Quick answer: Ban on multiple durable signals with clear scopes and durations, record every action with a reason, and provide an appeal and reversal path.
A ban system that is easy to dodge or impossible to appeal fails everyone. A robust one fixes both. Here is how.
How to fix it
1. Use durable signals
Combine account, device, and payment signals so a banned cheater cannot trivially evade with a new account.
2. Scope and time bans
Apply the right scope and duration per offense rather than one blunt permanent ban.
3. Record and allow appeals
Log every ban with a reason and provide a reversal path so mistakes are correctable.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every backend error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.