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Wednesday, June 4, 2025 10:59:32 PM

Apex Legends Anti-Cheat Update: June 3, 2025

In keeping with our promise of more regular updates, today we’re sharing some more details around our anti-cheat efforts and the impact they’ve had since our last check-in. TLDR: we’re seeing a continued decrease in infection rate and we’re working on lowering it even further.
Anti-Cheat remains a top priority. Trends over the past three seasons and additional insights regarding our efforts show that there’s been a positive impact against those who take part in unfair play. The included graphs report two metrics:

Match Infection Rate: percentage of Ranked BR matches with detected cheaters.
Multi-reported Users: percentage of weekly players reported for cheating at least 3 times in the past 28 days.








These metrics adjust for fluctuations in player numbers by normalizing by match and player counts respectively. Both display a 30%+ reduction from peaks back in Season 22 (August 2024), highlighting positive impact from our efforts to combat cheating. We attribute these drops primarily to a few things:

Ban on Linux Devices in Season 23: provided steeper than usual seasonal drop and helped contribute to continued downtrend.
Enhanced Tooling & Automated Detections: faster banning has lowered the number of matches a cheater can infect.
There are also additional ongoing initiatives around anti-recoil and other behavioral detection models to name a few. We’ll continue sharing updates as more progress is made, and appreciate your support.
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Edit as of June 4, 2025 @ 4pm PST:
We wanted to provide some new graphs and additional clarity to answer some of the questions that popped up after we shared our initial update. Here’s some further context on the Y-axis on the new graphs those looking for more info:

Match Infection Rate is the percentage of matches in which at least one player was reported 3 or more times and banned for cheating within the last 14 days. While Apex Legends' infection rate tends to be higher than several other live service games, this can be attributed to the number of players in a match. 60 players in Battle Royal can be 6x the amount of players in other team-based games.


Reports Per User is the sum of all reports against players reported 3 or more times in the preceding 28 days divided by the number of active players in that same time frame. Three or more times is the general guideline that we use to determine when someone is negatively impacting the player experience, regardless of the report leading to a ban. Note: 3+ reports are not required before a player is banned.

The match infection rate is one of our core metrics for measuring anti-cheat success. It doesn't tell the whole picture, however, which is why we consider it in addition to other metrics such as players banned by detections, the number of player reports, or overall sentiment from the community. We’ve already made significant advancements in the past year and will continue to evolve our tools and processes to address new methods of cheating as they emerge. We will continue to provide more information as we are ready to share it. Keep an eye out for more of these updates in the future.