MKCentral Universal Ruleset Update Thread

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Brandon

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THIS THREAD IS NO LONGER UPDATED.
PLEASE REFER TO
THIS DOCUMENT FOR THE UPDATED VERSION.
This thread will contain all changes to the MKCentral Universal Ruleset when they are made, so you won't have to keep re-reading it after each MKU season/tournament. Any change documented here can also be found in the original posts depending on your language (English, Spanish, French, Japanese) assuming it was updated after the fact, which can be found at the top of the post.

Above each set of rules is the section in which they belong in case you would prefer to look at the actual Universal Ruleset. The old version of the rule (if applicable) and the new version will be included for clarity, and certain text will be highlighted depending on the change. See below:

Indicates omission of rule or wording
Indicates addition of rule or wording
Indicates a note (if applicable)

Last Update: March 26, 2022
 
Last edited:

Brandon

8ran
Staff member
Administrator
Site Supporter
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Update: May 14, 2021
English, Spanish and French translations fully updated.

II. c.

OLD:

c. Should a scheduled match coincide with a country’s national or religious holiday or a large event that will affect a team’s ability to play at default time, the team is to contact their division admin / tournament staff and their opponents at least two weeks ahead of time and then to agree on a different time for the match to be played before the season ends.
i. An event is considered large enough to qualify if a minimum of 4 members from one team or at least 10 members from the community are attending the event.

NEW:
c. Should a scheduled match coincide with a country’s national or religious holiday or a large event that will affect a team’s ability to play at default time, the team is to contact their division admin / tournament staff and their opponents at least one week ahead of time, meaning no later than before the matches the week prior commence, and then agree on a different time for the match to be played before the season ends.
i. Whether or not a holiday/event is large or legitimate enough to warrant a match's reschedule will be left up to staff.

The previous rule existed when the community was practically half the size of what it is now, meaning that it obviously needed an update. We also felt that forcing two weeks' notice was asking for a bit too much, so we decided to lower it to one. We also updated II. c. i. since regional holidays/large events, such as LAN tournaments to give an example, can range in size or importance, so we will be handling each on a case-by-case basis.

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II. e.

OLD:

e. The host team must provide a friend code to the opposing team at least 15 minutes before the scheduled match time.
i. In cases where teams have several matches in a row, the hosting team should provide the friend code as soon as their previous match is finished and their opponent has been determined.​

NEW:
e. The host team must provide a friend code to the opposing team at least 15 minutes before the scheduled match time.
i. In cases where teams have several matches in a row, the hosting team should provide the friend code as soon as their previous match is finished and their opponent has been determined.​
ii. In cases where a match is delayed due to issues that occurred within the match beforehand, the host should accept friend requests as soon as possible and open 5 minutes after adding (or sooner if both teams agree).
- Failure to abide by any of the above will result in a -10 penalty.

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II. f.

OLD:

f. The host must accept all friend requests received from the other team 5 minutes before the scheduled time; any later friend requests should be accepted as soon as they are received.
i. If the host fails to accept requests before the room opens, they must close and reopen the room once they have accepted all friend requests.​

NEW:
f. The host must accept all friend requests received from the other team 5 minutes before the scheduled time; any later friend requests should be accepted as soon as they are received.
i. In cases where an upcoming match is affected by the delay of a match beforehand (if applicable), the situation should be treated similarly as described in II. e. ii.
ii. If the host fails to accept requests before the room opens, they must close and reopen the room once they have accepted all friend requests.​
- Failure to abide by any of the above will result in a -10 penalty.

Bear in mind that the alterations of rules II. e. and II. f. remove host flags completely. The reason being is the fact they were rarely utilized and were nothing more than a slap on the wrist in most cases. Numerical penalties serve as more of a consequence.

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III. d.

OLD:

d. Once the room has started, the host must not close the room without consent from the opposing team (this includes the host disconnecting).
i. In the event of an abrupt room closure, the host must record a clip or recording of themselves being disconnected/an error code appearing. If no clip or recording is provided, then the hosting team will receive -20 penalty. If a player/team consistently does not provide proof of their disconnection, they may be banned from hosting at staff discretion.​
- If the room is closed without consent, the hosting team must give the opposing team 30 seconds to join the room before their non-hosting players may rejoin. Failure to do so will result in a -10 penalty.​
- The only reason the hosting team doesn't need to give 30 seconds to the opposing team is in the case of a room crash where players are stuck after crossing the line and race results do not show, or if a player joins the room that is not supposed to be in the match.​

NEW:
d. Once the room has started, the host must not close the room without consent from the opposing team (this includes the host disconnecting).
i. In the event of an abrupt room closure, the host must record a clip or recording of themselves being disconnected/an error code appearing. In the case of a gray error code, where a clip cannot be captured, a picture of the error is acceptable, only under that circumstance. If no clip or recording is provided, then the hosting team will receive -20 penalty. If a player/team consistently does not provide proof of their disconnection, they may be banned from hosting at staff discretion.​
- If the room is closed without consent, the hosting team must give the opposing team 30 seconds to join the room before their non-hosting players may rejoin. Failure to do so will result in a -10 penalty.​
- The only reason the hosting team doesn't need to give 30 seconds to the opposing team is in the case of a room crash where players are stuck after crossing the line and race results do not show, or if a player joins the room that is not supposed to be in the match.​

We recently had a case where a host's switch overheated, causing their game to crash on its own. Under a circumstance like this, it is impossible to capture a clip, at least on the switch by itself, so a picture is enough to suffice in this case.

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III. j.

OLD:

Tags need to be visibly separated from the nickname using a separator.
A separator is either a space or any symbol from the “Symbol” page in the Mii maker that does not resemble a letter or number.

TAG Player ✓

TAG☆Player ✓

TAG$Player ×

TAG©Player ×


NEW:
Players must include some sort of separator in the name to clearly distinguish their tag and their registry name, whether it be in the form of a space, symbol, or anything else that does not closely resemble a letter or number. If you are uncertain of whether your separator is acceptable or not, ask your division admin.

TAG Player ✓

TAG☆Player ✓

TAG〜Player ✓

『TAG』Player ✓

There are other options, but again, players are encouraged to reach out to tournament staff for confirmation if they are unsure of whether a separator is acceptable or not.


There have been multiple cases in season's past (Season 14 included) where someone would use a separator that should usually be deemed unacceptable and deserving of a penalty. However, we feel they are such a silly thing to penalize for and should not have the chance to flip a result in a close match for example, especially if the tag and registry name is clearly distinguishable.

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V. a.

OLD:

a. Results should be posted in the appropriate place by the winning team by 11:59 PM ET on the day of their match. If the match is tied, the hosting team should post results.

NEW:
a. Results should be posted in the appropriate place by anyone from the winning team, even if they are not a representative. This must be done by no later than 11:59 PM ET, unless otherwise stated on the day of their match. If the match is tied, the hosting team should post results.
i. If results are not posted by the specified time, the match will be scored as a double forfeit (being 0-0), with the exception of tournament matches that require a winner to move on.

This rule mainly applies to Mario Kart Universal, but there have been a few cases where the team responsible for posting results never did so. This can be for a multitude of reasons obviously, but there have been cases where results were never posted since teams assumed that their team representatives were the only ones permitted to make the thread, which isn't the case. Furthermore, the double forfeit outcome has always been the case, however, it was never clearly stated as its own rule, so we are implementing it now.

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VI. c.

NEW:

d. If a team member is found to be spectating the room to obtain an advantage, the offending team will receive an automatic loss.
i. Substantial and foolproof evidence must be needed for a case to be considered.
ii. Examples of "Substantial and foolproof evidence" include but are not limited to: Multiple instances of the track roulette countdown starting much quicker than usual, more than 6 (or +1 of the number of subs used by a team in a match) players from the same team on the Users You've Played With screen.

This previously existed in the MKU Ruleset when it was still used, but with the move to the Universal Ruleset, the rule about spectating was removed since it was believed to be implied as a form of cheating on its own. We are simply bringing the rule back for the sake of clarity so there is no more confusion moving forward.
 

Brandon

8ran
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Administrator
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Update: August 8, 2021
English, Spanish and French translations updated.
II. f.

OLD:

f. The host must accept all friend requests from the other team 5 minutes before the scheduled time; any later friend requests should be accepted as soon as they are received.
i. In cases where an upcoming match is affected by the delay of a match beforehand (if applicable), the situation should be treated similarly as described in II. e. ii.​
ii. If the host fails to accept requests before the room opens, they must close and reopen the room once they have accepted all friend requests.​
- Failure to abide by any of the above will result in a -10 penalty.​
NEW:
f. The host must accept all friend requests from the other team as soon as they are received and before opening the room.
i. In cases where an upcoming match is affected by the delay of a match beforehand (if applicable), the situation should be treated similarly as described in II. e. ii.​
ii. If the host fails to accept requests before the room opens, they must close and reopen the room once they have accepted all friend requests.​
- Failure to abide by any of the above will result in a -10 penalty.​

This is a slight alteration, although last season we had a case in a playoff match where a team's host didn't accept the opposing team's friend request before :55. Doing this ultimately turned their win into a loss due to the close deficit of the match, and we don't feel that should be a possibility when there isn't even an immediate disadvantage granted (assuming they're still added before the room goes up).

Just to be clear, "...and before opening the room" is referring to any friend requests that are sent BEFORE the room goes up. If the room is up and the host receives a request after the fact, that is obviously on the other team and not the host for adding late.


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VI. e.

NEW:

e. Spectating a match via a stream or alternative media source, also known as "stream sniping", is not forbidden.
i. Teams with any streamers in the line-up are encouraged to set a delay to prevent this from happening, although it goes without saying that nobody should be stream sniping to begin with.
This may seem a bit controversial, however, it's important to consider that stream sniping, unlike spectating in-game, is preventable. As we emphasize with e. i., we certainly don't encourage it, but streamers have the option to set a delay (doesn't even have to be that much of one) and then it's impossible for the opposing team to gain much of anything from the stream.
 

Brandon

8ran
Staff member
Administrator
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Update: March 26, 2022
English, Spanish and French translations updated.

III. g.

OLD:

g. Races that begin with 10 players or less due to disconnections will not count. The room must be closed and reopened, with the team that was short on players waiting 30 seconds after the room is reopened for the opponent to join.
i. The race officially begins once the track is selected, signaled by the jingle and the appearance of the cc.​
NEW:
g. Races that begin with 10 players or less due to disconnections will not count. The room must be closed and reopened, with the team that was short on players waiting 30 seconds after the room is reopened for the opponent to join.
i. Races that begin with 11 players due to disconnections will be played out, with the winner of the race getting 2 more points and everyone else receiving 1 more point added to their total score.
ii. The race officially begins once the track is selected, signaled by the jingle and the appearance of the cc.​

Unfortunately, the release of the DLC came with a new bug that makes dealing with disconnections a lot more complicated. Even if Hard COMs are turned on, they will not fill a missing player's spot if they suddenly disconnect. This means that races have the potential to be played 6v5, and points will need to be adjusted after. It's a temporary solution, albeit one that should get us by until it's fixed (if it is, hopefully).



III. b.

NEW:
b. Given that we do not know how far in advance each wave of DLC tracks will be announced (and when they'll be released), there will be a one-week grace period where newly released tracks will not be permitted in team tournaments.
i. This grace period, in essence, means that the picking of these tracks in any team tournament, assuming one or more are ongoing, will be treated equally as a repick (-20 penalty) during the first week of them being released. In the event a track is chosen by random, no penalties will be issued, and the race will count.
ii. Following each week-long period, the newly added tracks will officially be permitted, and this will continue until all of the tracks from the Booster Pack have been added.
This was silently added to the ruleset a while ago as a placeholder for the DLC. As we mentioned in our original announcement, there will still be a one-week grace period where newly-added tracks are not allowed to be chosen without penalty. However, unlike what was mentioned on the thread, there is currently no plan to require hosts to have downloaded the DLC.

While it would obviously be ideal for every competition on the site to at least have the DLC tracks be available in matches, it is very difficult to enforce that, let alone unnecessary, given that a good chunk of the player base likely has it anyway (not to mention only one person in the room needs it for everyone to be able to play the tracks).
 

Brandon

8ran
Staff member
Administrator
Site Supporter
Founding Member
Update: June 4, 2022
English translation updated. Spanish and French translations in progress.

There are many updates here, but most of them are added clarifications or slight revisions of pre-existing rules.


II. b.

OLD:

b. Match reschedules will not be allowed unless the following four conditions are met:
- The rescheduled time does not interfere with any other potential matches for that day (ex. bracket matches cannot be rescheduled if there are later matches on the same day).​
- Both teams agree to reschedule the match, and staff is notified of the agreement no later than two hours after the original time of the match.​
- The rescheduled match is to be played before the next set of matches in the tournament as long as there is no interference.​
Once tournament staff have approved of a reschedule, the agreed time will act as the official new match time.

NEW:
b. Match reschedules will not be allowed unless the following four conditions are met:
- The rescheduled time does not interfere with any other potential matches for that day (ex. bracket matches cannot be rescheduled if there are later matches on the same day).​
- Both teams agree to reschedule the match, and staff is notified of the agreement no later than two hours after the original time of the match.​
- The rescheduled match is to be played before the next set of matches in the tournament as long as there is no interference.​
- The rescheduled match is not the final match of the tournament.
Once tournament staff have approved of a reschedule, the agreed time will act as the official new match time.

For the record, we have always ruled that finals can never be rescheduled under our own discretion, however, we thought we would include it in the ruleset just so it is explicitly stated.

It is also worth noting that, at this point, instead of granting each team two reschedules, we are no longer granting a specific number of reschedules (mainly applies to MKU). In other words, teams are welcome to reschedule their matches if needed, although, it will need to be agreed upon by the opposing team and approved by staff. In certain cases, a reschedule may be forced (such as a situation described in II. c.). As for normal circumstances, it is technically not required for an opposing team to agree to a reschedule, so we feel it is fair to give teams the privilege whenever it is desired.




III. a.

OLD:

a. All matches are 6v6 by default. Teams with only 5 players available must play 5v6 by default.

NEW:
a. All matches are 6v6 by default. Teams with only 5 players available must play 5v6 by default. 5v5 (or a lesser format) is not allowed unless stated otherwise by the tournament organizers.

This merely serves as clarification since it was not already stated.



III. c.

OLD:

c. Matches must be played with the following settings:
150cc Race​
No Teams​
Normal Items​
-----​
Hard COM​
All Vehicles​
12 Races​

Hosts that fail to start with the correct settings must close the room immediately. Races played with wrong settings will not count (unless only the COM setting was incorrect and races were played with 12 players).

NEW:
c. Matches must be played with the following settings:
150cc Race​
No Teams​
Normal Items​
-----​
Hard COM​
All Vehicles​
12 Races​

Hosts that fail to start with the correct settings must close the room immediately. Races played with wrong settings must be replayed (unless only the COM setting was incorrect and races were played with 12 players).

The outcome is technically the same in both versions here. We just wanted to make the expectation more clear in case these situations arise.



III. d.

OLD:

d. Tracks may only be played once during a match. Teams that pick a track that has already been played that gets chosen by the roulette will receive a -20 point penalty.
- For any successive repicks, the penalty will be increased by 20 points; for example, if a team repicks twice, they will receive a -20 and -40 penalty for a total of -60 points.​
- If the track was repicked via Random, no penalty will be given.​
NEW:
d. Tracks may only be played once during a match. Teams that pick a track that has already been played that gets chosen by the roulette will receive a -20 point penalty.
- For any successive repicks, the penalty will be increased by 20 points; for example, if a team repicks twice, they will receive a -20 and -40 penalty for a total of -60 points.​
- If the track was repicked via Random, no penalty will be given.​
- In the event of a tiebreaker GP, tracks played in any of the races prior are not allowed to be chosen. Failure to abide by this rule will result in a -20 penalty.

Again, this merely serves as clarification in case teams were unaware of how tiebreaker GPs go.



III. f.

OLD:

f. If 3 or more people disconnect during a race with at least one from each team, the race does not count and the host must close the room. Hosts should not close the room until after the race in question has finished to confirm with the other team.
NEW:
f. If 3 or more people disconnect during a race with at least one from each team, the host must close the room and the race must be replayed. Hosts should not close the room until after the race in question has finished to confirm with the other team.
i. If the hosting team refuses to reset the room and replay the races, they will receive a -40 penalty per race. If either team refuses to replay the race(s), the remaining race(s) will count and the team that refuses to play will get a -40 penalty.

To elaborate on this — it is the hosting team's responsibility to make sure the war runs as smoothly as possible. Refusing to do so in the event something occurs should be punishable if it was not already. That said, both teams should be prone to these consequences, as either one can technically refuse to play the remaining race(s). It is worth noting that, if two or more races need to be played, the situation falls under III. i.

On that note, we would like to use this as an opportunity to recommend teams wait around a bit following a match if they experienced issues. It is much better to replay another race instead of being issued penalties.




III. g.

OLD:

g. Races that begin with 10 players or less due to disconnections will not count. The room must be closed and reopened, with the team that was short on players waiting 30 seconds after the room is reopened for the opponent to join.
i. Races that begin with 11 players due to disconnections will be played out, with the winner of the race getting 2 more points and everyone else receiving 1 more point added to their total score.​
ii. The race officially begins once the track is selected, signaled by the jingle and the appearance of the cc.​

NEW:
g. Races that begin with 10 players or less due to disconnections will not count. The room must be closed and reopened, with the team that was short on players waiting 30 seconds after the room is reopened for the opponent to join.
i. Races that begin with 11 players due to disconnections will be played out, with the winner of the race getting 2 more points and everyone else receiving 1 more point added to their total score.​
ii. The race officially begins once the track is selected, signaled by the jingle and the appearance of the cc.​
iii. If the hosting team refuses to reset the room and replay the races, they will receive a -40 penalty per race. If either team refuses to replay the race(s), the remaining race(s) will count and the team that refuses to play will get a -40 penalty.

Basically the same reasoning as III. f.



III. i.

OLD:

i. Should teams disagree on whether a race should count, or if there is any reasonable doubt as to a race counting, it is mandatory for teams to play an additional race after the match. If two or more races are disagreed upon, then that number of races has to be played in addition to the original 12. It will then be decided by staff which races count.

NEW:
i. Should teams disagree on whether a race should count, or if there is any reasonable doubt as to a race counting, it is mandatory for teams to play an additional race after the match. If two or more races are disagreed upon, then that number of races has to be played in addition to the original 12. It will then be decided by staff which races count.
i. If there's sufficient evidence that suggests a race needs to be replayed, yet either team refuses to replay it, that team will suffer a -40 penalty (for each unplayed race) and the war will be counted with however many races can be counted.
ii. If a result screen is shown to be different for multiple individuals, usually due to extreme lag, the race must be replayed. Failure to do so will see the same outcome as III. i.i.

This is also in line with the two rules above. Sometimes races can be met with insane lag and even other cases where results are different on players' screens. To ensure that each match result is reached in the fairest way possible, we are making sure a strict consequence will follow for any team who refuses to not replay a race, hopefully incentivizing the necessary race(s) to be replayed, or the match as a whole if it is really needed.



III. k.

OLD:

k. If matches remain incomplete due to a team not having enough players left to finish, that team will forfeit the match by default.
i. Should both teams be unable to finish, the war may be scored as a 0-0 forfeit.​
ii. Exceptions can be made and the presented races may be counted as the final result at staff’s discretion.​

NEW:
k. If matches remain incomplete, either due to lag, or a team not having enough players left to finish, the team(s) deemed to be causing the issue(s) will forfeit the match by default.
i. Should both teams be unable to finish, the war may be scored as a 0-0 forfeit.​
ii. Exceptions can be made and the presented races may be counted as the final result at staff’s discretion.​
In rarer cases, some matches experience factors that make it so unbearable it cannot even finish. Usually, this is caused by one team, and if it just so happens that a match can make little to no progress as a result of such factors, the teams playing the match in question may be asked to reschedule, if possible. Should a reschedule not occur, the team that was deemed to be causing issues will receive a forfeit. If both teams are unable to finish, the match will be scored as a double forfeit. This may vary depending on the tournament a situation like this occurs in.



III. l.

NEW:

In-Game Names
Clan tags must be at the beginning or the end of your nickname in-game. It should be consistent among all members of the line-up and should be used as such throughout the entire tournament.
Exceptions can be made if the tag is surrounded by separators, in which case the tag itself may start in the second spot of the in-game name.​
[TAG]Name ✓​
♪TAG★Name ✓​
Name[TAG] ✓
Name TAG ✓
★★TAG★Name ×​
Players must include some sort of separator in the name to clearly distinguish their tag as well as their registry name, whether it be in the form of a space, symbol, or anything else which does not closely resemble a letter or number. If you are uncertain of whether your separator is acceptable or not, ask the staff of the tournament.​
TAG Player ✓​
TAG☆Player ✓​
TAG〜Player ✓​
『TAG』Player ✓​
There are other options, but again, players are encouraged to reach out to tournament staff for confirmation if they are unsure of whether a separator is acceptable or not.​
No separator is required if the casing of the last letter of the tag does not match the casing of the first letter of the nickname.​
ARCanine ✓​
svcSoldier ✓​
Jan-Chan ✓
ARCANINE ×​
svcsoldier ×​
JANChan ×
Tags must always use the exact same characters (including the separator if applicable) as the official tag the team is registered with for every single character.​
Players must use an in-game name that makes them easily recognizable as their alias on the MKCentral registry.​
Registry: Diogo Dos Santos Costa, Mii: HD DDSC ✓​
Registry: Soldier, Mii: USA Sldr ✓​
Registry: Soldier, Mii: HD Soldier ✓​
Registry: Soldier, Mii: HDaddy ×​
Players must not use in-game names including anything that is abusive, vulgar, threatening, slanderous, libelous, foul, insulting, obscene, defamatory, racist or otherwise offensive in either a general sense or directed towards particular people. Failure to do so will result in a penalty and potentially further consequences for the respective player.
Any penalty regarding in-game names will be recorded only once for the entire match, regardless of how many races the offending player played with the incorrect in-game name.​
Penalties will be recorded separately if the offending player used several incorrect in-game names during the same match.​
Teams will be punished accordingly for breaking these rules:​
- If a player breaks the in-game name rules but fixes the error by the end of the 3rd race, and their team has not incurred any previous offenses of the in-game name rules during the tournament, they will receive a warning.​
- If a player rejoins the match after disconnecting, they will have one race to make sure they have the correct name/tag.
- If a player subs into a match, they will have two races to make sure they have the correct name/tag.
- Otherwise: -10 penalty​
Any other cases that are not covered here may be handled at staff discretion.

A lot of things to note here. For starters, we are only including the newer version of this set of rules since we simply replaced any uses of "mii names" with "in-game names". The term "mii names" has basically stuck ever since MK8U since people could select a mii in-game, with the mii's name being what is displayed in races. Since all you have to do for MK8DX is fix your switch name, we decided to change it. As for the rules we specifically altered:

First, we have decided that we will now allow tags to be at the end of in-game names, as it has been questioned and requested a few times now. Please note that the whole line-up playing must do it, and you must commit to whatever you choose for your tag (front or end of the name) for the whole tournament.

Secondly, we added rules that should be useful for those either subbing into a match or those returning from a disconnection. Those subbing into a match will have two races to correct their tag, and those returning from a disconnection will have one race to do so (if needed). Last MKU season, there were a few cases where penalties would have arisen as a result of accidents like this, and we do not think something like that should have the potential to flip a match if that just so happens to be a possibility.

Lastly, we left a large note at the bottom of the spoiler that any cases that may not be mentioned in the rules will be up to staff discretion. There is potential for a lot of situations to happen, likely some we have not even considered. For instance, in the last MKU season, there was a team where one player did not use the exact symbol that was in their team's tag on the registry (which is now noted in the rules). Given that tags have little to no impact on how the match plays out, we want to be sure as many situations are accounted for in the rules as possible to prevent potentially controversial outcomes from arising.




V. b.

OLD:

b. Results should include a table, an in-game picture, and any disconnections and penalties that occurred.

NEW:
b. Results should include a table (with a tournament logo if necessary), an in-game picture, and any disconnections and penalties that occurred. If teams run into any difficulties, they should inform staff.

This is more of an expectation if anything, but we just thought we'd add it so teams have a better idea of what they should be doing when it comes to posting results. We ask that you please keep this in mind since it makes the jobs of tournament organizers much easier.



VI. a.

OLD:

a. Players that modify their game or use any form of cheating (including using alternate accounts) in MKCentral events will be immediately banned from all future events and their team will automatically forfeit that match or potentially be disqualified from the event. This ban may be permanent.

NEW:
a. Players that are found cheating will have all of their points accumulated during the season removed and will face a ban on MKCentral.

While we have not seen many cases of this, the original wording of this rule is somewhat outdated. Players who have been caught cheating always have their points removed; we do not believe it is fair for their team to be punished unless it is very clear the team played a role (or have continued to cause issues in general).
 
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