Cheating in world war

Tabish

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Recently played against [REDACTED] in world War and there #1 player [REDACTED] has been cheating. There were at least 6 bombers 2 recon 10 fighter planes. Plus 4 stronghold troops and regular army.
That number of troops and planes are impossible. Admin kindly take some action and ban this team.
 
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TheWise

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Please submit a cheating report to our CS Team here so that they can investigate.
 

Lyonz

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They are not the only team! It will not allow me to upload a video but have one the fire rate on artillery and mortars are hacked and CS are doing nothing! Meanwhile fair teams lose glory and chests! @TheWise
 

Seek

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Please submit a cheating report to our CS Team here so that they can investigate.
I have reported this multiple times to CS your CS responds it is cause replays mis read the aircraft strifes ie flying routes over base.

Yet again example of known problem being ignored. Here is idea start holding the CS responsible for ignoring the reported problems. I still think this reason BHG will never fix battle reports or replay system, they would have to admit the rampant cheating going on.
 
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TheWise

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They are not the only team! It will not allow me to upload a video but have one the fire rate on artillery and mortars are hacked and CS are doing nothing! Meanwhile fair teams lose glory and chests! @TheWise
Please submit those images to the CS Team so that they can investigate, refrain from sharing a list like this so we can avoid false reporting, 'witch hunts', etc.
 

Seek

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Please submit those images to the CS Team so that they can investigate, refrain from sharing a list like this so we can avoid false reporting, 'witch hunts', etc.
The Wise I know you have nothing to do with this. I have submitted images crazy battle reports just keep getting told it is the AI misreading.

Thing that gets me is battle report messed and messed replays saying 2 star and yet on war screen shows 4 stars been happing more since update. Plus battle reports saying crazy amount of air slots being used plus 4 ground tactics .

When it’s been reported over and over to CS and over and again in forums don’t you think your CS should realize there is problems ? As for players get old when your report stuff just be replied too days later and given AI excuse.
So as a player, I feel what is point of reporting to CS. It’s time to fix the battle report and replay system. If a battle report is 100% at-least then a player reports a cheat and something is actually done.

Now further more when it comes out cheating has occurred and proven then I suggest making it public knowledge in a forum thread call it Cheaters Busted not only the player but the alliance if more then one member is caught should be deleted. Show the player base that this type of behavior will have real consequences not just reduced glory like some group got for museum mining ⛏️. Put this in terms of service that if your account is caught cheating your account will publicly listed as a cheater. Not just a red dot that can mean anything on domistats
 

Lyonz

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A lot of players report to CS but I’m yet to hear anything ever been done? @TheWise The base who attacked had no museum at all and yet 5stared me an automated base 100% defence in under 1 minute… Ironically for not fixing the reports BHG is likely losing millions to cheating with teams not needing to buy crowns or premium troops…
 

Seek

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A lot of players report to CS but I’m yet to hear anything ever been done? @TheWise The base who attacked had no museum at all and yet 5stared me an automated base 100% defence in under 1 minute… Ironically for not fixing the reports BHG is likely losing millions to cheating with teams not needing to buy crowns or premium troops…
Well it’s not what cheaters don’t spend it’s the spending players who stop spending cause of cheats and if game is rigged then why spend is what they need to worry about.

It is simple the battle reports and replays need fixed 9 years of never knowing if that 5 star was legit or not is crazy.
 

Seek

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Well here is CS teams chance I sent images of battle report , replay and war report all being wrong. My bet I will get told AI mess up yet again
 

LuSt

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Recently played against [REDACTED] in world War and there #1 player [REDACTED] has been cheating. There were at least 6 bombers 2 recon 10 fighter planes. Plus 4 stronghold troops and regular army.
That number of troops and planes are impossible. Admin kindly take some action and ban this team.
Sigh…. Ok I’m going to explain this the best I can. I’ve had it happen to me on my own hits and I was curious why the replay showed the way it did. This is what I discovered.

Replays are NOT accurate (obviously). There are a few different reasons why and I’ll explain them one at a time.

Betrayal- betrayal war tactics used do not register in battles. You can see the effect of it being used but the troop betrayed does not actually change. This completely messes up whole outcome of the match and causes the AI to show different attack patterns of the deployed troops. For example, if you betray an enemy HT you no longer have to kill it causing your troops to focus other troops/buildings. Additionally, that betrayed HT would be damaging troops/buildings. This also applies propaganda drone betrays.

Forest Defender spawn points- the location of forest defenders spawn from also play a huge role in how your troops target enemy troops/buildings. Replays do not show the correct spawn location all the time. For example, if during my attack forest defenders spawned right on top of my troops then my troops get held up killing them. If during the replay the forest defenders spawn on the other side of the map then my troops are free to destroy other enemy troops/buildings.

There were a few other things that had an impact on a similar way but I can’t remember what (I’ll update when I do).

The reason why these are so important is because if I take:

10 fighters from my airstrip
2 recons & 3 Tupelovs in my stronghold


(using a nighthawk hanger for +2 air space and fortified strongpoint for +1 troop tactic capacity)

Actual War Attack

I attack a base, I betray an enemy troop(s) using betray/propaganda drone those troops destroy an enemy air defense leaving my troops to destroy other buildings including 2 towers. The forest defenders spawn on the opposite side of the map so they’re not slowing down my troops and now I send my air troops in for cover fire and destroy the Town Center. All my air troops survive the first run and I continue the battle normally sending them out again for a 2nd run.

Replay of War Attack

Replay shows I start my attack and you see a troop betrayed but it still comes for my ground troops (never destroyed air defense like in the actual war attack). Forest defenders are shown to spawn right where I placed my troops instead of on the other side of the map like in the actual war attack so now my troops are tied up killing the forest defenders and the “betrayed” troop that was never betrayed. Now the replay doesn’t show the 2 towers destroyed or the air defense that was destroyed, and shows my fighters and Tupelovs flying over those buildings causing all 3 of my tupolevs being destroyed. Because the replay thought my 3 tupolevs were destroyed and sees 10 fighters and 3 tupolevs come out in the 2nd run it automatically adds the first 3 it thought was destroyed (even though they weren’t in the real attack) to the 3 it saw in your 2nd run counting 6 tupolevs in total.

This is just an example of how replays work. I’m not saying it is what happened in your war but I know 100% that this happens in replays and are the major reasons why aircraft count is so innacurate in replays.
 
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Seek

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Thank you Lust for the great information.

My question to BHG why hasn’t this been fixed ? Why hasn’t BHG hired Lust to be head CS might get stuff fixed.
 

nobodyknowsthetrouble

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Forest Defender spawn points- the location of forest defenders spawn from also play a huge role in how your troops target enemy troops/buildings. Replays do not show the correct spawn location all the time. For example, if during my attack forest defenders spawned right on top of my troops then my troops get held up killing them. If during the replay the forest defenders spawn on the other side of the map then my troops are free to destroy other enemy troops/buildings.
それが私にとっての主な原因のようです。

この副作用として、他の逸脱も発生します。 例えば:
- リプレイでは他のターゲットが近くに見えるため、攻撃者は間違った方向に向きます。
- 空挺部隊は建物に飛び乗るときは密集して飛び込みますが、廃墟に飛び乗るときは分散します。
- (説明どおり) 飛行機は森からの防御側ではなく建物を攻撃します。 これにより、リプレイでは破壊された航空機が実際の戦闘では生き残り、再び使用されることになります。 これは、最後の概要に間違った数値が表示されていることを意味します。 さらに、飛行経路が長くなり、マップ上を周回する距離も長くなります。 ただし、これらの航空機の 2 番目の任務は適切なタイミングで離陸するため、戦闘中にあまりにも多くの航空機が見られる可能性があります。
- ゲームは戦術の位置のみを記憶し、影響を受けるユニットは記憶しません。 攻撃者と防御者が異なるパスを選択した場合、リプレイでは裏切りが正しい場所に適用されますが、防御者が存在しないか、異なる防御者が存在する可能性があります。 したがって、
Betrayal- betrayal war tactics used do not register in battles.
というあなたの主張は、原因ではなく結果について説明しているため、完全に正しいとは言えないと思います。

誰が最初に発砲するかも重要です。 特に制圧の効果は他の部隊へのダメージに大きく影響するためです。
 

LuSt

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Messages
181
Sigh…. Ok I’m going to explain this the best I can. I’ve had it happen to me on my own hits and I was curious why the replay showed the way it did. This is what I discovered.

Replays are NOT accurate (obviously). There are a few different reasons why and I’ll explain them one at a time.

Betrayal- betrayal war tactics used do not register in battles. You can see the effect of it being used but the troop betrayed does not actually change. This completely messes up whole outcome of the match and causes the AI to show different attack patterns of the deployed troops. For example, if you betray an enemy HT you no longer have to kill it causing your troops to focus other troops/buildings. Additionally, that betrayed HT would be damaging troops/buildings. This also applies propaganda drone betrays.

Forest Defender spawn points- the location of forest defenders spawn from also play a huge role in how your troops target enemy troops/buildings. Replays do not show the correct spawn location all the time. For example, if during my attack forest defenders spawned right on top of my troops then my troops get held up killing them. If during the replay the forest defenders spawn on the other side of the map then my troops are free to destroy other enemy troops/buildings.

There were a few other things that had an impact on a similar way but I can’t remember what (I’ll update when I do).

The reason why these are so important is because if I take:

10 fighters from my airstrip
2 recons & 3 Tupelovs in my stronghold


(using a nighthawk hanger for +2 air space and fortified strongpoint for +1 troop tactic capacity)

Actual War Attack

I attack a base, I betray an enemy troop(s) using betray/propaganda drone those troops destroy an enemy air defense leaving my troops to destroy other buildings including 2 towers. The forest defenders spawn on the opposite side of the map so they’re not slowing down my troops and now I send my air troops in for cover fire and destroy the Town Center. All my air troops survive the first run and I continue the battle normally sending them out again for a 2nd run.

Replay of War Attack

Replay shows I start my attack and you see a troop betrayed but it still comes for my ground troops (never destroyed air defense like in the actual war attack). Forest defenders are shown to spawn right where I placed my troops instead of on the other side of the map like in the actual war attack so now my troops are tied up killing the forest defenders and the “betrayed” troop that was never betrayed. Now the replay doesn’t show the 2 towers destroyed or the air defense that was destroyed, and shows my fighters and Tupelovs flying over those buildings causing all 3 of my tupolevs being destroyed. Because the replay thought my 3 tupolevs were destroyed and sees 10 fighters and 3 tupolevs come out in the 2nd run it automatically adds the first 3 it thought was destroyed (even though they weren’t in the real attack) to the 3 it saw in your 2nd run counting 6 tupolevs in total.

This is just an example of how replays work. I’m not saying it is what happened in your war but I know 100% that this happens in replays and are the major reasons why aircraft count is so innacurate in replays.
@TheWise @Harlems369th you guys should read this and forward it to your bug department to improve the quality of the game and reduce false tickets about too many air troops.

No, im not going to report it to CS… we all know how that works out.
 

Seek

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@TheWise @Harlems369th you guys should read this and forward it to your bug department to improve the quality of the game and reduce false tickets about too many air troops.

No, im not going to report it to CS… we all know how that works out.
Please submit a cheating report to our CS Team here so that they can investigate.
Well TheWise I did report 4 days later no reply or fix. So I won’t bother ever again reporting anything. BHG customer service not credible. Now cheating happens or a bug not reporting y’all don’t care.
 

Seek

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Please submit those images to the CS Team so that they can investigate, refrain from sharing a list like this so we can avoid false reporting, 'witch hunts', etc.
Well your wonderful CS seems to have gone silent even when we have submitted images etc.

So I am asking Harlem and The Wise what is being done to correct battle report, differences between stars one screen show 2 stars war screen show 4, and when will a true replay system be available or battle report that shows 100% accurate of what hit our base.

My bet we hear for reply is Crickets same as CS team. Which leaves players to think your game full of cheating accounts is why these problem have been ignored for 9 years .
 

TheWise

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Well TheWise I did report 4 days later no reply or fix. So I won’t bother ever again reporting anything. BHG customer service not credible. Now cheating happens or a bug not reporting y’all don’t care.
As we've said before, you won't always receive an immediate reply. It is possible that you may not receive a reply for cheat reports, regardless if any action was taken.

I understand how frustrating this can be, the replay system is a deeply rooted part of the game that takes quite a bit of work to tackle. Reporting helps the team find a direct answer as they continue to tinker at the replay system, I know this is a LONG standing issue, but not reporting it each time it happens does more harm than good.
 

nobodyknowsthetrouble

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As we've said before, you won't always receive an immediate reply. It is possible that you may not receive a reply for cheat reports, regardless if any action was taken.

I understand how frustrating this can be, the replay system is a deeply rooted part of the game that takes quite a bit of work to tackle. Reporting helps the team find a direct answer as they continue to tinker at the replay system, I know this is a LONG standing issue, but not reporting it each time it happens does more harm than good.
Then you should rethink your communication guidelines. It takes us time to write the tickets - we need some form of feedback. You can write in the ticket "Sanctions will be taken", "We are putting him on our watch list" or "That was a false suspicion, you were wrong" (Preferably with an explanation of how the error could have occurred).
Alternatively, you can publish monthly statistics, e.g. 300 cheaters found, 280 of them are reports from players to support. Or you can write 250 players had XP deducted, 40 received a temporary ban and 30 were permanently banned. (made up numbers, maybe it's significantly more or significantly less)

Reporting false replays also seems pointless. I usually have three false replays per war per account (2 own attacks plus my defense). Neither I nor your contact form can handle that many tickets at the same time. A few times I sent screenshots from the first few seconds of the replay, drawing where the defenders spawn during the attack and that they spawn in different places in the replay.
Your support refuses to name that bug. Your support can't write "Thank you for your contribution. We'll forward it to the appropriate department." Instead, we get flimsy excuses like data minimization and AI.
We have written several times in the forum that defender spawn location apparently causes the errors in replays. But you also just refer us to support instead of simply forwarding the post directly to the developers/debuggers. THAT is frustrating. Support must at least admit that there is an error and say thank you for help!
 
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Seek

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Messages
373
As we've said before, you won't always receive an immediate reply. It is possible that you may not receive a reply for cheat reports, regardless if any action was taken.

I understand how frustrating this can be, the replay system is a deeply rooted part of the game that takes quite a bit of work to tackle. Reporting helps the team find a direct answer as they continue to tinker at the replay system, I know this is a LONG standing issue, but not reporting it each time it happens does more harm than good.


Well i love how what I report was battle replay screwed up and the battle report. What does your high speed CS send me lol A cut and paste response saying replay is wrong but your can trust battle log is accurate well apparently it is not cause I reported it wrong as well if it’s right then I want the player banned . Stop being lazy CS team. Even more madd with copy and paste now

If there is difference between battle report and battle log and battle log is accurate then give us battle log at the end this is a joke right
We should atleast be given A report/log of what exactly hit us if battle report is generated by replay fix it replace it with battle log this should have happened 9 years ago. Nobody has trust in CS team this would go long way to instill trust in battle system and CS team. If not here is idea every-time player reports replay error they should be rewarded with 100 tokens or 10,000 crowns since we have dealt with poor replay system and your CS never fixing a known problem. The money for crowns and token can be deducted from the CS team for not doing their job. Start holding them responsible for doing their job and you will problem get fixed when they get few no pay dues check stubs.

This problem will not go away till your honest and transparent, and actually fix the problem.
 
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TheWise

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Then you should rethink your communication guidelines. It takes us time to write the tickets - we need some form of feedback. You can write in the ticket "Sanctions will be taken", "We are putting him on our watch list" or "That was a false suspicion, you were wrong" (Preferably with an explanation of how the error could have occurred).
Alternatively, you can publish monthly statistics, e.g. 300 cheaters found, 280 of them are reports from players to support. Or you can write 250 players had XP deducted, 40 received a temporary ban and 30 were permanently banned. (made up numbers, maybe it's significantly more or significantly less)

Reporting false replays also seems pointless. I usually have three false replays per war per account (2 own attacks plus my defense). Neither I nor your contact form can handle that many tickets at the same time. A few times I sent screenshots from the first few seconds of the replay, drawing where the defenders spawn during the attack and that they spawn in different places in the replay.
Your support refuses to name that bug. Your support can't write "Thank you for your contribution. We'll forward it to the appropriate department." Instead, we get flimsy excuses like data minimization and AI.
We have written several times in the forum that defender spawn location apparently causes the errors in replays. But you also just refer us to support instead of simply forwarding the post directly to the developers/debuggers. THAT is frustrating. Support must at least admit that there is an error and say thank you for help!
Bugs from forums do get shared internally, but as we've said before, without the game information sent from a supporting ticket, it's harder to find/recreate issues players run into. It's harder for me to share the importance of an issue that players experience with a lack of support tickets behind it. Myself, Harlems, and CS are all working together to forward the information sent to us, but direct game information from a reporting ticket is by far the best way to help us better drive the necessity of these issues. Work is being done for replays, but it's incremental steps and I wish I had an immediate answer or timeframe, but unfortunately I don't.

Cheating does get handled in part by CS, but it's handled mostly internally. Constant adjustments are required to cover the many points of attacks we face on the game, sometimes new avenues to exploit are discovered and can be fixed faster when supported with a cheat report that is submitted. Indeed, replays have inaccuracies that sometimes make it seem like a player could be cheating, which isn't a good feeling.
 

Seek

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Well i love how what I report was battle replay screwed up and the battle report. What does your high speed CS send me lol A cut and paste respond saying replay is wrong but your can trust battle log is accurate well apparently it is not cause I reported it wrong as well if it’s right then I want the player banned . Stop being lazy CS team. Even more madd with copy and paste now

If there is difference between battle report and battle log and battle log is accurate then give us battle log at the end this is a joke right
We should atleast be given A report/log of what exactly hit us if battle report is generated by replay fix it replace it with battle log this should have happened 9 years ago. Nobody has trust in CS team this would go long way to instill trust in battle system and CS team.
Bugs from forums do get shared internally, but as we've said before, without the game information sent from a supporting ticket, it's harder to find/recreate issues players run into. It's harder for me to share the importance of an issue that players experience with a lack of support tickets behind it. Myself, Harlems, and CS are all working together to forward the information sent to us, but direct game information from a reporting ticket is by far the best way to help us better drive the necessity of these issues. Work is being done for replays, but it's incremental steps and I wish I had an immediate answer or timeframe, but unfortunately I don't.

Cheating does get handled in part by CS, but it's handled mostly internally. Constant adjustments are required to cover the many points of attacks we face on the game, sometimes new avenues to exploit are discovered and can be fixed faster when supported with a cheat report that is submitted. Indeed, replays have inaccuracies that sometimes make it seem like a player could be cheating, which isn't a good feeling.
Suggestion separate Battle Reports from replays and just give us the actual battle log till replay system is 100% atleast then we know what hit us accurately. This stop CS team looking like they ant listening. Really if y’all can see an accurate battle log then give it to player instead of battle report. This would atleast be better. Only reason not to give actual battle log BHG truthfully has no clue what being used in battle.
 
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