Banning a cheater from one FiveM server is a local fix for a network problem. The person you just removed does not quit. They tab out to a server list, sort by player count, and reconnect somewhere else inside a minute. Same license, same hardware, same machine that just ran the executor, now walking into your neighbor's server. The Raven Network closes that door.
The Raven Network is a single, network-wide ban list. When Raven staff confirm a cheater, that ban is enforced on every Raven server that has the network turned on. It runs the moment a player tries to connect, on top of whatever bans that server already keeps on its own. One confirmed cheater, locked out everywhere at once, before they finish loading in.
The problem a single-server ban doesn't solve
Paid cheats are sold as a subscription, not per server. The buyer's whole point is to run the menu wherever they land. Banning them from your server protects your server for exactly as long as it takes them to pick a new one. The detection worked. The consequence didn't travel.
Shared ban lists are an old idea in FiveM, usually a Discord with a spreadsheet and a copy-paste workflow nobody maintains past the first month. They fail for one obvious reason. A ban list is only as good as the trust behind each entry, and a list anyone can append to fills up with grudges, mistakes, and revenge bans within a week. The Raven Network is built around that failure, not in spite of it.
What a global ban actually is
A global ban is a record that lives outside any single server. It carries the cheater's identifiers, their hardware ids, and the reason. Nothing about the player's session beyond that. When someone connects to a Raven server with the network enabled, the connect check runs their identifiers against your own ban list first, then against the global list. A hit on either one stops them at the loading screen.
The rejection screen tells the player which kind of ban caught them. A normal server ban reads the way it always has. A global ban shows a GLOBAL BAN badge and a Banned by: Raven Network line. That way the player, and any admin reading a screenshot in a ticket, can tell the difference between something your team did and something the network did.
Why only Raven staff can issue one
This is the line between the Raven Network and the Discord-spreadsheet version. A server admin cannot push a ban onto the network. Only the Raven team can, and they do it by escalating a ban that already has evidence behind it, usually straight from the action-logs channel where the detection landed.
The reasoning is the same one that sinks every community ban list. A network ban affects servers that are not yours. The moment any admin can add an entry, the list inherits every bad ban, every false positive, and every "this guy beat me in a firefight" from every server on it. Keeping the issue path staff-only means a global ban carries the same standard of evidence whether it lands on your server or someone else's, and one team stays accountable for every entry.
You stay in control
On does not mean unconditional. The network is a setting on your server, and you own it both ways.
- Turn it off entirely. The Global Bans toggle in your main settings switches the network off for your server with one click. Off means your server enforces only its own bans, exactly as before.
- Override a single ban. If one global ban catches a player you want to allow, a content creator, a friend, a case you already looked into yourself, paste that ban's id into the whitelist. Your server ignores that one entry and keeps honoring the rest of the list.
Every global ban has its own id in the same format as your kicks and bans, something like global-ban-1781927244416-skxql0y, so a whitelist entry is never ambiguous. It overrides exactly that ban and nothing else.
What it deliberately doesn't do
- It does not let your admins ban other people's players. Issuing and removing global bans is staff-only by design. Your team's reach ends at your own ban list.
- It does not share player data. A global ban stores the identifiers and hardware ids needed to match a connection, plus the reason. It does not carry chat logs, positions, or session payloads between servers.
- It does not override your decisions. Whitelist a ban and it stays whitelisted. Turn the network off and it stays off. The network never re-enables itself or quietly re-applies a ban you chose to ignore.
What this looks like on a Tuesday
A player buys a mod menu on a Monday night and loads into a 200-slot server running Raven. The aimbot detection fires, the ban lands in that server's action-logs channel with the evidence attached, and a Raven staffer escalates it to the network with one click. By the time the cheater rage-quits and reconnects to the next server on the list, the global ban is already live. They get the GLOBAL BAN screen before they spawn. They try a third server, a fourth, a fortieth. Same screen every time.
The detection still has to happen once, on one server, with real evidence. That part does not get easier. What changes is the math after. One confirmed ban does the work on every server in the network instead of just one. The cheater paid for a subscription that now buys them a loading screen, and the operators who never even saw them spent zero seconds keeping them out.