Why can't someone seal it on my behalf? Revealing the gray area of the game playing industry
In recent years, with the vigorous development of the e-sports industry, game playing (power leveling) services have gradually become a hot topic. Although game companies have explicitly banned the practice of playing on behalf of others, there are still a large number of accounts that have not been banned, triggering widespread discussion among players. This article will combine the hot data of the entire network in the past 10 days, analyze the reasons behind the agency industry, and display relevant structured data.
1. Current status and hot topics of the agency printing industry
According to recent popularity statistics on social media and gaming forums, the following are hot topics related to agent playing:
Topic classification | heat index | Main discussion platform |
---|---|---|
Security of proxy account | 8.5/10 | Tieba, NGA |
Comparison of printing prices | 7.2/10 | Taobao, Xianyu |
Anchor acting event | 9.1/10 | Weibo, Bilibili |
Tips to prevent account ban | 6.8/10 | QQ group, Discord |
2. Three major reasons why your account should not be blocked
1.Mature technical circumvention methods
Professional play studios use a number of techniques to avoid detection: using local IP, simulating normal player operation trajectories, controlling daily game duration, etc. A recently exposed internal data of a proxy playing team shows that its account survival rate is as high as 87%.
circumvention techniques | Use ratio | Valid time |
---|---|---|
IP camouflage | 92% | 2-4 weeks |
behavioral simulation | 85% | 1-3 months |
Device fingerprint modification | 76% | 3-6 months |
2.There are loopholes in the reporting mechanism
The game reporting system mainly relies on player reporting and automatic detection. The proxy printing team circumvents this through methods such as "small account testing" and "segmented work": first use a small account to test the current version detection rules, and then complete the proxy printing tasks in batches. Data from a popular MOBA game shows that only 23% of reports for proxy players were eventually banned.
3.Differences in platform supervision
There are significant differences in the crackdown efforts of different game manufacturers. According to the statistics of account bans in the past 30 days:
Game name | Average number of accounts blocked per day | Proportion of agents |
---|---|---|
King of Glory | 1,200 | 18% |
League of Legends | 800 | 32% |
Genshin Impact | 350 | 9% |
Eternal calamity | 150 | 41% |
3. Player attitudes are polarized
A recent vote by tens of thousands of people on a game forum showed:
point of view | support rate | main population |
---|---|---|
There should be a complete ban | 47% | Ordinary player |
Existence is reasonable | 28% | office workers |
Just strengthen supervision | 25% | competitive player |
4. Future development trends of the industry
1. Game manufacturers are upgrading their AI detection systems. The new generation behavioral analysis engine can recognize 99.7% of script operations, but the recognition rate for manual playback is still less than 40%.
2. Some countries have begun to legislate and regulate game playing services. South Korea passed a bill in 2023 that clearly stipulates that it is illegal to do so on behalf of others, subject to a fine of up to 20 million won.
3. There is a trend of "high-end customization" in the agency market, with the rise of personal coaching services, and the price of some services has reached 20-50 times that of ordinary players' monthly cards.
Conclusion:
The game between proxy fighting and counter-beating will continue to escalate. Game manufacturers need to form a closed loop in terms of technical testing, reporting mechanisms and punishment, and the player community also needs to establish a healthier competitive culture. Only by joint efforts of many parties can a fair gaming environment be maintained.
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