Minecraft anticheat guide
Anticheat Rules for Ranked PvP Seasons
How to set anticheat rules for ranked PvP seasons: phase-based modes, a locked rule set before launch, bypass control and a repeatable rating dispute process.
How should anticheat rules change during a ranked season?
Ranked seasons need anticheat settings that change by phase. Test new settings in alert-only mode before launch, keep punishments off until staff have reviewed a week of real alerts, and freeze the rule set once the season starts. Publish every rule change with a date so an appeal can be judged against the rules that applied at the time.
Why do ranked queues need their own rule set?
A ranked queue ties players to rating, seeding and prizes, so a wrong punishment costs more than it does on a casual server. A player who loses a seeded spot can lose a whole season of effort. Staff need a written rule for flagged matches before the first match is played, not after the first complaint.
Ranked play also changes faster than casual play. Matchmaking puts players with different ping, client versions and sensitivity settings into the same match within minutes. Changing punishments on the fly, which can be reasonable on a small friends server, is hard to defend once rating is at stake.
Keep the ranked profile separate from casual profiles when your anticheat supports it. That lets you change ranked punishments without changing casual queues. Check your anticheat's configuration docs for the exact option before you plan around it.
Which anticheat mode fits each season phase?
Use this table as a starting point. Replace the mode names with the ones your anticheat actually supports, and check its documentation before copying any setting. The exit conditions matter more than the modes: a phase ends when its condition is met, not when the calendar says so.
| Phase | Anticheat mode | Staff task | Exit condition |
|---|---|---|---|
| Pre-season test | Alert only | Review alert types on staging queue traffic | Seven days of alerts reviewed with no unexplained clusters |
| Launch week | Alert only, or the mode chosen before launch | Review every flagged ranked match | Alert review signed off by the season lead |
| Mid-season | Punishments enabled as written in the policy | Weekly appeal review | Appeal backlog cleared each week |
| Finals and playoffs | No setting changes | Referee review of flagged finals matches | Event ends and the rule freeze lifts |
| Off-season | Settings reviewed and staged | Update the season rules document | New version tested on staging |
How do you lock the rule set before launch?
Work through these steps in order. Each step leaves a record you can show in an appeal, and the record is what keeps the season fair when a player disputes a result.
How do you restrict bypass permissions to ranked staff?
Bypass permissions are the quickest way to undo a ranked policy without anyone noticing. Limit them to one named group and log every grant. The example uses LuckPerms. Replace both placeholders with your own group name and the bypass node listed in your anticheat's permissions reference.
# Placeholders: replace <staff-group> and <anticheat-bypass-node>
/lp group <staff-group> permission set <anticheat-bypass-node> trueHow should a rating dispute be handled?
A disputed rating change should follow the same path every time. Start with the match record, then the alert log, then any replay or trace your tools provide. Decide the outcome from the written policy, not from how confident the reviewer feels about the clip.
Keep dispute outcomes in one place. If the same alert type keeps producing reversed decisions, the setting needs review. Do not add a one-off exception for a single player, because that exception becomes the next dispute.
What have we not verified?
This article does not measure detection accuracy, false-positive rates or the effect of any anticheat on ranked matchmaking. It describes a process. Test the settings you choose on your own staging queue before the season opens.
If you run FairPlay, its punishment and mitigation settings are described in the FairPlay configuration docs at /docs/configuration/punishments. Compare those pages with your season document before launch.
FAQ
Should alerts stay on during the season launch?
Usually yes. Alerts show staff what the anticheat reports on live ranked traffic. Keep punishments off until the launch-week review finds no unexplained alert clusters.
Can a flagged match be voided automatically?
Only if your season policy says so and your anticheat exposes that decision to your tools. Choose one outcome before launch: void, hold for review, or no change. Publish the choice with the rules.
Do ranked and casual servers need separate anticheat profiles?
Often they do. A separate profile lets you change ranked punishments without touching casual queues. Confirm that your anticheat offers the option in its own docs before you plan around it.
How long should the pre-season test run?
At least one full week of real queue traffic, so that peak and off-peak hours both appear in the data. A shorter test often misses the ping and client-version spread that drives most odd alerts.