- #How long do you get banned for aimbot in fortnite full
- #How long do you get banned for aimbot in fortnite mods
For example (sketchy link warning, may be NSFW): I pulled their usernames from the logs and looked up their public game profiles. I know about the DDoS services because I followed the Discord links in the profiles of users affiliated with them, some of whom crashed me for sport in public worlds.
#How long do you get banned for aimbot in fortnite mods
The comment I replied to got flagged so my reply to it’s hidden too, but here are some details on the crashers, malicious mods for sale, and DDoS groups I mention above:Ĭrashers, many of which are Quest-specific, some of which are world or avatar-based and sone of which are built into mods, are common and extensively documented: I haven't even mentioned the staff-curated default avatar worlds with Disney and Viacom copyrighted characters. It's an absolute shitshow, a media exposé waiting to happen. I stopped filing moderation tickets when I realized nothing was happening. They don't tell you if reporting a user results in moderation, to "prevent bullying," but I can tell you that users I recorded months ago running modded clients and sexually grooming children (adult with NSFW avatar explaining earnestly why incest is OK to preteens) still log in daily.
#How long do you get banned for aimbot in fortnite full
I've got a folder full of OBS screen captures of ~a hundred inicidents like those just described. They don't ban IPs, and only recently blocked most well-known VPN IP ranges. Anyone who does get banned for using mods, or sexually grooming underage users, or running around in nude avatars with giant ejaculating phalluses, or all of the above at the same time, can make a new account in a split second. The game's moderation is essentially nonexistent. PayPal or CashApp are used to facilitate the transactions. These malicious clients are generally advertised and sold via Discord links in users' profiles. client mods built on abusing the VRChat API, as well as some clients which tie into DDoS services that will target specific users in-game if you manage to obtain their IP address via exploit or social engineering. There's a whole mini black market of "hacks", i.e. Other mods exist, mostly for nefarious purposes like crashing other users who're on Quest or the vanilla client. But if there's already a vibrant community of mods out there, I think you have a responsibility (and a vested interest) in trying to preserve that. I understand all this requires time and effort, and simply restricting the client-side of things is a low-cost solution. These tickets should be easy to auto-close if you force folks to include info about their client. > This pain extends to VRChat support too – any time we update, we get a massive amount of bug reports that end up just being broken modificationsĭitto. Provide better debugging info for your creators! They should know which client (or at least that a modified client) is being used. We regularly speak to many that have spent hours (or days) debugging user issues, only to realize that the culprit is a modified client. > Additionally, all modified clients – even ones that aren’t malicious – are a burden for creators. Chrome and Firefox extensions have solved this
Keep a list of "blessed" open source clients that have a reputation, and allow people to report them. > Every month, thousands of users have their accounts stolen, often due to running a modified client that is silently logging their keystrokes These kinds of issues should be solved on the backend.
> Malicious modified clients allow users to attack and harass others, causing a huge amount of moderation issues. The problems they mention are all solvable without banning mods: Giving the community a way to customize their experience is a great way to grow an ecosystem and learn about what your users want. But it's sad they decided to ban modified clients.