1. Cheats in video games often need to use techniques commonly used by malware and as such are often flagged as malware. This can be things like injecting data into other processes or reading the memory of other processes. Also the cheats often have ways of avoiding detection by the game's actual anti-cheat system, which again looks very much like malware trying to hide from an antivirus.
2. Public video game cheat sites are a great attack vector for anyone wanting to push out actual malware. But the same can be said of any site designed to share software that is generally considered illegal or unethical - public torrent and other piracy sites have the same problem.
> Among
the
many
monitoring
activities
conducted
by
ESEA,
the
ESEA
Software
was
programmed
to
automatically
capture
screen
shots
of
computers,
track
computer
mouse
movements,
and
monitor
end-users'
computer
activities
even when
they
were
not
logged
onto
ESEA
servers.
> ESEA
did
not
place
any
restrictions
on
Hunczak
and
Thunberg's
ability
to
access
end-users'
computers.
> ESEA
did
not
put
policies
and
procedures
in
place
to
ensure
its
employees
were
not
abusing
their
full
administrative
access
privileges
or
inappropriately
accessing
end-users'
computer
files.
> From
at
least
April
12,2013
through
April
30,
2013,
the
ESEA
Botnet
used
the
GPU
of
end-users'
computers
to
mine
for
bitcoins
without
notice
to
and
authorization
from,
or
in
excess
of
authorization
from,
end-users.
(By "techniques commonly used by malware", I mean the data harvesting, screenshots, and remote access capabilities exploited by the defendants.)
> Rainway also suggests that Epic, the company behind Fortnite, should “do a better job at educating their users on these malicious programs and helping them understand how airtight Fortnite’s systems are at preventing cheating”.
Seems like an iffy suggestion seeing as people don't listen to security-related warnings very often https://phys.org/news/2016-08-people-software-percent.html. Also if some of these programs actually work as advertised, then are Fortnight's anti-cheat systems really that airtight?
My problem with this statement from the article is that this kind of warning from a gaming company will be ignored by players. Players will just rationalize it as "they are giving a BS warning because they don't want me to cheat".
Let me make sure I'm understanding you correctly and give you a chance to clarify if I am misunderstanding (instead of immediately assuming the least charitable interpretation).
Are you suggesting that cheaters in video games (not played in a competition for money, just playing casually) should suffer career, travel, and social consequences in the real world away from the game?
Well, online recreation is as real as online discussion. There's people on the other end etc. On the other hand, if a kid spoils a game in a real-world playground, we don't give criminal records for that. On the other other hand, a game company is being harmed when you spoil their games.
Cheating in a game should always and only be dealt with by the game company itself. Having some real-world consequences what is quite literally meaningless is absurd the very least. Following that train of thought, should we start punishing people who cuss behind their consoles, PCs or phones? That's also "bad" and "not conducive to the society".
Oh and let's not forget, if people lose more than just the satisfaction of winning when someone steals their win with cheats I'd say they also have issues they should deal with. In addition to that cheating in games has been a common first step towards a good career in the field of cybersecurity, if they'd been punished irl for cheating I'm quite certain they wouldn't be working in that field - do we really want to go on figuratively or literally slapping children for what really are just minor deviations from the regular?
Your train of thought is similar to those who think zero-tolerance policies are a good idea - punishment on it's own never is.
>Having some real-world consequences what is quite literally meaningless is absurd the very least.
"Quite literally meaningless" is a massive stretch. At the very least, you're opening yourself up to legal hilarity (it's not cost effective to pursue individual cheaters beyond terminating their accounts generally, but then again, bot makers have been sued) - the reason this is a thing is that you're ruining the service for others.
Oh and let's not forget, if people lose more than just the satisfaction of winning when someone steals their win with cheats I'd say they also have issues they should deal with.
Please don't presume to tell other people what they should and should not find important.
And if cybersecurity people can't learn without ruining other people's limited downtime, perhaps we need less cybersecurity people.
> At the very least, you're opening yourself up to legal hilarity
So the only reason it is meaningful somehow is because it's somehow legally meaningful? That's both a bad argument for something to have irl consequences and I heavily doubt it's correct.
> Please don't presume to tell other people what they should and should not find important.
I didn't say what people should find important or not, it's how important some game in someone's life should be. I think what I was trying to say is that noone likes bad losers and sometimes losing is character-building. Better meet people who cheat you in a pretty meaningless game rather than in real life for the first time.
> And if cybersecurity people can't learn without ruining other people's limited downtime
We punish antisocial and deceptive behavior when it has a material effect on people - damages to property to clean up, bodily injury, lost wages, etc.
Losing in a video game does not lead to those things. You're playing a game. Next you'll say that if someone slips themselves an extra $500 as the banker in Monopoly they should be waterboarded for committing grand larceny.
I propose that people who take video games so seriously that they're willing to cause real-world lasting harm to someone over them should themselves be prevented from participating in real-world jobs or travel until they've gone through "proportionality training." Or alternatively, that they be forced to get a face tattoo that reads, "The punishment should fit the crime."
Or maybe that's ridiculous and extreme, just like lasting real-world consequences for online cheaters.
In the original blog, we also mentioned they should be proactive in actually having the fake videos removed from YouTube to ensure people couldn't self-pwn.
While some may always ignore the warnings, there is never any harm in educating users because it could have positive effects in other games as well.
Cheating in video games is extremely common. It is a huge issue with online video games.
I tend to be "that guy" when playing games, pointing people out when I believe they are cheating. Sometimes they are, sometimes they are not. Unfortunately it's become impossible to tell due to the sophistication of the hacks:
- You hit a button, triggering your aim-bot, and it will swing to hit you in a natural looking way.
- You toggle "auto-cast" on in a moba, and suddenly your zoning becomes completely unstoppable.
With cheap games like Overwatch and FREE games like Fortnight or League of Legends, a ban is a very minor inconvenience. You're already paying $10/mo for the hack, so having to re-purchase a $20 copy of Overwatch is not seen as a huge burden. PC Bangs are popular in many cultures, so all of this might even be included in the hourly fee you pay.
It's a crisis in the industry, where competitive online games are hugely popular, the drive towards "balance" is obsessive, and people want to play a fair game.
I suspect the amount cheating is a dirty secret in the industry, much more prolific than they decide to let on. Thousands of people are banned every day.
Nobody publicly releases the number of people they ban, but you get little nuggets of information occasionally:
At least for fortnite. They do HW ID bans. So it is a substantial inconvenience.
However, I wonder what are the limitations to architecting a game like World Of Tanks. One of the reasons I have really enjoyed that game is the inherit limitations on cheating due to the fact most of the games runs server side. The client can't do magic cheats like in games like Fortnite.
I am willing to bet World of Tanks has aim-bots and wall-hacks, though cheats like god-mode and speed hacks are almost unheard-of at this point.
For a twitchy game to have decent performance, the client-side needs to have enough information to render the scene in front of you. This information is leveraged by hackers to write the cheats.
Knowing what a person is "allowed" to see server-side is extremely difficult, and would cause horrible latency issues[0]. Additionally it would completely ruin the ability to to predictive rendering on the front-end further causing latency.
[0] You would have to know which direction the user is facing, where their opponents are standing and what direction they are facing, and calculate the user's view based on all of this information. This is what is usually done on the client-side.
There are cheats, but they just don't have a substantial benefit. There are no wall-hacks. Aimbots exist, but aren't that useful. The game already has autoaim builtin, but is rarely used.
The client has fairly limited information. A tank you can't see isn't known to the client. The server only accepts intentions from the client. Such as I want to move forward, I am shooting etc. Everything else is calculated on the server. The server determines if a shot hits, not the client.
Apparently god like mode cheats are available in games like Fortnite however.
In this example, it appears the client can pretty much do anything. Apparently it can kill players anywhere on the map, have unlimited resources etc
Used to play and love WoT, untill I started suspecting particular teammates to cheat. I then started looking for cheats, found a Russian who rents out "tools" that work and give you the exact advantage over normal players I was expecting my teammates to have (aimbots, laserlines, wallhacks, enemy reload info, etc).
Deleted the game a week later.
This is just an example of one game that I had to let go of, there are dozens who I abandoned in my 20 years of online computer gaming.
Currently I play WoW :( Super boring, super slow, super not sensitive to hacks that effect me.
Interesting data there probably for a social psychologists/sociologist to dig into. More interesting than the amount of cheaters in a population or whether thats a fixed amount is how many go on to win and influence gaming culture (both the player and the designer).
> I tend to be "that guy" when playing games, pointing people out when I believe they are cheating. Sometimes they are, sometimes they are not.
What value do you believe you are adding by throwing accusations out at anyone that is good? Doesn't that just water down accusations to meaninglessness?
Cheaters exist, and while many will find a rationalization no matter what, this sort of reaction makes the "everyone is doing it, I'm just keeping up" rationalization much easier to adopt. I've never cheated in an online multiplayer game, but the one time I was tempted was when I read an article that said everyone did it. Just one article, but I was ready to take it on faith until I rethought it.
To be more clear: I'm speaking specifically to my friends who I usually am playing with in Discord. I don't bother speaking in the public channels. A simple report is all I communicate to the outside world.
It doesn't help that it isn't particularly difficult to embed these sophisticated cheats into peripherals such as mice and keyboards. Someone could be cheating 1 foot away from you while you watch and have it be difficult to tell.
I am skeptical of the legitimacy of most "professional" gamers at this point. If there is money to be made you better believe people will exploit it by whatever means possible.
It sounds like you think that most pro gamers are cheating. Isn't that akin to claiming a massive conspiracy? Wouldn't someone have been found out by now?
I installed and gave fortnite a quick try. I liked the gameplay. But it felt like a mobile game on the pc. The V-Bucks you mention are purchased with cash. But they're used to buy the equivalent of a card pack. You have no idea what you're getting. It was also riddled with notifications, exclamation marks all over the place of things you need to check.
I've only played save the world. Which is a small team against a computer. That is where you get these card packs. Which you give heros, survivors, traps, materials, weapons, etc.
I genuinely don't understand the pull of cheating in a competitive game. The whole goal is that it's a contest of skill and wits, and the "prize" is simply the emotional gratification and internet points (and when you win by cheating you remove those prizes.)
Cheating makes sense in gambling where money is at play, but your fortnight level/win-loss/etc doesn't equate to anything of value.
What other people think of you is also an enticing reward. Getting to platinum rank by cheating has advantages.
Additionally, you earn cosmetic items, and you can earn them at a faster rate with less effort by winning consistently.
Finally, some people simply enjoy winning, and only turn their cheats on for a "comeback."
An additional issue is people running bots that passively and extremely poorly play the game, but just active enough to not sound any alarms. They grind out a bunch of ranks by losing constantly, get some good equipment built up, and then sell them.
I'm really curious as to the degree of cheating. In one respect, there anti-cheat system seems to actually be pretty good. Forums of such are full of people who say they are banned and have found no way around it.
However, as a casual player, I'm amazed at how good everyone seems to be. Everyone seems better than me. Especially at aiming. I'm one shot killed all the time. I also casually play Quake Champions and Unreal Tournament. However, in those games, I generally am somewhere in the middle. Most games I find at least some people not as good as I am.
I can't speak for UT, but for Quake, other aspects of the game, such as movement and item/map control have a very big, if not bigger impact on performance than aim. Players with good movement and map control can often outperform players who have godlike aim.
Higher TTK ensures that players with good movement and map control can have the stack and weapons required to out-live and out-damage better aimers in a fight.
I’m with you on this, but I think a lot of it’s just popularity (occams razor and all that).
I’m a casual player too, and when I started playing, word of mouth was just spreading and I was somewhere in the middle, now when I play it I’m 1 shot killed every time.
I think as time has gone on the amount of people who practise every day and have got good has risen. I don’t think it’s anything underhand, it’s the same with a lot of games, once the popularity rises it becomes impossible to play.
Yes, I can see that as a component. However, I think there is also an effect that works in the opposition of popularity.
Many games I've played in the past when at their peak of popularity had plenty of bad players. The popularity was a continuous draw of new players which had little experience. However, as the games popularity waned, then only the true die-hards remained.
Maybe Fortnite is already past the peak curve in on-ramping new comers.
I used to do server development for a very popular free FPS game. At that time the cheat for the game would increase the firing rate of the guns, which I could easily detect. We started slapping on the detection script after some testing, and it started banning tons of people. My conclusion was that the number of cheaters in online games is ridiculously high. We never received any complaints of false positives from players, so I believe that all the bans were legitimate.
Detection is made more difficult by the fact that some players are actually really good. I've been playing Fortnite for only a couple weeks now on the Switch, and I can easily kill ~60% of players. I'm sure that with more practice I could get within the top three pretty consistently.
Do I know you from my pyspades days? I worked on that(Triplefox) and play Fortnite on the daily now. We did experiment with aimbot detection with pyspades but had false positives. Most of the featureset focused instead on assisting with manual server moderation, which empowered the operators to make "the game they want to play". That ultimately developed into a federated banlist and a coalition government of operators and developers, sufficient to deal with the population at that time. Reports of euphemistic "misbehaving little brothers" were rife. Then the game went commercial, motivations shifted and it all blew up.
The cheating issue in any successful game really is a case of only being able to tame the blatant cheats down to the point of every player you encounter being "plausibly just that good" while monitoring for the cheating software so that a ban sweep can be done later. Pretty much every time Fortnite does a major patch now, a wave of bans goes through and the player population suddenly becomes much weaker.
Likewise I've gone through periods where I'll play Counter-Strike casuals and it's even more dramatic in some respects. Players will show up in the server and the atmosphere changes suddenly - I'll make the same kinds of plays as before, performing apparently similarly, and yet my K/D will bottom out, without even directly interacting with that player at all. It's like they sucked the air out of the room, and they'll get on the voice chat and spew garbage about how high or drunk they are right now. Then they leave and my K/D pops right back up again.
So I've concluded that online gaming always tends towards being an illusion world - a rough approximation of ability at best, but mostly a venue for untrammeled predatory behavior.
I still put up with it because it really engages my masochistic tendencies to try to "beat the cheater", and most games have techniques that let you do this to some degree.
> However, as a casual player, I'm amazed at how good everyone seems to be. Everyone seems better than me. Especially at aiming. I'm one shot killed all the time.
From the few hours I played it seems to me that the problem is just the lack of skill based matchmaking. If you don't sink countless hours in the game you will get your ass kicked in a few seconds by the ones who do for obvious reasons.
That makes the game not very enjoyable for casual players IMO but unfortunately the most vocal player base is the one that play the most (obviously) and they made it clear to Epic Games when they mentioned thinking about skill based MM that they want to keep their easy kills.
47 comments
[ 3.0 ms ] story [ 101 ms ] thread1. Cheats in video games often need to use techniques commonly used by malware and as such are often flagged as malware. This can be things like injecting data into other processes or reading the memory of other processes. Also the cheats often have ways of avoiding detection by the game's actual anti-cheat system, which again looks very much like malware trying to hide from an antivirus.
2. Public video game cheat sites are a great attack vector for anyone wanting to push out actual malware. But the same can be said of any site designed to share software that is generally considered illegal or unethical - public torrent and other piracy sites have the same problem.
https://nj.gov/oag/newsreleases13/E-Sports_Complaint_Consent...
Relevant quotes:
> Among the many monitoring activities conducted by ESEA, the ESEA Software was programmed to automatically capture screen shots of computers, track computer mouse movements, and monitor end-users' computer activities even when they were not logged onto ESEA servers.
> ESEA did not place any restrictions on Hunczak and Thunberg's ability to access end-users' computers.
> ESEA did not put policies and procedures in place to ensure its employees were not abusing their full administrative access privileges or inappropriately accessing end-users' computer files.
> From at least April 12,2013 through April 30, 2013, the ESEA Botnet used the GPU of end-users' computers to mine for bitcoins without notice to and authorization from, or in excess of authorization from, end-users.
(By "techniques commonly used by malware", I mean the data harvesting, screenshots, and remote access capabilities exploited by the defendants.)
Seems like an iffy suggestion seeing as people don't listen to security-related warnings very often https://phys.org/news/2016-08-people-software-percent.html. Also if some of these programs actually work as advertised, then are Fortnight's anti-cheat systems really that airtight?
Cheaters should be publicly outed in a way that significantly harms their lives and discourages others from following a similar path.
Not actual violence, mind you. Something like making it more difficult to get a job, or book a plane ticket, or similar.
Are you suggesting that cheaters in video games (not played in a competition for money, just playing casually) should suffer career, travel, and social consequences in the real world away from the game?
And the usual stipulations about minors being treated differently than adults apply.
Oh and let's not forget, if people lose more than just the satisfaction of winning when someone steals their win with cheats I'd say they also have issues they should deal with. In addition to that cheating in games has been a common first step towards a good career in the field of cybersecurity, if they'd been punished irl for cheating I'm quite certain they wouldn't be working in that field - do we really want to go on figuratively or literally slapping children for what really are just minor deviations from the regular?
Your train of thought is similar to those who think zero-tolerance policies are a good idea - punishment on it's own never is.
"Quite literally meaningless" is a massive stretch. At the very least, you're opening yourself up to legal hilarity (it's not cost effective to pursue individual cheaters beyond terminating their accounts generally, but then again, bot makers have been sued) - the reason this is a thing is that you're ruining the service for others.
Oh and let's not forget, if people lose more than just the satisfaction of winning when someone steals their win with cheats I'd say they also have issues they should deal with.
Please don't presume to tell other people what they should and should not find important.
And if cybersecurity people can't learn without ruining other people's limited downtime, perhaps we need less cybersecurity people.
So the only reason it is meaningful somehow is because it's somehow legally meaningful? That's both a bad argument for something to have irl consequences and I heavily doubt it's correct.
> Please don't presume to tell other people what they should and should not find important.
I didn't say what people should find important or not, it's how important some game in someone's life should be. I think what I was trying to say is that noone likes bad losers and sometimes losing is character-building. Better meet people who cheat you in a pretty meaningless game rather than in real life for the first time.
> And if cybersecurity people can't learn without ruining other people's limited downtime
You always have offline games.
> perhaps we need less cybersecurity people
Maybe we need less salty gamers.
Losing in a video game does not lead to those things. You're playing a game. Next you'll say that if someone slips themselves an extra $500 as the banker in Monopoly they should be waterboarded for committing grand larceny.
Or maybe that's ridiculous and extreme, just like lasting real-world consequences for online cheaters.
While some may always ignore the warnings, there is never any harm in educating users because it could have positive effects in other games as well.
Disclaimer: I wrote the original blog https://blog.rainway.io/how-we-discovered-a-virus-infecting-...
I tend to be "that guy" when playing games, pointing people out when I believe they are cheating. Sometimes they are, sometimes they are not. Unfortunately it's become impossible to tell due to the sophistication of the hacks:
- You hit a button, triggering your aim-bot, and it will swing to hit you in a natural looking way.
- You toggle "auto-cast" on in a moba, and suddenly your zoning becomes completely unstoppable.
With cheap games like Overwatch and FREE games like Fortnight or League of Legends, a ban is a very minor inconvenience. You're already paying $10/mo for the hack, so having to re-purchase a $20 copy of Overwatch is not seen as a huge burden. PC Bangs are popular in many cultures, so all of this might even be included in the hourly fee you pay.
It's a crisis in the industry, where competitive online games are hugely popular, the drive towards "balance" is obsessive, and people want to play a fair game.
I suspect the amount cheating is a dirty secret in the industry, much more prolific than they decide to let on. Thousands of people are banned every day.
Nobody publicly releases the number of people they ban, but you get little nuggets of information occasionally:
- https://kotaku.com/pubg-banned-over-1-million-cheaters-last-... ( This number was later raised to 1.5 million accounts )
OR I've adjusted my tin-foil hat to be a bit tight, and there is no issue.
At least for fortnite. They do HW ID bans. So it is a substantial inconvenience.
However, I wonder what are the limitations to architecting a game like World Of Tanks. One of the reasons I have really enjoyed that game is the inherit limitations on cheating due to the fact most of the games runs server side. The client can't do magic cheats like in games like Fortnite.
For a twitchy game to have decent performance, the client-side needs to have enough information to render the scene in front of you. This information is leveraged by hackers to write the cheats.
Knowing what a person is "allowed" to see server-side is extremely difficult, and would cause horrible latency issues[0]. Additionally it would completely ruin the ability to to predictive rendering on the front-end further causing latency.
[0] You would have to know which direction the user is facing, where their opponents are standing and what direction they are facing, and calculate the user's view based on all of this information. This is what is usually done on the client-side.
The client has fairly limited information. A tank you can't see isn't known to the client. The server only accepts intentions from the client. Such as I want to move forward, I am shooting etc. Everything else is calculated on the server. The server determines if a shot hits, not the client.
Apparently god like mode cheats are available in games like Fortnite however.
In this example, it appears the client can pretty much do anything. Apparently it can kill players anywhere on the map, have unlimited resources etc
https://www.youtube.com/watch?v=u0_X1MBaM1s
Deleted the game a week later.
This is just an example of one game that I had to let go of, there are dozens who I abandoned in my 20 years of online computer gaming.
Currently I play WoW :( Super boring, super slow, super not sensitive to hacks that effect me.
What value do you believe you are adding by throwing accusations out at anyone that is good? Doesn't that just water down accusations to meaninglessness?
Cheaters exist, and while many will find a rationalization no matter what, this sort of reaction makes the "everyone is doing it, I'm just keeping up" rationalization much easier to adopt. I've never cheated in an online multiplayer game, but the one time I was tempted was when I read an article that said everyone did it. Just one article, but I was ready to take it on faith until I rethought it.
I am skeptical of the legitimacy of most "professional" gamers at this point. If there is money to be made you better believe people will exploit it by whatever means possible.
https://liquipedia.net/starcraft/Match_Fixing_Scandal
I don't play Fortnite but I see "V-Bucks" available to purchase from the Microsoft store, so I assume it's the same.
Anyone with enough money can just go buy all the upgrades and dominate.
Maybe those cheating don't have the money to buy the gear, so they're trying to level the field in a way that's reachable to them.
edit: apparently the pay-to-play upgrades in Fortnite are cosmetic only. Not sure about the others.
Was going off the description "...In Save the World you can purchase Llama Pinata card packs that contain weapon, trap and gadget schematics..."
in which I took weapon, trap, and gadget schematics to mean something that could give you an advantage.
Monetary exchange through this game, and many others, in this format of money for cosmetic content does not alter the gameplay mechanics in any way.
At best you could argue a marginal camouflage impact, but that is so minor it is effectively non-existent.
Many many games have taken this model, though. I love TCG games, but they're so stupidly expensive and pay to win I've given up.
I've only played save the world. Which is a small team against a computer. That is where you get these card packs. Which you give heros, survivors, traps, materials, weapons, etc.
Cheating makes sense in gambling where money is at play, but your fortnight level/win-loss/etc doesn't equate to anything of value.
Additionally, you earn cosmetic items, and you can earn them at a faster rate with less effort by winning consistently.
Finally, some people simply enjoy winning, and only turn their cheats on for a "comeback."
An additional issue is people running bots that passively and extremely poorly play the game, but just active enough to not sound any alarms. They grind out a bunch of ranks by losing constantly, get some good equipment built up, and then sell them.
I don't think you do. When you win while cheating it doesn't just suddenly feel meaningless, it still feels like winning.
However, as a casual player, I'm amazed at how good everyone seems to be. Everyone seems better than me. Especially at aiming. I'm one shot killed all the time. I also casually play Quake Champions and Unreal Tournament. However, in those games, I generally am somewhere in the middle. Most games I find at least some people not as good as I am.
Higher TTK ensures that players with good movement and map control can have the stack and weapons required to out-live and out-damage better aimers in a fight.
I’m a casual player too, and when I started playing, word of mouth was just spreading and I was somewhere in the middle, now when I play it I’m 1 shot killed every time.
I think as time has gone on the amount of people who practise every day and have got good has risen. I don’t think it’s anything underhand, it’s the same with a lot of games, once the popularity rises it becomes impossible to play.
(I play on PS4)
Many games I've played in the past when at their peak of popularity had plenty of bad players. The popularity was a continuous draw of new players which had little experience. However, as the games popularity waned, then only the true die-hards remained.
Maybe Fortnite is already past the peak curve in on-ramping new comers.
Detection is made more difficult by the fact that some players are actually really good. I've been playing Fortnite for only a couple weeks now on the Switch, and I can easily kill ~60% of players. I'm sure that with more practice I could get within the top three pretty consistently.
The cheating issue in any successful game really is a case of only being able to tame the blatant cheats down to the point of every player you encounter being "plausibly just that good" while monitoring for the cheating software so that a ban sweep can be done later. Pretty much every time Fortnite does a major patch now, a wave of bans goes through and the player population suddenly becomes much weaker.
Likewise I've gone through periods where I'll play Counter-Strike casuals and it's even more dramatic in some respects. Players will show up in the server and the atmosphere changes suddenly - I'll make the same kinds of plays as before, performing apparently similarly, and yet my K/D will bottom out, without even directly interacting with that player at all. It's like they sucked the air out of the room, and they'll get on the voice chat and spew garbage about how high or drunk they are right now. Then they leave and my K/D pops right back up again.
So I've concluded that online gaming always tends towards being an illusion world - a rough approximation of ability at best, but mostly a venue for untrammeled predatory behavior.
I still put up with it because it really engages my masochistic tendencies to try to "beat the cheater", and most games have techniques that let you do this to some degree.
From the few hours I played it seems to me that the problem is just the lack of skill based matchmaking. If you don't sink countless hours in the game you will get your ass kicked in a few seconds by the ones who do for obvious reasons.
That makes the game not very enjoyable for casual players IMO but unfortunately the most vocal player base is the one that play the most (obviously) and they made it clear to Epic Games when they mentioned thinking about skill based MM that they want to keep their easy kills.