AUS/NZ
PC PS XBOX GIRL TV STORE
Login:
? Sign Up!
Powered by AMD
E-Sports Communities & Competitions

Rugby League Live CGo Ladder : LOCKED

Rules for PS3: Rugby League Live please read them carefully and remember to re-check them regularly.

Ladder proudly brought to you by:
Ladder Information
Match Date Defender Attacker Map Action
         
         
         
         
         
         
         
More
Rules


Rugby League Live Rules




Game Settings

Private: On
Number Of Players: MAX 1v1 Players
Length Of Match: 20 MIN
Forward passes: On
Offside: On
High Tackles: On
Injuries: On
Interchanges: Limited
Stadium: Any
Weather: Any




General Rules




1.0) Team Rosters, Rights & Eligibility

1.1) All players must be on the team roster in order to compete in a cybergamer match. If a player that is not enrolled on the team, or is ineligible, participates in a match the offending team will forfeit the match.

1.2) Captains:
A captain has the power to:
~ Accept and reject challenges
~ Create challenges
~ Invite, remove or decline members
~ Promote or demote members within the team
~ Change team profile information
~ Report match results and dispute matches
~ Add or remove the team from the ladder

1.3) Ineligible Players Rule:
Before a match if a player is ineligible both teams need to check why, and captains are responsible for making their players eligible if possible. No ineligibles can play from now on regardless of team agreements, if you play an ineligible it's a match forfeit.

1.4) Ineligible statuses:
~ Banned (cannot play)
~ Joined after challenge was made (cannot play) unless ladder Admin has given the yes
~ No PSN ID entered (cannot play, can if they add PSN ID before game)

1.5) Joining a team:
All players must have a valid PSN ID in order to be eligible to play in a match. Until a PSN ID is added to a players profile they will remain ineligible to play in ladder matches. If you are having trouble validating your PSN ID, click here and submit a support ticket for this to be fixed ASAP.

1.6) Roster Locks:
The rosters will be locked two weeks prior to the commencement of the finals series. After this no teams in the locked number can challenge/be challenged by other teams until the finals are complete.

1.7) Score Entering:
Correct scores must be entered before 11:30 pm AEDT.

1.8) Correct way to enter scores:
If a team wins the match 7 games to 1, the score is to be entered 7 - 1, not 1 - 0.
Entering incorrect scores for "fun" or "jokes" will not be tolerated and will result in the captains of the team being penalised to the discretion of the ladder administrator.

1.9) Score Results Reporting:
It is expected that both teams will record the score results of a match and will provide evidence (see 8.0 for Disputes). Score results must be recorded at the completion of each part of the match.




2.0) Challenges & Match Characteristics:

2.1) When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map and the match is scheduled.

2.2) Matches can be played on any night.

2.3) A team can only challenge an opponent half their own rank or four places higher than themselves, whichever is greater. For example: a team ranked 38th can challenge up to a team that is ranked 19th.

2.4) Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.

2.5) A challenge can not be accepted within 12 hours before the scheduled time.
If a team successfully defends their position, the ladder automatically grants a "protected" status for FORTY-EIGHT hours, awarding immunity from challenges.

2.6) Challenging and winning will leave you with a normal status of "free".

2.7) If you lose a "Challenging" match you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.

2.8) If you lose a "Defending" match you will become "vulnerable" for TWELVE hours where you will be unable to challenge.

2.9) If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.

2.10) Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.

2.11) A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.

2.12) When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.




3.0) Hosting: (only applicable to games other than COD)

3.1) Challenger will always host. If the host has a bad latency or bad internet and both players agree, the other player can host the match. This is to be discussed before the game goes live.




4.0) Connection Issues / Loss of connection: (only applicable to games other than COD)

If the connection is lost between the two teams there are certain actions to take-

4.1) If the match is in the first 10 minutes and the connection is disconnected the game will be restarted or rescheduled, if neither team can settle on an outcome, place the match into dispute.

4.2) If the connection drops on a restarted match, the player who disconnects will forfeit the game. The score will be entered in as 1-0 on the result page.

4.3) If the game disconnects after 10 minutes the team leading will take the win.

4.4) If both players agree to reschedule the game if there are genuine connection problems, it is acceptable. Otherwise it is a default win to the team which did not disconnect.




5.0) Pre-Game Setup & Match Start:

5.1) Both teams/captains are expected to send friend requests, messages and game invites to the opposition team. It is NOT just up to the challenging team to organise. Both teams are responsible for the organisation of matches. If any players are having problems connecting to the game lobby then a new players should host the lobby.

5.2) Both teams have 20 minutes from the scheduled match time to get their team in the lobby/online and ready to begin the match. If either team is not ready to begin the match after the 20 minutes has passed then they will forfeit the match.

5.3) If the match goes LIVE after 20 minutes from the scheduled start time, neither team can dispute the match on the ground of the 20 minute rule. If a team is late to a match and 20 minutes have passed, take a photo of all the evidence you can provide (inc. game lobby friend lists and time) and put the match into dispute.




6.0) Sportsmanship Behaviour:

6.1) Unsportsmanlike behaviour will be dealt with at the discretion of a ladder administrator whilst in game and in the forums.

6.2) CyberGamer handles Unsportsmanlike behaviour quite seriously and continuing offenders will be punished.




7.0) Forfeits: (only applicable to games other than COD)

7.1) If a player fails to show this will result in that player forfeiting the match, unless it was agreed upon between the two teams prior in the match page chat. ENTER 1-0 to show a forefit victory. See 9.0 for information on what you will need to provide.




8.0) Cheating:

8.1) Cheating is defined as, but not limited to, the following activities:
~ Deliberately manipulating your connection, as the host or player.
~ Using any settings that are restricted by the rule sets. Including perks or incorrectly setting up the game.
~ Getting out of the boundaries of any map.
~ Using a modified controller (including a turbo controller)
~ Playing in more than one team on a single ladder.
~ Exploiting in game mechanics.

*If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand*

8.2) If a player is caught cheating in a match their team will forfeit the rounds that were affected. If a player is caught cheating a 2nd time they will forfeit the match. The team's participation in the season will also be reviewed.

8.3) In all cases of cheating the burden of evidence falls on the accuser. All reports of cheating should be submitted directly to the appropriate Cybergamer referee with all evidence.

8.4) Each case of cheating will be reviewed by the ladder administrators and punishments will be handed to the administrators discretion.

8.5) Threads, Forum Posts or Comments regarding cheating in the Public Forum are not acceptable and will be removed. You are responsible for your own actions and the outcome will be handled by CG Administrators




9.0) Disputes:

9.1) Evidence must be provided in the form of digital video or video screen capture. Without this proof, all disputes will be thrown out immediately. To assist us with no show disputes, it is required for you to take a still image of the pending friend request or offline friend along with the time and date clearly visible in the same image.

9.2) Disputes of cheating made in the public forum are not acceptable and will be removed.

9.3) Continual unsubstantiated disputes or disputes involving falsified evidence will result in action being taken against the player making the claim. Disputes made by "aliased" players will be disregarded.

9.4) It is encouraged but not compulsory that both teams take a half time and a full time screenshot of the score board. This is to help provide evidence in the case of a dispute and to be used in after match write ups.

9.5) Making false/useless disputes will be dealt with at the discretion of a ladder administrator. Disputes without evidence will be noted but further action is unlikely to occur.




If you have any questions about these rules, please submit a support ticket here
160,270 Members | 1,687 Online
8,611 members and 117,000 guests online in the last week
Follow CG On:
-
Show Posts
Latest Threads:
-
Live User Streams:
CyberGamer Premium Monthly Raffle 4 Days WIN an iPod Nano 16GB every Month! Congratulations xipho, our April Winner!