuinely talented young player to be overlooked because they do not have a rank commensurate with their ability.

Core: Anti-Boost – A four-tier penalty system and joint liability

Based on my experience following matches and analyzing data from Riot Games' official announcements, the Anti-Boost system is designed as a structured punishment machine. The most important thing I have learned is: Riot is not simply issuing a prohibition; they are building a four-tier penalty process, from light to severe.

The first tier is canceling all ranked points and rewards obtained from cheating, returning the account to its original rank, and temporarily suspending it for a short period. This is a restorative measure – it not only punishes but also reverses what the cheater has achieved. The second tier increases the account suspension duration based on repeat offense levels, creating a cumulative deterrent. The third tier, the most severe, is a permanent ban for buying, selling, transferring accounts, or intentionally deranking.

But what really caught my attention is the fourth tier – a clause I call 'joint liability'. Riot states that they may also take action against the booster's main account and players who frequently queue with them. This is a double-edged sword: it expands the scope of punishment to prevent rule evasion, but it also creates the risk of penalizing innocent players who happen to queue with a booster without any knowledge.

Riot Games announces largest anti-boosting campaign in VALORANT and LoL history: Over 296,000 accounts penalized

The key insight I have realized is: Riot is betting on the system's ability to distinguish intent, not on an absolute ban of all alt accounts. They clearly state that creating and operating your own alt account is normal activity, and Anti-Boost only targets the intent to manipulate ranks. This is an intent-based standard, which is much harder to enforce consistently than a rigid rule.

Contrarian Angle: The commercial value of a clean ranking system

When discussing anti-boosting, most people think of protecting match fairness. But I believe the real value of Anti-Boost lies in another aspect: protecting the commercial value of the entire ecosystem. A polluted ranking system will erode player trust, leading to a decline in daily active users – the very thing the entire esports industry depends on.

The field is not just about the whistle; it also has forgotten voices waiting to be heard. In this case, that voice belongs to legitimate players who are being disadvantaged by cheaters taking their deserved positions on the leaderboard. And when a ranking system loses credibility, it does not only affect players but also sponsors, professional teams, and the entire value chain of the industry.

The figure of 296,416 accounts penalized that Riot published is a strong signal, but I want to emphasize that this is a self-reported number and has not been independently audited. What matters more is looking at the trend: Riot states they will expand the scope of Anti-Boost and add the ability to detect boosting signs at the match level in the future. This shows they are investing in a continuous improvement cycle, not just a one-time campaign.

Takeaway: An endless arms race

Five goals conceded do not define a generation, but how we look at them will. Similarly, the number of 296,416 accounts does not define the success of the anti-boosting campaign – rather, how Riot continues to develop the system and face the adaptation of cheaters is the real measure. I have learned that failure is also a language, we just need to be brave enough to translate – and in this battle, both Riot and the boosters are learning to translate each other's language.

The biggest question I leave to readers is: Can an intent-based system maintain consistency in a multicultural community with millions of players? And will 'joint liability' create a new wave of backlash when innocent players get caught in the punishment vortex? Change is happening, but it needs transparency and a clear appeals mechanism to be truly sustainable.

Riot Games announces largest anti-boosting campaign in VALORANT and LoL history: Over 296,000 accounts penalized

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