Re: False positive bans
@locked_n_cocked wrote:
@filthy_vegans- I Have been following the other thread trying to find the common denominator.
I have no idea what might be triggering false positives - only EAC can answer that. I would note though that they are a statistical inevitability in any anti-cheat system. One thing I am sure of, however, is that not all the bans are false positives. Claiming that a legitimate positive is actually a false positive is done to undermine trust in the system. An anti-cheat system that no one trusts is basically just an expense to a company - if it's not perceived as a benefit by the customers, they won't spend money on it.
With any anti-cheat system, there must be an appeals process that is proportionate to the accurate detection rate and the severity of the punishments issued. For instance, a permanent ban for aimbotting based purely on server-side statistical analyses must have an appeals process as there are certain conditions, including high player skill and issues caused by network latency, that can combine to produce statistically impossible data, triggering a ban that might actually be illegitimate.
As we have seen on the other thread, some of the bans have been reversed, which implies that there is an appeals process that is at least minimally effective.