Pavlov VR Master League Official League Rules

 Rules Change Log

Date

Section

Rule Change

9/11/2024

0

Added Rules Change Log 

9/24/2024

5.2

[added] If a player leaves a team that has not yet received any matches in the current season, the cooldown will be waived upon request.

9/24/2024

7.9

[updated] Increased the number of times teams may push per season from one (1) to two (2).

9/24/2024

7.15

[added] Failure to notify the League Moderators of a postponement, or if scores are not submitted before the next match generation, will result in a double forfeit (0-0) for both teams.

9/24/2024

12.11

[updated] Two time limits were listed (2 minutes and 5 minutes), which contradicted each other. Teams can force their opponent to use a timeout if the wait time is more than 5 minutes.

9/24/2024

13.4

[updated] All players on a team participating in a championship match are required to record the matches played. All streams or recordings must be submitted within 24 hours following the end of a match.

 

 

1. League Member Code of Conduct.

    1. Play fairly and within the rules of the VR Master League.
    2. Treat your fellow community members, League Officials, and the Developers of the game with respect and dignity.
    3. Discriminatory language, hate speech, threats, doxing, and other forms of harassment or unlawful behavior will not be tolerated.
    4. Team Captains may be held responsible for their team's behavior.
    5. Accusations of impropriety or foul play are taken seriously and should be brought to the attention of the League Moderators.
    6. All participants are expected to maintain a high standard of respect towards their opponents at all times. This includes, but is not limited to, in-game actions, verbal communications, and any form of interaction within or related to the competition environment.
    7. Violations of VRML rules and codes of conduct should be reported to the moderators using the Ticket tool in the  VRML Support Discord.

 

2. Players and Teams.

    1. The minimum age to play in VRML is Thirteen (13).
    2. Players acknowledge and follow Pavlov guidelines on age restrictions.
    3. Players acknowledge and follow their headset's regulations. For example Oculus Terms of Use and Vive Terms of Use.
    4. Players acknowledge and follow Discord's Terms of Use.
    5. Additional regional regulations or guidelines, based on your location, may apply.
    6. The maximum number of players per team is 8.
    7. Players and substitutes rostered on one team cannot substitute for another team.
    8. Players will be prohibited from joining servers/matches if their viewable server ping is greater than the allotted amount for each region listed below
      • North America - 150
      • Europe - 150
      • OCE/ASIA - 250
        If your ping is higher than the specified ping caps above please open a ticket. 

    9. Team rosters on the website, cannot change during a match.
    10. Players are not allowed to play under more than one account, and must not have more than one account registered with VRML.
    11. Players and teams must play using their registered VRML name. Do not hide your identity under another alias.
    12. If a player has the ability to play in a VRML match under different platforms (e.g. Steam and Oculus) a ticket must be open and the player names must be submitted before any matches are played. This is only necessary if the accounts have different names. 
      • Player names, player logos, team names, and team logos are forbidden if they:
      • Are protected by copyrights/royalties/third-party rights and the user has no written permission;
      • Resemble or are identical to a brand/trademark no matter whether it's registered or not;
      • Resemble or are identical to a real person other than themselves;
      • Resemble or are identical to a VRML representative;
      • Are deemed too hard to read, distinguish, interpret or have multiple unnecessary characters;
      • Are nonsense.
    13. 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.
    14. 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's discretion.
    15. Players are forbidden from modifying the display of their names to casters in-game (changing colors, adding italics or underscores, etc).
    16. Players are not to falsely represent a team for which they are not a rostered member.
    17. It is mandatory for Team Captains to join the VRML Support Discord server. It is not mandatory for Co-Captains, Players, or League Substitutes to join the server, but it is encouraged. AP may be applied to any Team Captain who is not in the VRML Support server. Any player who fails to join the VRML Support server within 48 hours after being prompted to do so by a League Moderator or Lead Moderator may receive an AP penalty.
    18. Sister teams are not encouraged. However, an individual can be in a team Discord and not be on the official roster for counseling/friendship/coaching purposes.
    19. The League Moderators reserve the right to suspend or ban the non-complying player or team.

 

3. Reservist/Substitute/Ringers.

    1. If teams have decided to play a match and either one has a roster with fewer than the other (or fewer than the standard player team count), they may request the addition of a reservist, which must result in an even player number count in each team or a smaller players difference between the two teams. In other words, teams’ sizes during a match shouldn't change to become even more unbalanced than it was.
    2. Teams must notify the opposing team before the match via Discord that they are using a reservist and who that reservist player is. If a reservist is needed in the middle of the match, the Teams must notify the opposing team as soon as the reservist is identified. 
    3. When submitting match results if a reservist was used, they must be listed on the website.
    4. Only Official Reservists, authorized by the League, can be used to fill empty slots in a match.
      • When a team needs a Substitute, they must visit the Official Substitute page in order to validate which substitutes are available to them according to their MMR.
    5. Official Reservists cannot play for the same team more than twice per season.
    6. Teams are allowed to use at most 2 reservists per match.

 

4. Reservist/Substitute/Ringer Scenarios.

    1. 5v4 can be played if the team with 4 couldn't find a reservist in time. (1 Reservist may be used by the team with 4 players)
    2. 4v3 can be played if the team with 3 couldn't find a reservist in time. (2 Reservists may be used by the team with 3 players)
    3. 5v3 can be played if the team with 3 couldn't find a reservist in time. (2 Reservists may be used by the team with 3 players)
    4. Any team that can not field at least 3 rostered players is declared a forfeit.

 

5. Cooldowns.

    1. Where a player leaves a team for any reason, that player will be subject to a "cooldown" period for the next 2 VRML weeks (that is the 2nd Monday if a player leaves a Monday-Tuesday and the 3rd Monday if a player leaves Wednesday or after). During this period, the player may become a member of the Reservists group or another team, but shall be prohibited from participating in a League match.
      • This rule is inactive during the off-season.
    2. If a player leaves a team that has not yet received any matches in the current season, the cooldown will be waived upon request.

6. League Format.

  • Definitions
    1. The League’s standings are defined by the MMR assigned to each team during the execution of a Season.
    2. Matchmaking Rating (MMR) is a rating number defined by the team or player’s results, with the objective of matching up similarly ranking teams during the duration of the competition.
    3. In the event that a team changes the majority of its roster (3/5, 4/6, 4/7, 5/8), within 2 weeks, that team, when ready to continue playing, can, upon request, have its MMR recalculated by averaging each Player-MMRs. In order to prevent abuse (notably when a championship is about to start), that recalculated MMR cannot be higher than what it was before the players had left the team.
    4. In the event that a group of players decides 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.

 

7. Matches Organization.

    1. The League will generate match-ups each week of the regular season.
    2. The matches are generated on Mondays around 2023-08-05 16:00 (Tuesday if you are located across the international date/timeline) APAC
    3. When weekly matches are generated, any team with fewer than five (5) 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 match by Friday 2023-08-05 16:00 of the week it is to take place. A reminder will be sent if teams are late to schedule
    7. The scores must be submitted within 24 hours after the conclusion of the last round of the match, and before Monday at 15:00 UTC of the following week. Matches under review through support tickets are exempted from this rule.
    8. All matches must be played and the scores submitted by 2023-08-05 16:00 on the following Monday.
    9. Teams will play a minimum of 1 match per week during the season, with the exception of the following rules:
      • Once per season, a team may elect to become inactive (indicated by the team appearing “grayed-out” on the standings page) for one week without penalty. On subsequent inactivity (not necessarily consecutive weeks), said team shall receive a weekly recurrent MMR percentage penalty until it becomes active.
      • If a team's status is set to “inactive,” they will not be assigned a match 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.
      • If a team chooses to use their free inactive week, they should open a ticket to let the League Moderators know.
      • Twice per season, when scheduling is deemed to be excessively difficult or impractical, a team can postpone a match without penalty, to be scheduled the following week.
      • Teams can not postpone the last week of the season.
    10. Once a match is scheduled on the VRML website, it may not be rescheduled for another week.
      It may be rescheduled to a different time within the same week if both teams agree.
    11. Occasionally, there may be significant events or circumstances, outside of player control, which affects 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.
    12. 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 canceled (not forfeited) and their opponent will be allowed an extra challenge match in compensation. The players on the team who dropped out will be on cooldown for 2 weeks.
    13. The scheduled times are according to local time. For example, EST in winter and EDT in summer.
    14. Teams can not go inactive during the last week of the season.
    15. Failure to notify the League Moderators of a postponement, or if scores are not submitted before the next match generation, will result in a double forfeit (0-0) for both teams.

 

8. Challenges.

    1. The League offers a "Challenge" option which allows players 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. The website determines the home/away side based on team history; it is not based on who initiated the challenge.
    3. Barring special circumstances, a team, in order to be able to challenge, must have been active when the weekly matches were generated.
    4. In the event that the League is unable to assign a weekly League match to a team, that team will be permitted additional challenge(s) for that week as a replacement(s).
    5. Challenge matches must be scheduled and played by 2023-08-05 16:00 on the following Monday. The scores must be submitted as soon as the game is over, as usual.
    6. A challenge match may be canceled, without penalty, after it is scheduled, but only if notification of the cancellation is given to the other team, via Discord, prior to 48 hours before the match is to take place. If a challenge match is canceled within 48 hours of its scheduled time, it may be considered a forfeit by the team that cancels.

 

9. Match Defaults & Forfeits.

    1. Where teams miss the match scheduling deadline (Friday 2023-08-05 16:00), but the match is organized 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:
      • Where neither team made any arrangement efforts, the match will be considered canceled;
      • A score of 19-17 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;
        Monday-Thursday will receive a weighted value of 1.0
        Friday-Sunday will receive a weighted value of 1.3
      • A score of 14-0 may be awarded to a team where their opponent has made little/no effort or been objectively determined to have frustrated the organization of the match; or
      • Where facts do not permit a clear determination, the match is canceled 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.
    4. Teams have a 10 minutes buffer from the scheduled match start time to be in the game lobby with their team members.
      • If a team is waiting for another team, the waiting team must post a message in Pavlov VRML's Discord (tagging their opponent) or show other proof to League Moderators that they were ready at the scheduled time.
      • Once the 10 minutes buffer has elapsed, the team that is responsible for the delay forfeits the first map.
      • If a further 10 minutes elapses without match commencement, the offending team is officially declared a "no-show" and a score of 15-0 (total) will be awarded to their opponent.
      • In the case of a forfeit, the "forfeit" option should be selected from the dropdown box under "map" when submitting scores.
      • Any form of a map or match forfeit from teams may be punished if the moderators deem it actionable.
      • Forfeits, Accumulated Penalty Points (AP), and other forms of punitive actions can only be given out by League Moderators and Lead Moderators. Any team, player, or captain attempting to force another team to accept penalties due to perceived rule violations may result in punitive actions being taken against one or both team captains. If a rule is violated, players can report it to the League Moderators through the ticket system in Discord.

 

10. Match Setup.

    1. A match consists of Play all 3
    2. The official game mode of League matches is "Search and Destroy."
    3. The official players count is 5v5.
 

 

Official Map Pool

 

With Vankrupt's shift to mod.io, custom maps must be installed from within the game.

 

1. Oilrig

2. Mirage

3. Manor

4. Dust 2

5. Stockpile

6. Autumn

7. Inferno

8. Museum

9. Stahlbrecher

10. Anubis


A map can not be played twice within a match.
At the beginning of each match, Captain's must arrange for map bans and picks. 

 

OFFICIAL WEEKLY MATCHES FORMAT

Pre-Game

1. Home team bans a map.

2. Away team bans a map.

3. Home team bans a map.

4. Away team bans a map.

Map 1. 

1. Home team picks map.

2. Away team picks side. (blue or red) 

 

Map 2. 

1. Away team picks map.

2. Home team picks side. (blue or red)

 

Map 3. 

1. Home team picks map.

2. Away team picks side.

11. Timeouts.

    1. Between maps, a team may call a timeout for any reason.
    2. Teams are allotted 2 timeouts each per match.

      1st timeout 10 minutes          
      2nd timeout 10 minutes
    3. Only one timeout may be used between Maps. Timeouts will last a full ten minutes unless both teams agree to start sooner. (Ex. Team A takes a timeout, Team B can not call for a timeout after Team A's ends however team A may not end their timeout early without Team B agreeing)
    4. Unless both teams agree to start immediately. There is an automatic 1-minute cooldown between maps.

 

12. Gameplay Clarifications and Restrictions.

    1. Full 3rd party communications is allowed while playing.
    2. The In-game mic should be muted during the game, not including the pregame lobby. This can be done via Pavlov's SteamVR push to talk binding or other 3rd party means, but in game voice should not occur during the game.
    3. In-game Players are forbidden from communicating in any way with Players who aren't in-game, coaches or spectators during a match. Turning off stream commentary is highly recommended to prevent inadvertent violation of this rule. In between maps, and during timeouts, coaches, players and spectators may communicate with in-game players freely.
    4. Players may share information gathered during the time allowed by the game while waiting to be transported to the spectator room, this does not include "free roaming" or spinning your view in-game to gain an advantage of looking around you. Your camera should be in the direction for when you died.
    5. In the competitive-mode spectator room, which may have a spectator cam that shows the perspective of still-living teammates, it is allowed for dead players to coach living teammates or communicate information to living teammates based on information seen through this spectator cam.
    6. The 50 Cal and AWP may only be used with the default scope attachment, and/or a suppressor and the scope must be left in the default position. The red dot, acog, and holo sight attachments are forbidden for these weapons. If a forbidden sight is purchased, the default scope must immediately be replaced, or if no player on the team can afford replacement, the 50 Cal or AWP must be discarded. Carrying an improper 50 Cal or AWP around or otherwise using it in combat will result in a map forfeit. Picking up an improperly attached 50 Cal or AWP for the next round is also a map forfeit.
    7. Official gun skins released by the dev team are allowed.
    8. Non-standard player model skins are prohibited. Client side addition or modification of skins is prohibited.
    9. When dual wielding guns, it is not allowed to fire one gun through another attempting to stack up the sights of both, or using a physical stock with two guns at once.
    10. Between maps, a team may call a timeout for any reason, as defined within rule 8.
    11. Where a team is delaying a round for more than 5 minutes, the opposing team may notify their counterpart that they are forcing them to use a timeout (these 5 minutes count toward total timeout).
    12. In the event that a game update introduces major bugs experienced by the majority of players, the league may decide to permit other accommodations around scheduled matches to ensure competitive integrity. Requests and decisions around modifying the match schedule must be made through VRML support server tickets.
    13. In the event of a major patch, the league may pause weekly match generation to allow players time to review changes and ensure competitive integrity.
    14. Sometimes the developers may provide a distinct build to be used by the league. The League Moderators will indicate which default build the matches should be played on. In all cases, when the teams agree to play on a certain build, they cannot change idea 6 hours prior to their match (to allow enough time for everyone to re-download another build).
    15. In the scenario where the game servers have crashed, the teams shall compromise to determine how the match should be played out.
    16. Teams may agree to replaying the match should both team captains agree to it.
    17. Should the teams not come to an agreement on how the match should be played out, the following will apply:.
      - If the game servers crashed before 2nd half then the game should be replayed from the start. 
      - If the game servers crashed after the 2nd half the game should be replayed from the start of 2nd half with how the scores were at 2nd half.
    18. Global
      1. In offline (LAN) events, it is not permitted to use the "Snap-turn" feature.
      2. Use of Bot control is prohibited.
    19. Equipment
      1. No Equipment Bans are in effect.
    20. Maps
      1. No Map ban locations are in effect.
    21. Mandatory Recording
      1. Players are encouraged to record. However due to the current issues seen on Quest Native. Recording is not required during the preseason.

 

13. Championship Rules: Post Season Specific Guidelines and Structures. 

    1. Minimum Season Participation:
      To be eligible for the Post Season, a team must have participated in a minimum of 50% of the regular Seasons matches.
    2. Active Participation:
      Teams must remain active and engage in matches during the final two weeks of the season to qualify for the post-season.
    3. Active Challenges:
      Challenges will be locked last two weeks of the regular season.
    4. Match Documentation:
      All players on a team are required to record the matches played. All streams or recordings must be submitted within 24 hours following the end of a match. 
    5. Timely VOD Availability:
      VODs must be available within 12 hours when requested by a Moderator. 
    6. Overlay Approval:
      Xoverlays that obstruct or impede the viewing of gameplay are strictly prohibited. 
    7. Unaltered Recordings:
      Recordings must include the full, unaltered video and audio of the gameplay. Any modifications to audio or video, such as adjusting audio levels, may result in forfeiture. The determination of permissible modifications lies with the discretion of League Moderators. 
    8. Quality Standards:
      Streams or recordings must meet a minimum quality of 480p and should only include game and team audio communications. 

 

    • Championship Structure and Specific Guidelines. 
      Post Season will consist of 3 Stages. 
      • Challenger Cup - Swiss Tournament. (1 Match Swiss Tournament)
      • Quarterfinals - Single Elimination. (Best of 3)
      • Grand Finals - Single Elimination (Best of 3 and Best of 5)

      • Stage 1: Challenger Cup. (Best of 1)
      • Eligibility: Open to all interested who meet the specified critereia. 
        Criteria: Maximum amount of participants: 16 Teams
        Competition Rounds: Swiss Tournament, 1 Round that is required and a CC Final match between the top 2. 
      • Start Times: 2023-08-05 17:00  Europe | 2023-08-05 22:00  North America

      • Stage 2: Quarterfinals. (Best of 3)
      • Invitations or Pre-Qualification: Participants are either invited by organizers or must pre-qualify through Challenger Cup. 
      • Limited Slots: Will be based on number of participants of a region (Ideally no more than 1% of a region should qualify for the post season.
      • Start Times: 2023-08-05 16:00  Europe | 2023-08-05 21:00  North America 
  •  
      • Stage 3: Grand Finals
      • Semi Finals - Single Elimination (Best of 3)
      • Bronze Match - Single Elimination (Best of 3)
      • Grand Finals - Single Elimination (Best of 5)
      • Start Times: 2023-08-05 16:00  Europe | 2023-08-05 21:00  North America 

 

14. Cheating, Exploits, and Breaches.

    1. Any cheating, exploiting, or contravention of the foregoing rules must be brought to the attention of the League Moderators.

      - If a player cheats, exploits, or abuses game mechanics, their team will forfeit the match. Any prizes or rewards a team may have received from a match will also be revoked.

      - Any player found to be cheating or exploiting during a VRML match will face suspension from the league if determined complicent by League Moderators.

      - Teams that participate in the creation of, promotion for, or use of cheats, exploits, or abuse of unintentionally harmful game mechanics will face additional penalties as determined by the moderation team.

      - Examples of penalties are: round forfeit, map forfeit, match forfeit, player suspension or team suspension.

    2. Cheating is defined as the intentional or reckless manipulation of the game and its code in such a way as to gain an unfair advantage. All accusations of cheating must be accompanied by evidence. Evidence will be reviewed by the VRML Lead Moderators, who will conduct an investigation and return a verdict.
    3. Players participating in a match are prohibited from watching the live broadcast of an opposing team while their game is still in progress.
    4. Everyone is responsible to have a connection (ping) as good as possible for their region and technical situation. All downloads and other programs which are not necessary for the match have to be turned off, and use of VPNs or other tools to increase ping or drop or modify packets are forbidden. Teams may be disqualified for use of such tools.
    5. The term exploit is intended to include the intentional or reckless triggering of code, attribute or function, in game, that is otherwise not envisaged as a legitimate feature of the game.
    6. Cross-Map knifing is strictly prohibited in the first 5 seconds of round start. 
    7. Non-exhaustive examples include:

      - Going outside of map boundaries;

      - Clipping inside solid objects/floors (using room-scale or not);

      - Body glitching (body not following player's viewpoint, including going prone);

      - Peeking through solid walls;

      - Using a VPN or any other network manipulation to delay or drop packets;

      - Using software tools or bindings (eg. Playspace mover) to alter their playspace during play in order to gain an advantage;

      - Manipulation of software (such as the Pavlov game, or third party software) to gain an advantage not ordinarily achievable with in-game settings.

15. Streaming & Media

    1. One player per team is required to record the match played
    2. All Overlays on streams or recordings require prior approval, and xOverlays that block or otherwise restrict viewing of the gameplay are not permitted.
    3. Recordings must include full video and audio. Any modifications to audio or video, to include modifying audio levels or other actions, may result in forfeit. The scope of modification determinations are at the discretion of League Moderators.
    4. Streams or recordings must be the quality of 480p minimum and must contain game and team audio communications only.
    5. Championship Matches
      - During open qualifiers, all streams or recordings must be submitted within 24 hours following the end of a match. 
      - All participating teams must submit recordings as per the rules listed above. 
      - During Closed Qualifiers, Semi Finals and Grand Finals, all streams or recordings must be submitted within 12 hours following the end of a match. 
      - During Closed Qualifiers, Semi Finals and Grand Finals, all streams or recordings can not contain any overlays even if they have priorly been approved.  
      - All participating players during Closed Qualifiers, Semi Finals and Grand Finals must submit an individual recording of their perspective for each game. 

    6. The League Moderators reserve the sole right to act on a match how they deem proper and, subject to good cause, may require a particular player or team to stream their matches until deemed proper by the League Moderators.

16. Accumulated Penalty Points.

    1. The process for getting an AP is as follows:
      1. A player or team violates a rule listed in the AP Table or official rules sheet on the Pavlov VRML website.
      2. The penalty is determined according to this AP Table
      3. The penalty points are assigned to the person(s) responsible for the infraction.
      4. When a player accumulates a certain number of points, as determined by the threshold section of this table, a cooldown or disciplinary action is triggered.
    2. AP is tracked on the website, where players can view their AP total.
      1. AP is given by League Moderators and Lead Moderators.
      2. AP expires 180 days after the infraction occurred.
      3. AP tracks across all VRML Leagues.

 

17. Decisions and Sanctions.

    1. Contravention of any of the foregoing rules shall be sanctionable on review by League Moderators.
    2. League Moderators reserve the sole right to:
      1. Void or change scores for any match or 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 among 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. 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 the appropriate sanction.
    6. Players may not "block " League Moderators.
    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.
    8. All League Moderator rulings must be made in a VRML-official Discord server, or the ruling may be considered invalid. Current VRML servers are VR Master League HQ, VRML Support, Echo Arena VRML, Onward VRML, Pavlov VRML, Breachers VRML, Snapshot, Ultimechs, and Blaston (in League-specific channels). Any ruling made by a League Moderator outside of the servers listed here will be considered "unofficial" and can not be used.
    9. Suspensions are applied weekly, within a 24-hour window before Match Generation, except when the rule violation may affect the outcome of upcoming matches. All suspensions end before Match Generation the week they are set to expire. Exceptions may be made if an appeal or review is requested. If these exceptions interfere with participating in a tournament, the suspension may be paused to allow participation. Suspensions can not be moved unless it is a Moderator error and affects a tournament. If an error is made, the Moderators will review when the suspension will take place.
    10. In the event a player receives a disciplinary action such as AP and would like to appeal, they must do so by making a ticket in the VRML Support server. AP can be appealed as soon as it is applied and at any time after. If you believe it has been applied in error, appeal as soon as possible after receiving notification of the AP so your case may be reviewed prior to your suspension being applied. You may still appeal after your suspension begins.
Last updated by Greyclock @ 2024-09-25 00:25 UTC