FIFA 16: H2H 1v1 Tournament Ruleset
Settings
Game Length: 6 minutes per half
Game Speed: Normal
Injuries: Off
Team: Any
Squad Type: Online
Please note that this is H2H, not FUT.
CGPS FIFA:16 1v1 H2H Tournament General Rules
1 - Administration
1.1 Contact Us
The CyberGamer Support System is the primary method of communication between players and administrators. A support ticket should be created in any instance where the player has any questions, concerns or issues regarding any aspect of the competition or at any point in time where a player feels it necessary to contact an administrator. You can access the CyberGamer Support System here.
1.2 CyberGamer Anti-Cheat Policy
The purpose of the CyberGamer Anti-Cheat Policy is to provide guidelines for infringements which require a match ban as a part of their penalty. All players must adhere to the CyberGamer Anti-Cheat Policy when competing in any CyberGamer competition. The complete Anti Cheat Policy can be found here.
2 - Acknowledgement
By joining this CyberGamer Tournament I acknowledge that I have read and hereby accept and agree to the site Terms and Conditions, Anti-Cheat Policy and all rules and restrictions set in place by CyberGamer staff and administration.
I acknowledge that being able to participate in any ladder on this site is a privilege which may be revoked at any time, with or without explanation, at the discretion of CyberGamer staff and administration.
3 - Player Requirements
3.1 CyberGamer Account
To compete in a CyberGamer competition you must be a registered member of the CyberGamer site. You will not be able to join the competition until an account has been made. If you do not have a CyberGamer account you can register here.
3.2 Player Eligibility
To be eligible to compete in CyberGamer competitions you must fulfil the following expectations as the player;
- Must not have an active match or tournament ban listed on your profile.
- Must have joined your team prior to a registrations closing.
- Must have a PSN ID entered on your profile (See below).
3.3 Player PSN ID
CyberGamer requires each player to have submitted their correct PlayStation Network ID (PSN ID) on their CyberGamer profile prior to being eligible to compete. It is the responsibility of the player to ensure that the PSN ID entered on their profile is correct and up-to-date at all times.
4 - Team Requirements
4.1 Team Activation
Upon creating a competition team you are required to have a minimum of 1 players invited to and in acceptance of the invitation to join the team, in order to activate the team before you are able to begin a challenge. Once the minimum number of players has been fulfilled you are then able to interchange the roster at team discretion.
4.2 Team Roster
Each team must have a minimum number of players on their roster in order to compete in a competition. The minimum number of players required is 1. A player will not compete on behalf of a team if they are not on the team roster.
4.3 Team Captains
Each team must nominate at least one player to undertake the responsibility of team captain. The team captain is responsible for accepting and scheduling challenges, adding and removing players from the roster, ensuring match scores are submitted correctly and lodging disputes if deemed necessary.
The team captain has an obligation to the other members on the team to behave professionally and represent the team in a sportsmanlike manner. The team captain is responsible for his teams behaviour during CyberGamer and is thus accountable for any outcomes thereof.
By default, the founding member of the team will be set to captain and can delegate further duties as seen fit.
4.4 Team Name
CyberGamer team names containing any of the following will not be tolerated: profanity, racism, sexism, drug use, silly or too big in size. Refusing to change a team name or repeat use of an inappropriate name will result in punishment. CyberGamer teams may not use the name of a team in which is not theirs (as interpreted by CyberGamer staff and administration).
5 - Match Information
5.1 Match Scheduling
All matches will be scheduled via the CyberGamer tournament system.
All teams/players have a 15 minute period from the match scheduled time to show up and play their match. If a team does not show up by the end of this period, teams must enter the scores as 1-0 to the team who showed in the CyberGamer tournament system.
Teams have 5 minutes between each game. If a team/player goes over this period you may forfeit the map at administrators discretion.
If a match goes beyond what is a reasonable allocated time both teams are subject to forfeit at administrator discretion.
Please follow the above steps under contact us for support if required.
5.2 Match Punctuality
All teams/players have a 15 minute period from the match scheduled time to show up and play their match. If a team does not show up by the end of this period, teams must enter the scores as 1-0 to the team who showed in the CyberGamer tournament system.
Teams have 5 minutes between each map/game mode. If a team/player goes over this period, please follow the above steps for support.
5.3 Seeding
Seeding is done at random per the CyberGamer Tournament System
The team seeds are done in ascending order. Seed one (1) is the highest seed (i.e. Seed ten (10) is a higher seed than twenty (20)). Seeds can be found via the tournament home page.
5.4 Hosting & Home/Away
Highest seed is to host the game.
Hosting Players must have Open NAT Type.
Hosting Players should create the Private Match. As the hosting Team changes over the course of a Match, the new hosting Player should leave the Private Match and create a new one. If, after the start of a Game, Host is transferred to a Player who wasn't designated to be the Game's Host, the Game must still be played.
If a player's connection to the Host becomes unreasonable during a game, the Game must still be played. After each Game, either Team may request that a new Host be tested, if the previous Host was unreasonable. ( For FIFA this only applies to BO3's )
5.5 Ruleset
It is the responsibility of the match host to ensure that the correct ruleset is loaded for the match. In the instance that the incorrect ruleset is played the game will be forfeited to the team which did not host. If it is established within the first 30 seconds or goals have been earned, that the ruleset is incorrect the game must be restarted.
Verbal & Written agreements to play different settings and/or rules will not be honored by Admins, this includes gentlemens agreements.
5.6 Connection Issues
If a player loses connection while they are leading, or if the game is tied, both players must agree to start a new game and play out the remaining minutes. For instance, if the game cuts out in the 57th minute with a scoreline of 1-0, that score remains intact and both players play a new game until the 33rd minute. If a player disconnects while they are losing, they can still play out the remaining minutes if they wish.
5.7 Broadcasting
Players are permitted to broadcast their own point-of-view in matches. This is only acceptable if there is a significant time delay (greater than 30 seconds) between real-time and the broadcast.
When broadcasting through a live streaming service or uploading recorded footage to a video sharing site; you cannot have 'CyberGamer' or any abbreviation of it within the title of the media. This may be seen as if you are representing CyberGamer to someone unfamiliar with the site, which you are not. You may only include this information with permission from an administrator.
5.8 3rd Party Communication
All 3rd Party Communication programs and systems are allowed to be utilised for team communication during matches. It is advised that your team captain is still easily contactable by the opposition (or referee if present) in the case an issue arises.
5.9 Reporting Results
Both teams must report the Match result to the CyberGamer Tournament System within 5 minutes of its completion. Failure to report the Match results on time may results in a Forfeit.
At least one member of each Team should take a Screenshot(s) of each Round's/Game's results in case proof is needed for a dispute. Screenshots should contain the Round Score, Players on each Team, and a time stamp.
5.10 Disputes
A dispute should be lodged by the captain on behalf of their team if there is a dispute regarding any issue in the match that is not resolved by the referee (if present). Disputes, depending on the complexity will be managed by either a referee or administrator and may take an extended period of time to resolve.
Disputes lodged should be accompanied with evidence provided in the form of digital video or video screen capture. It is difficult to resolve a dispute without evidence and may take a longer period of time than usual.
Making false or useless disputes will be dealt with at the discretion of an administrator and repeat offenders will increase the likelihood consequences if seen fit.
6 - Cheating & Exploitation
6.1 Cheating
Cheating is defined as but is not limited to, the use of software/equipment to manipulate another user's connection, 'map hacks', 'wall hacks' or any other form of hacking/glitching content that presents a user with an unfair advantage over the opponent in any game.
If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand
Any form of cheating is should be reported to CyberGamer staff and administration via the CyberGamer Support System with evidence in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim. Cheating claims are managed by CyberGamer administration in accordance with the CyberGamer Anti-Cheat Policy.
6.2 Exploitation
Exploitation is defined as exploiting the in-game mechanics to give an unfair advantage over the opponent in any game. Exploitation may cover the following examples:
- FOV / Texture Glitching - If you can see people but they can't see you, or you can shoot people but they can't shoot you.
- Planting on top of Bomb - Planting on top of the bombsite itself. This also includes any exploit to alter defusing of the bomb through an object or making the bomb impossible to defuse or access at any point in any position.
As per cheating, any form of exploitation should be reported to CyberGamer staff and administration via the CyberGamer Support System with evidence in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim. Cheating claims are managed by CyberGamer administration in accordance with the CyberGamer Anti-Cheat Policy.
7 - References
Last updated - 22/6/2016