1. League Member Code of Conduct
    1. Play fairly and within the rules of the VR Master League.
    2. Treat your fellow gamers, teammates, competitors, spectators, and League officials with respect and dignity.
    3. Discriminatory language, hate speech, threats, doxxing, and other forms of harassment or unlawful behavior will not be tolerated.
    4. Team Captains may be held responsible for their team's behaviour.
    5. Accusations of impropriety or foul play are taken seriously and should be brought to the attention of the League Moderators.
  2. Regions & Participation Requirements
    1. The League is separated into three regions: America, Europe and Oceania/Asia. The list of countries per region can be found here.
    2. Teams must consist entirely of players from one region, and must also compete in that region. Mixed teams are not allowed.
    3. A League Substitute may only play for a team if both the League Substitute and the team needing a substitute are registered in the same region.
    4. Your country's flag is required on your VRML profile and should represent where you live and play the game from. Providing false information about this can result in a ban from VRML. Your nationality flag is totally optional.
    5. Within a region, a player is only allowed to participate if their ping, as displayed on the scoreboard, is consistently below the ping cap:
      1. America = 150
      2. Europe = 150
      3. Oceania/Asia = 250
    6. Ping cap details
      1. If, during a match, a player's ping is continually higher than the ping cap for their region, they must be replaced with another player (either a rostered substitute or a League Substitute) whose ping is acceptable.
      2. When the situation is unclear, the "pause" button should be pressed and a League Moderator invited to the match to make a ruling. If the teams continue to play without informing a League Moderator, the conditions under which the match is played are considered to be accepted by both team captains and the result will be valid.
      3. If you are playing with a Rift or Rift S, we strongly encourage you to use ATLAS (https://atlas.echovr.gg/) so a League Moderator can join your match at any time. If you are not using ATLAS, pay close attention to Discord so an invite to your match can be sent quickly.
    7. If a player has to be replaced during a match due to a violation of the Ping Cap rule, the team needing a replacement must use their "technical timeout" (see Technical Issues & Timeouts below). The timeout, in this instance, may be extended up to 15 minutes. The 15 minutes begins when the decision is made to look for a replacement. If the allotted 15 minutes passes without a replacement player having joined the match, play must resume 3v4 or the offending team forfeits one round. If another 15 minutes passes without play resuming, the offending team forfeits two rounds. (see Scoring System below)
  3. Matches Organization
    1. The League will generate match-ups each week of the regular season.
    2. The matches are generated on Mondays.
    3. When weekly matches are generated, any team with fewer than four (4) rostered players will be turned inactive and not be allowed to play the current week.
    4. Teams are responsible for scheduling their matches.
    5. Players must reach out to the other teams using DISCORD to schedule their matches.
    6. Teams must schedule their assigned matches by Friday 1600 UTC of the week it is to take place. A reminder will be sent if teams are late to schedule.
    7. Although the normal scheduling deadline is Friday, as detailed above, if Team A indicates to Team B that they can only play on a given selection of days (e.g. Wednesday and Thursday, and only if given at least 24 hours notice), and Team B makes no effort to communicate until after those days, Team B will be considered for a forfeit.
    8. The scores must be submitted as soon as the game is over. (see Scoring System below)
    9. All matches must be played and have the scores submitted by 1600 UTC on the following Monday.
    10. Teams will play a minimum of 2 matches per week during the season, with exception to the following rules:
    11. Once per season, a team may elect to become inactive (indicated by the team appearing greyed-out on the standings page) for one week without penalty. On subsequent inactivity (not necessarily consecutive weeks), said team will receive a weekly recurrent MMR penalty until it becomes active.
      1. If a team's status is set to "inactive", they will not be assigned matches on the following Monday and will not receive their allotment of challenges for that week. Inactive teams are still expected to complete matches that have already been assigned and/or scheduled.
      2. If a team chooses to use their free inactive week, they should open a ticket to let the League Moderators know.
    12. Once per season, when scheduling is deemed to be excessively difficult or impractical, a team may postpone one match without penalty, to be scheduled the following week.
    13. Once a match is scheduled on the VRML website, it may not be rescheduled to another week. It may be rescheduled to a different time within the same week if both teams agree.
    14. Occasionally, there may be significant events or circumstances, outside of player control, which affect both teams' ability to play a scheduled match (e.g. a patch is released that makes the game unplayable). In such an event, the match may be rescheduled to the following week, pending League Moderator approval.
    15. In the event that a team becomes inactive or drops out before playing any matches in the current season, and a match was created for that team, the match is cancelled (not forfeited) and their opponent will be allowed an extra challenge match in compensation. The players on the team that dropped out will be on cooldown for 1 week.
    16. The scheduled times are according to local time. For example, EST in winter and EDT in summer.
  4. Challenges
    1. The League offers a "Challenge" option which allows teams to play an additional match in a given week. Barring special circumstances, teams are not allowed to play more than 1 challenge match per week. Challenges may be rejected without penalty.
    2. Barring special circumstances, a team, in order to be able to challenge, must have been active when the weekly matches were generated.
    3. In the event the League is unable to assign a weekly match to a team, that team will be permitted additional challenge(s) for that week as replacement(s).
    4. Challenge matches must be scheduled, played, and have their scores recorded on the website no later than the following Monday at 1600 UTC.
    5. A challenge match may be cancelled, without penalty, after it is scheduled, but only if notification of the cancellation is given to the other team, via Discord, prior to 24 hours before the match is to take place. If a challenge match is cancelled within 24 hours of its scheduled time, it may be considered a forfeit by the team that cancels.
  5. Matches Format
    1. Once a match begins, it must be completed in one session. The maximum amount of time between rounds for a timeout is 5 minutes, unless one team is searching for a substitute because of the ping cap rule, in which case the timeout can be extended up to 15 minutes. If the time between rounds is delayed beyond the allotted time, either team may unpause the game to continue play.
    2. A match is to be played as a Best-of-3 rounds. If one team wins the first two rounds, the match is officially over, and no scores should be reported for the third round.
    3. Matches are to be played 4v4.
      1. 4v3 may only be played if a League Substitute could not be found in time to play the match.
      2. 3v3 is only allowed if both teams need a League Substitute, but one or both can't find one. In this case, 3v3 is mandatory. Both teams must attempt to find a League Substitute.
      3. Teams must start each round with a minimum of 3 rostered players.
      4. A team can not play with more than 1 League Substitute at a time.
      5. If a team drops below 3 rostered players during a round, that team may use their timeout, if available, to get the player back. Otherwise, they must continue the round at a player deficit. A rostered player can rejoin at any time during that round.
      6. From the time a match begins until it ends, at no point are there allowed to be 5 members on one team while the game clock is running.
        1. During a Game Clock stoppage, teams may have 5 players in the arena for up to 30 seconds, solely for the purpose of making a substitution.
        2. If a substitution must be made while the Game Clock is running, teams must wait for the player being substituted to fully leave the match before inviting their substitute.
        3. Reports pertaining to violations of this rule (5.3) need to be filed within 48 hours of the scheduled start time of the match in which the alleged violation(s) occurred, and will require video evidence to substantiate.
    4. Check the settings before the round starts. By starting the round both teams accept the settings and the results will be valid. When loading into an arena, the default match parameters are already correct. In case of question, they should be set, on the podium, as follows:
      1. Page 1
        1. MINUTES = 10:00
        2. SECONDS = 00:00
        3. BLUE SCORE = 0
        4. ORANGE SCORE = 0
      2. Page 2
        1. DISC LOCATION = MID
        2. GOAL STOPS TIME = False
        3. RESPAWN TIME = 00:03
        4. CATAPULT TIME = 00:12
      3. Page 3
        1. ROUND COUNT = 3
        3. ROUND WAIT TIME = 00:59
        4. CARRY POINTS OVER = False
      4. Page 4
        1. BLUE ROUNDS WON = 0
        2. ORANGE ROUNDS WON = 0
      5. Page 5
        1. MERCY ENABLED = True
        2. MERCY SCORE DIFF = 20
        3. TEAM ONLY VOICE = True
        4. DISC CURVE = False
    5. Teams must not voluntarily forfeit any match.
    6. Promotion/Relegation Format (NA and EU only)
      1. Promotion/Relegation seasonal format: Master's Division will play in a Round Robin format while subsequent divisions play in the Ladder system. The season will have 3 cycles of 6 weeks (5 weeks of matches and one break week), each ending with a Challenger Cup on the weekend of the 6th week. The Challenger Cup will pit the bottom 2 Master teams against the top 4 Diamond teams to determine which 2 teams will play in Master's and which 4 teams will play in the Ladder for the next cycle.
      2. In the event a Master team disbands or otherwise drops out, due to the disruptive influence such an occurrence would have on the Round Robin format, the players involved will be on cooldown for much longer than the standard one week, per Moderator discretion.
      3. Matches generated during week 5 of a cycle are not allowed to be postponed.
  6. Scoring System
    1. Teams enter the score themselves. Both teams need to submit the score for the match to be accepted.
    2. The website requires users to enter the score for each round individually.
    3. If one team wins the first two rounds, do not enter scores for the third round.
    4. If one team gains a 20 point advantage over their opponent in a round, a mercy rule applies and the round ends with the score at that point.
    5. In the case of a forfeit, record a result of 20-0 for both round one and two. Do not enter scores for the third round. In the case of a forfeit, the "forfeit" option should be selected from the dropdown box under "map" when submitting scores.
  7. Matches Forfeits
    1. Teams have a 15-minute buffer from the scheduled match start time to be in the arena with their team members and ready to start the match. However, teams should do their best to start their matches on time.
    2. If one team is waiting for another team, the waiting team must post a message in Echo Arena VRML's Discord (tagging their opponent) or show other proof to League Moderators that they were ready at the scheduled time.
    3. Once the 15-minute buffer has elapsed, the team that is responsible for the delay forfeits the first round.
    4. If a further 15 minutes elapses without match commencement, the offending team is officially declared a 'no-show' and a score of 20-0 (per round) will be awarded to their opponent.
    5. In the case of a forfeit, the "forfeit" option should be selected from the dropdown box under "map" when submitting scores.
  8. Technical Issues & Timeouts
    1. Teams are responsible for all of their own technical issues. This includes, but is not limited to, hardware, software and internet problems.
    2. To help mitigate server disputes, teams who can't agree on which server to use can type the following command in Echo Games Discord:
      1. !vrml serverscore X1,X2,X3,X4;Y1,Y2,Y3,Y4
      2. - X1-X4 represents the individual pings of the players on Team A.
      3. - Separate the individual pings with a comma, with a semicolon between the teams.
      4. - Y1-Y4 represents the individual pings of the players on Team B.
      This will provide a score for the server. After checking scores for both servers, the server with the higher score should be used.
    3. In case of technical issues:
      1. Players can press the "pause" button after the next goal for a "tech timeout." A tech timeout can only be requested once per team, per match. If further issues arise, the players must decide to either continue the round with the players they have left or forfeit the round.
      2. The round continues if the issues aren't resolved within 5 minutes.
      3. If a pause is called illegally, or if one team’s pause lasts longer than allowed by the rules, either team may unpause the match to resume play.
      4. If a player dropped but is able to rejoin the match they can do so at any time, as long as there are never more than 4 players in the arena, per team, at the same time.
      5. The "restart" button should only be used after a match is over, or if the match rules, as set on the podium, are found to be incorrect after the match has started.
    4. After Round 1 and after Round 2, either team may initiate an extended break of up to 5 minutes before the start of the next round. This does not count against the "one timeout per match per team" rule, as stated above. The total break between rounds shall not exceed a total of 5 minutes.
      1. Example 1: One team initiates a break lasting 5 minutes. The other team may not initiate an additional break before the start of the next round without using their one "tech timeout."
      2. Example 2: One team initiates a break lasting 2 minutes. The other team may then immediately initiate a further break of up to 3 more minutes.
    5. If a player is found to be in violation of the Ping Cap rule, that player must leave the game and their team must search for a substitute. This counts as that team's "tech timeout", but the length of the timeout may be extended for up to a total of 15 minutes. (see "Regions & Participation Requirements" above)
  9. Matches Defaults
    1. Where teams miss the match scheduling deadline (Friday 1600 UTC), but the match is organised and played subsequently, a warning will be given to the teams. League Moderators may impose a penalty on one or both of the teams, depending on the circumstances.
    2. In the event that a match has not been played during the allotted time frame, the League Moderators will review the circumstances and allocate the match points accordingly. Example resolutions may include the following:
      1. Where neither team made any arrangement efforts, the match will be considered a forfeit for both teams;
      2. A score of 31-30 may be awarded by default with the 'win' attributed to the team determined to have been available on the most days with a higher weighting given to weekend availability;
      3. A score of 40-0 may be awarded to a team where their opponent has made little/no effort or been objectively determined to have frustrated the organisation of the match; or
      4. Where facts do not permit a clear determination, the match is cancelled and neither team gains or loses MMR.
    3. League Moderators may remove an inactive team from the League if the team has defaulted on 2 or more occasions and the League Moderators have good cause to believe this will continue.
  10. Teams & Players
    1. Players are not allowed to play under more than one account, and must not have more than one account registered with VRML.
    2. Players and teams must play using their registered VRML name. Do not hide your identity under another alias.
      1. Player names, player logos, team names, and team logos are forbidden if they:
        1. Are protected by copyrights/royalties/third-party rights and the user has no written permission;
        2. Resemble or are identical to a brand/trademark, whether it's registered or not;
        3. Resemble or are identical to a real person other than themselves;
        4. Resemble or are identical to a VRML representative (excluding the VRML representatives themselves using the name);
        5. Are deemed too hard to read, distinguish, interpret or have multiple unnecessary characters;
        6. Are nonsense
      2. In addition to the above, any player names, player logos, team names or team logos that are defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or offending against good manners are forbidden. Using alternative spelling or gibberish in order to avoid the requirements mentioned above, is also prohibited.
      3. Team names must be unique and are first come, first served. Alternative spellings or otherwise attempting to use a name already taken by an active or otherwise occupied team by changing a small detail, whether intentional or incidental, is not permitted, enforceable at Moderator discretion.
        1. If a team is retired for the length of a full cycle (6 weeks), their claim to the name is forfeit.
        2. Names can not be claimed by alt accounts.
        3. Previous VRL Championship Winners as well as any teams that earn 'Honours' in VRML are awarded Legacy Status. With Legacy Status the claims to these names are held perpetually by their original owners regardless of team status.
      4. The League Moderators reserve the right to suspend or ban any non complying player or team.
    3. Players are not to falsely represent a team for which they are not a rostered member.
    4. Players acknowledge and follow Echo Arena guidelines on age restrictions and Terms of Use.
    5. Players acknowledge and follow their headset's regulations. For example: Oculus Terms of Use.
    6. Players acknowledge and follow Discord Terms of Use.
    7. Additional regional regulations or guidelines, based on your location, may apply.
    8. In order for a team to go "active", a minimum of 4 rostered members of the team must:
      1. have their Discord accounts linked to their VRML website accounts;
      2. be members of the Echo Arena VRML Discord server.
    9. The maximum number of players per team is 6.
    10. Players and substitutes rostered on one team cannot substitute for another team.
    11. Only Official Substitutes, authorised by the League, can be used to fill empty slots in a match.
      1. When a team needs a Substitute, they must visit the Official Substitutes page in order to validate which Substitutes are available to them according to their team rank and region.
      2. If no League Substitutes are within range for a team to use, the team may use any of the bottom 10 Official Substitutes within their region.
      3. League Substitutes, when logged in to the website, can check the Standings page to see which teams they are eligible to sub for. Teams the player can sub for will be shown with a vertical orange bar to the left of the team's rank.
    12. Sister teams are not encouraged. However, an individual can be in a team Discord server and not be on the official roster for counseling/friendship/coaching purposes.
    13. Team rosters, on the website, cannot change during a match.
    14. In the event that a team changes the majority of its roster (3/4, 3/5, 4/6); within a 2 week span, that team, when ready to continue playing, can, upon request, have its MMR recalculated by averaging each Player-MMR. In order to prevent abuse (notably when a championship is about to start), the recalculated MMR cannot be higher than it was before the players left the team.
    15. In the event that a group of players decide to create a new team from scratch, and most of them are considered "veteran" players, the new team will start with a higher MMR than would normally be attributed. That MMR initialization bonus follows the Player-MMR logic. Note that, like every new team, they will still have to do their mandatory three placement matches before officializing their MMR in the standings.
    16. Players rostered on a team when the matches are generated on Monday can play only for that team, not another, until the following Monday. Players can leave a team and join another, or register as a League Substitute, but players will be on cooldown for leaving a team and cannot participate in any VRML match until the matches are generated on the following Monday.
    17. Badge requirements for Season 3:
      1. Players must receive credit for participating in at least 15 matches.
      2. League Substitutes must play one full round of a match to receive credit for the match.
      3. Players rostered on a team do receive credit for a match, even if they don’t play during the match, as long as they are rostered on the team at the time the match is played.
      4. Credit earned by a player stays with the player. Example: Playing 5 matches as a League Substitute and then 10 matches rostered on a team means the player earned 15 matches.
    18. The following image specifically identifies the 3 skin colors (tints) that are banned from use in VRML sanctioned matches until further notice.
      That is 2 colors on the Blue team, and 1 color on the Orange team.
      Please pay attention to the specific colors outlined in the attached screenshot. The specific positions of each option on the grid may not be the same for everyone, as seen in the "customization room."
  11. Streaming, Media, & Spectators
    1. An "Unofficial Observer" is any entity in spectator mode during an official match that is not an Official League caster, Moderator, or any other VRML personnel present in the match expressly for official purposes pertaining to VRML.
    2. VRML reserves exclusive right to the coverage of VRML matches. The VRML can assign the coverage rights of a match or of several matches to a third party. In this case, terms and conditions would have to be arranged with the VRML management before the match. No unofficial observers are allowed in a match being covered by VRML
    3. In general, VRML will contact any player or team if they wish to broadcast one of their matches. If no contact is made, and the match is part of the regular season, individual players are allowed to arrange their own broadcasts in accordance to the following:
      1. Both teams must explicitely agree to spectators in writing.
      2. NO team is obligated to allow unofficial observers during their match. Any refusal, without explanation, by either team, is enough to void the privilege of any unofficial observer to be present during a match. Any form of pressure to make a team use an unofficial observer will be considered harassment and punitive actions may be administered, including, but not limited to, match forfeiture or suspensions.
      3. When conflicting voices between teams occur on whether they agreed or not to allow an unofficial observer, screenshots of the agreement will be requested. Failure to provide the requested information will result in a forfeit.
      4. Teams agreeing to the allowance of Unofficial Observers in their match accept the potential strategic risks inherent in allowing spectators.
    4. If VRML is covering a match, no additional spectators are permitted, for any reason, in that match.
    5. VRML may ban specific individuals/entities from observing VRML matches.
    6. Spark (formerly IgniteBot Personal) is not considered to be a spectator, and is allowed in VRML matches.
    7. All teams must permit League-sanctioned spectators or Casters access to official matches.
    8. Recording of your personal perspective is recommended, regardless of whether your match is cast or not.
    9. Official casts will be streamed via the designated League Twitch channels.
    10. League Casters must abide by the code of conduct maintained by the Casting Coordinator and approved by the League Moderators.
    11. League Moderators may permit a co-caster to stream on another private channel to assist with replay capture.
    12. The League Moderators may, subject to having good cause, require a particular player to stream or record their matches.
  12. Cheating, Exploits, & Breaches
    1. Any cheating, exploiting, or contravention of the foregoing rules must be brought to the attention of the League Moderators. League Moderators, with support from League Governors, have complete discretion on penalties imposed for violations. Examples of penalties are: Round forfeit, match forfeit, player suspension or team suspension.
    2. "Cheating" is intended to include the intentional or reckless manipulation of the game or its code in such a way as to confer an unfair advantage on one side or the other.
    3. "Exploit" is intended to include the intentional or reckless triggering of code, attribute or in-game function that is otherwise not envisaged as a legitimate feature of the game by Ready At Dawn. Non-exhaustive examples include:
      1. Any action, not considered a legitimate mechanic, that moves the player faster than their intended top speeds;
      2. Going outside of map boundaries;
      3. Clipping inside solid objects/floors (using room-scale or not);
      4. Use of a VPN or any other network manipulation;
      5. Any other imaginative cheats
    4. To provide a buffer zone for unintentional movement, a physical playspace of 4 feet by 4 feet is allowed. If a player exceeds the limits of this space with their feet, it may result in penalties being applied to the offending player or team.
    5. Any use of the spectate function by participants during official matches, either directly or indirectly, to obtain an advantage of any kind is classified as cheating.
    6. Any use of external media streaming (stream sniping) which pertains to the circumstances, content or any facts arising from the match is classified as cheating.
    7. API use is permitted only if the data being collected is:
      1. not being processed in real time, other than for use in:
        1. Spark (formerly IgniteBot Personal)
        2. ATLAS
        3. positional audio for team voice communication
      2. not being used to gain a real-time, in-game advantage over the other team and;
      3. disclosed between both teams before the start of the match.
  13. Decisions & Sanctions
    1. Contravention of any of the foregoing rules shall be sanctionable on review by League Moderators.
    2. League Moderators reserve the right to:
      1. Void or change scores for any match or challenge after it has been played;
      2. Enact disciplinary procedures for any alleged or perceived player misconduct;
      3. Draft, edit, publish and interpret the rules of the League;
      4. Settle disputes and issue rulings.
    3. Formal disputes amongst League teams and their members are to be lodged directly with League Moderators via Discord.
      1. Unfounded and baseless accusations against players via any public medium are considered to be an act of misconduct.
    4. The League Moderators shall, with regard to developer input, decide issues based on the relevant facts. Due consideration will be given to the accounts of those involved. Amongst these considerations, the League Moderators shall give the most weight to the presence/absence of indicting or exculpatory evidence (e.g. in game footage, chat logs, etc..).
    5. Failure to comply with a request for match VODs, stream links or any other item covered in the above rules will disqualify a player or team from participating in any further League events until they are deemed compliant by the League Moderators.
    6. In relation to any of the above rules, when a majority of the League Moderators reach the conclusion that conduct unbecoming of the League has occurred, the League Moderators have complete discretion to administer an appropriate sanction.
    7. In the event of a conflict of interest, affected League Moderators shall recuse themselves from deciding, or otherwise commenting, on an issue in their capacity as League officials.

Updated: 2021-05-02