CyberGamer Competition 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 competition 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 ban listed on your profile.
Must have joined your team prior to a challenge being sent or received.
Must have a PSN ID entered on your profile (See below).
3.3 SteamIDs / PSN ID
CyberGamer requires all Rocket League PC users to have their singular Steam account (and thus SteamID) linked or set to their CyberGamer account. Users are required to play on the Steam account (and thus SteamID) set on their CyberGamer account profile for all CyberGamer sanctioned matches / competitions. A users steamID must be set before they are eligible to compete in any match, this can be done through your profile settings.
Steam accounts are solely the responsibility of the user. CyberGamer is not responsible for any issues, problems or concerns regarding Steam accounts.
CyberGamer requires all Rocket League PS users to have their singular PSN ID linked or set to their CyberGamer account. Users are required to play on the PSN set on their CyberGamer account profile for all CyberGamer Rocket League matches.
PSN accounts are solely the responsibility of the user. CyberGamer is not responsible for any issues, problems or concerns arising the use of a PSN account.
3.4 Player Name
When playing in a CyberGamer match, players must use a name as close to or exactly the same as their CyberGamer name.
4 - Team Requirements
4.1 Team Activation
CyberGamer Rocket league teams must have a minimum of three core players on their team. Users must be on the team roster during the signup period to be eligible to register to the competition.
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 3. 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). Rocket League admins reserve the right to request you change your team name if they feel it does not comply with standards.
4.5 Team Inactivity
The CyberGamer system will automatically remove teams from the competition if they are identified as inactive. A team will be deemed inactive if there is no longer the minimum required of players in the team to compete.
If a team is identified as inactive the team captain will be notified via the CyberGamer Private Messaging system prior to team removal.
Teams that die or become inactive after signing up to the competition are liable to receive 6 month match bans for not playing out a CyberGamer league competition.
Players that leave in recruitment week without a valid reason to the detriment of the team are liable for a match ban as per admin discretion.
4.6 Entry Fees
All teams are required to pay the allotted entry fee prior to signing up to the leagues. Please note that refunds will only be given in exceptional circumstances. Your team dying is not an exceptional circumstance. Upon receiving money from a team, CyberGamer is then held accountable for their actions regarding rulings and definitions of the competition. This is something that goes both ways. Refunds will NOT be given out in most circumstances. The moment you join the league you have entered the league. Regardless of whether you play a game or not, your team will not be refunded your entry fee. Best you make 100% sure you're ready to commit to the league for its duration. For a refund to be made the circumstances must be overwhelming and we will ask for evidence to back these claims up. We realise this is very blunt but it's important you do realise the power of your actions once your team has paid and been placed into the competition. The schedule is nothing more than what you already approximately spend playing already. It's much more important that you stay committed for yourselves and your fellow teams.
5 - Match Information
5.1 Match Scheduling
Match dates and times are selected by the challenging team captain and accepted by the defending team captain. Once a match has been scheduled, the time and date may be changed to suit the preference and circumstance of the two teams however to do so it must be agreed upon (and confirmed in writing on the challenge page) by the team captain of both sides.
• From the time the challenge is created, Team One will have 48 hours to offer some times to get the ball rolling. Once the times have been offered, Team Two will have 48 hours to accept one of the times. Please do this as quickly as possible to minimise any possible delays.
• Challenges not placed within the 48 hour timeframe will be handed to the opposition to offer times. The counter offer will have 24 hours to be offered.
• If a counter offer is not placed then admins will select a time for the match to be played - this will be on an available day of the week at an admin's discretion, and played at 8:30 or 9pm.
• Challenges not accepted within the 48 hour timeframe once offered will be handed back to the challenging team to select a time they offered for the match to be played on.
• Challenging teams not placing a challenge within the necessary timeframes put themselves at risk of receiving a 1 round penalty to the result of the match. Accepting teams not accepting a challenge within 48 hours also put themselves at risk of receiving a 1 round penalty to the result of the match.
• Rosters will be capped at a total of 5 players per roster.
5.2 Map Selection
Maps for Open League are as follows:
Beckwith Park (Midnight)
5.3 Match Referee
A match referee may be assigned to your match either automatically or through the request of a captain. It is the responsibility of the referee to ensure that the match is being played fairly and in accordance with CyberGamer rules and restrictions.
5.4 Match Punctuality
It is expected that each team is present and ready to begin the match at the time scheduled in the challenge, however there is a 15 minute waiting period at no consequence to allow for startup issues. After the 15 minute waiting period has ended, the team present is awarded the victory.
In the event of a challenge with multiple maps, a map win for every 10 minutes accumulated after the waiting period until such time a conclusive win can be awarded to the present team.
For the match teams will create a 3v3 private match using the Match ID and password that is generated by the system. This is done by creating a party with your team of 3 players who will be taking part in the game. The defending
team will be in charge of creating and setting up the match. The party leader will navigate to - Play Online -> Private match -> (Announced Match-week map) -> 3v3 -> No Bots -> Oceania -> Name and Password -> (Name is to be the weeks MatchID, and the Password will be generated by the system and shown on the match page).
A dispute regarding hosting or the setup of a game will be disregarded if the dispute has been lodged after matches have concluded.
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 map must be replayed using the correct ruleset. It must be established within the first 60 seconds that the ruleset is incorrect, any incorrect ruleset claim after the map has been played will put the match in dispute and the outcome will be determined at administrator discretion.
Substitutions are only permitted to be made between matches intermission period between switching sides or in between match rounds. You are allowed to make as many substitutions as you wish during this time.
5.8 Connection Issues
In the scenario that a player is experiencing connection issues and disconnects at any time during the match, the match may be stopped at the end of the current round to allow the player to rejoin the lobby.
If the player is unable to reconnect after 5 minutes has passed, the team may continue with an eligible substitute player.
The only spectators permitted to be spectating the match from in the game are CyberGamer staff and administrators. This includes anti-cheat members, livestreamers and shoutcasters.
Players are permitted to broadcast their own point-of-view in matches.
CyberGamer approved casters are permitted to cast any match without prior team permission.
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.
5.11 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.
5.12 Reporting Results
Results must be entered by the team captain of both teams at the conclusion of the match. Results and scores are editable on the challenge page once the match has begun. The result will not be processed by the CyberGamer system instantly, rather at approximately 11:30pm AEST therefore results must be submitted before this time.
Both teams must upload Saved Replay's of each game when submitting their scores
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
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. CyberGamer Administrators reserve the right to define a glitch/exploit as they see fit where it provides an unfair advantage to user or team.
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.
Exploitation is defined as exploiting the in-game mechanics to give an unfair advantage over the opponent or in any game.
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
7.1 CyberGamer Terms and Conditions
7.2 CyberGamer Support System