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GodiusNews[Notice] Abnormal Play Detection and Ban Criteria
Community

[Notice] Abnormal Play Detection and Ban Criteria

Godius · published 12 Aug 2026, 08:46 UTC

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Hello, this is the Godius:EternalWar Operations Team.

Recently, we have received multiple inquiries and appeals regarding false positive detections related to our measures against abnormal gameplay. To address this, we would like to clarify our criteria and official stance on this matter.

Since the official launch, we have designated accounts showing signs of using unauthorized auxiliary programs as "Special Monitoring Targets" and operated protective features to restrict unnecessary or abnormal requests to the server.

However, during the initial implementation phase, we identified a possibility that normal gameplay, such as movement or casting spells, could experience temporary delays. To minimize the impact on our normal users, we temporarily disabled the blocking function for these targets and only conducted detection for about two weeks to collect relevant logs again.

Based on the collected data, we have adjusted our detection criteria and defense mechanisms multiple times. Currently, we cross-verify various factors so that simple system environments or temporary network issues do not lead to bans. In our current verification process, we review the following elements comprehensively.

  • Differences between the casting speed stats and server-side calculation criteria

  • Temporary instability of the CPU and system timer

  • Time measurement errors caused by overclocking or hardware settings

  • Network latency and changes in packet arrival order

  • Whether the detection was a short, isolated incident

  • Repeated and concentrated detection patterns over a certain period

  • Detection records categorized by type, such as movement, basic attacks, skills, and spells

We do not issue automatic bans simply because an abnormal phenomenon occurred once or twice. An account is designated as a Special Monitoring Target and subsequently banned only when the same abnormal pattern repeats over a sufficient observation period and accumulates records that cannot be explained by normal gameplay or network environments.

An analysis of recently auto-banned accounts revealed cases where users reconnected with different accounts from the same IP address after being banned. While many of these subsequently showed no detections or played at very low detection levels, we found that some accounts accumulated repeated abnormal records again, resulting in another automatic ban. All confirmed cases of repeated auto-bans from the same IP were related to repeated spell types.

We have also confirmed many cases where detections disappeared or significantly decreased after a ban. This serves as reference material showing a clear change in play patterns before and after the ban. However, we do not conclude they are the same user solely based on the same IP address. Actual bans are determined by comprehensively evaluating account-specific detection records, repetitiveness, and concentration by time zone.

Over the past few weeks, we have continuously repeated the process of detection, verification, data recollection, and criteria adjustment to effectively restrict unauthorized programs without affecting normal users.

Nevertheless, we cannot completely rule out the possibility of false positives in any system. If you believe you have been banned during normal gameplay, please submit an appeal through our official support channels. For submitted cases, we will carefully re-examine the detection time, type, repetition frequency for each account, and the server records at that time. Accounts with clear, accumulated records of using unauthorized programs will remain banned to ensure fairness and protect normal users.

We will continue to make improvements to reduce the impact on normal gameplay and respond more accurately to repeated abnormal behaviors.

Thank you.

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