MKWC Ruleset 2019

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Cynda

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Mario Kart 8 Deluxe World Cup Ruleset (last updated on June 21, 2019)

I. Matches

1.1. Match Structure

a. The default match size is 6v6 for all World Cup matches.
i. Teams who only have 5 players available in a 6v6 match at the scheduled time must play the match in a 5v6 by default. Teams who only have 4 players available in a 5v5 match at the scheduled time must play the match in a 4v5 by default.​
ii. Matches may be played as a 5v5 if both teams agree on it.​
iii. Teams who have less than 5 players available in a 6v6 match at the scheduled time automatically forfeit the match. Teams who have less than 4 players available in a 5v5 match at the scheduled time automatically forfeits the match.​

b. The default duration of all World Cup matches is 1 GP of 12 races.

c. World Cup matches are played with the following settings:
- 150cc​
- All items (Normal) and coins enabled​
- Free choice of characters, vehicles, tires and gliders​
- No Teams option, meaning friendly fire is enabled​
- No Bots enabled in formats 5v5 and smaller, for 6v5 and 6v6 must be turned on (hard).​

d. Players are allowed to pick any of the 48 tracks total available in the game, as well as random.
i. Tracks which have already been played during the match may not be picked again for the remainder of the match. If a player fails to honor this rule and his selection is chosen, that player’s team will receive a -20 (-14 in 5v5) point penalty.​
ii. No penalties will be given if the player whose selection was chosen picked random.​

e. In each World Cup match, there will be a home team and an away team. By default, the home team is the team on the left and the away team is the team on the right side on the official division fixtures table.

f. World Cup matches are to be played in private friend rooms hosted by a player from the home team (see section 1.2.1. Hosting the room). Teams are responsible for choosing an appropriate host based on previous experience, general maturity, and a reliable internet connection. Teams can be made responsible and punished for mistakes and rules violations by the host (see 1.2.1. k.).

1.2. Match Execution

1.2.1. Hosting the room
a. The host team must provide a host friend code to the opponent at least 15 minutes before the scheduled time.
i. The opposing team must have at least 1 player add the host FC at least 10 minutes before the scheduled time, every player adding the host on a team at least 10 minutes before the match has to get added by the host within 5 minutes before the scheduled time.​

b. The host must open the room no earlier than the scheduled starting time of the match and no later than 5 minutes past the scheduled starting time.
i. It is recommended for the host to have their friend settings set to "best friends only" to prevent random players from joining, as well as setting every player in the match as a "best friend."​
ii. In the case of a player from neither team joins the room, the host must close the room immediately. The hosting team will not have to wait 30 seconds before joining.​
iii. If the host opens the room ahead of time, the room must be closed and eventually reopened once the scheduled time has been reached. Failure to do so will result in a -10 (-7 for 5v5) points penalty for the hosting team.​
iv. If the host fails to open the room within 5 minutes of the scheduled match time, they will receive a -10 (-7 in 5v5) points penalty. If the host fails to open the room within 10 minutes of the scheduled time, they will receive a -20 (-14 in 5v5) penalty. If the host fails to open the room within 15 minutes of the scheduled match time, the hosting team will automatically forfeit the match.​

c. Once the room is open, the host must wait until either all players have joined and stayed in the room, or until 10 minutes have passed since the room was opened, whichever comes first.
i. If a team fails to get enough players in the room within 10 minutes after the room opens they receive a -10 (-7 in 5v5) point penalty.​
ii. If a team fails to get enough players in room within 15 minutes after the room opens, they forfeit the match by default.​

d. The host must start the room with the settings specified in rule 1.1.c. Failure to do so will result in the room being closed and reopened and the host will receive an individual host flag. Any races played with wrong settings will not count.

e. The match is officially considered started as soon as a GP starts or 5 minutes has passed since the scheduled match time.

f. A race is considered officially started at the end of the track selection roulette once the track to be played has been locked in.

g. Once the match is started, the host may not close the room at any point in time without consent from the opposition, unless required by the rules to do so.
i. If the room is closed without consent from the opposition (which includes the host disconnecting), the host must reopen the room as soon as possible and other players from the hosting team must wait a minimum of 30 seconds before rejoining in order to give the away team spots 2-7. Failure to do so will result in a -20 (-14 in 5v5) points penalty. The only exceptions to this rule is when rule 1.2.3.b and/or rule 1.2.3.c are applied​
ii. If the room is closed a second time without consent, the hosting team will receive a -20 (-14 in 5v5) points penalty.​
h. If both teams tie the match, 4 more races will be played to determine the winner. If both teams are still tied, 1 more race will be played until the score is no longer tied.
1.2.2. Player Substitutions
a. Teams may substitute players when needed. Since the substitute can join through a teammate, the host does not need to close room.
1.2.3. Disconnections and Player Compensation
a. In 5v5 matches, players who disconnect but whose bot appears on the result screen will receive their bot’s points.
i. For races that are played 4v5 without the disconnected member showing on the results, each of the racers will get +1 to their score and the disconnected player will get +1 to mimic the point results of a 5v5 match.​

b. If 3 or more people disconnect before or during a race with at least one from each team, the race does not count and the host must close the room.

c. Races that begin with a 2-player differential between teams 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.

d. In the event that all players have finished the race and results do not show, causing the room to crash, the host must reopen the room and does not need to wait 30 seconds for the opposing team to join.

e. 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.

1.3. Match Results
a. The results of all WC matches have to be posted by the hosting team in the respective section on the forums by the official deadline (11:59 PM EDT on the day the match was played).
i. Failure to provide results by the deadline will result in the hosting team forfeiting by default.​
ii. If there is no proof for the exact result, but the evidence is presented supporting the outcome of the war, the war may be scored as a forfeit.​
iii. Hosting team must post a table for results, which contains team scores and player individual scores as well as an in game picture of the results.​
iv. If one or more player(s) from one team didn’t use his alias with which he is registered, then a team representative for the given team must post registered player names on the thread (ex: TT3 = Gumer)​
v. The results thread should be named after one of the following:​
[Group] (home team tag) (home team score) – (away team score) (away team tag)​
[Group] (home team full name) (home team score) – (away team score) (away team full name)​

b. 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 tie.​
ii. Exceptions can be made and the presented races may be counted as the final result at staff’s discretion.​

c. Results are to be posted in a clearly arranged manner which will allow for the WC Staff to check and comprehend them as easily as possible. The relevant information to be included upon posting the results thread are:
- overall match score, individual half scores and individual player scores​
- information on disconnections, substitutions and potential penalties​
- Pictures or screenshots which represent all 12 races played​
- Main nicknames of all players who played in the war​

Failure to provide any of these may be penalized at staff’s discretion.

d. If a match is played as a 5v5, the overall scores will be multiplied by 1.414 and all individual scores will be multiplied by 1.18, rounded to whole numbers to represent the scores of a 6v6 match.

e. Forfeits are scored 150-0.

f. Should both teams forfeit the same match, it will be scored as a 0-0 tie and no points will be awarded.
i. A match between two disqualified and/or withdrawn teams will be scored as a 0-0 double forfeit.​

1.4. Mii Names
a. Clan tags must stand in front of your nickname and have to begin in the first spot of the Mii’s name. Failure to do so will result in a -10 (-7 in a 5v5) points penalty for the match.

i. Exceptions can be made if the tag is surrounded by separators (see 3.5. b. i.), in which case the tag itself may start in the second spot of the Mii’s name.​
[TAG]Name ✓​
♪TAG★Name ✓​
★★TAG★Name ×​

b. Tags need to be visibly separated from the nickname using a separator. Failure to honor this rule will result in a -10 (-7 in a 5v5) points penalty for the match.

i. 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 ×​
ii. 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 ✓​
ARCANINE ×​
svcsoldier ×​
c. Tags must always use the exact same casing as the official tag the team is registered with for every single character.

d. Players must use a Mii name which makes them easily recognizable as their alias on the MKCentral registry. Failure to do so will result in a -10 (-7 in a 5v5) points penalty for the match.

Registry: Diogo Dos Santos Costa, Mii: HD DDSC ✓​
Registry: Soldier, Mii: USA Sldr ✓​
Registry: Soldier, Mii: HD Soldier ✓​
Registry: Soldier, Mii: HDaddy ×​


e. Players must not use Mii 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.

f. Players will not be penalized for violations of rules 1.4. a, b and c. if the incorrect Mii names only showed during the first race they are in the room due to the potential lag with which the game records quick-changes of Mii names before matches.

g. Any penalty regarding Mii names will be recorded only once for the entire match, regardless of how many races the offending player played with the incorrect Mii name, except if this conflicts with rule 1.4. f.

i. Penalties will be recorded separately if the offending player used several incorrect Mii names during the same match.​

II. Policy Against Unfair Advantages in WC Matches

2.1. Intentional cheating

a. Cheating in WC matches will be defined as intentionally gaining an advantage (or disadvantage) over other players in a way that does not correspond to normal, intended gameplay. Any cheating in WC goes against the spirit of the competition and will be penalized depending on form and severity at WC staff’s discretion.

b. Players must not use any form of hacking or other exploitations in WC matches, including hacks which might not directly influence gameplay such as texture or music hacks. Breaking this rule will result in the offending player being permanently banned from all MKC competitions and their points in all matches of the current competition will retrospectively be removed.

c. Teams are responsible for their players. Any demands for mitigation of punishment by the team after one or more of their players are caught cheating with the argumentation that the team did not know about their actions, are invalid.

d. For any cheating penalty to be implemented, evidence in the form of at least one recording of gameplay footage plus another recording of either gameplay footage or MKTV replays from a different perspective must be provided to Staff. Frame data from time trials and other reliable sources of evidence may also be considered.

2.2. Lagging

a. Intentional lagging is considered cheating and will be handled in accordance with rule 2.1. a.

b. Unintentional lagging, mainly caused by slow internet connections or other external factors, may be punished at staff’s discretion if it is deemed so severe that the lagging player or their team may have gained a substantial advantage over their opponents due to the lag and/or if the playing experience for everyone involved was downgraded to an extent that is intolerable for the sake of a healthy and enjoyable competitive environment.

c. For any lag penalties to be implemented, evidence in the form of at least one recording of gameplay footage plus another recording of either gameplay footage or MKTV replays from a different perspective will be required.
 
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