Rules

play HWC 2016 Europe Qualifier Cup #1

Last change: 18.05.2017 23:04

These are the rules for the HWC 2016 Europe Qualifier Cup #1. We make every effort to ensure the rules are complete and up to date but this may not always be the case. You should also check the Info Page and News for additions, exceptions and modifications that may apply. The rules are a guideline and the decisions by admins may differ from them depending on the circumstances. If you have any questions about the rules, please write a support ticket.

1. HaloWC Online Qualifiers Rules and Format

This document outlines the official rule set for the HaloWC Online Ladders. In addition, the global ESL rule set regarding player conduct and other topics applies.

1.1. Player Eligibility

In order to participate in the HaloWC Online Qualifiers, you must meet the following requirements: You must be a registered player on the ESL website. You must have an active Xbox Live account in good standing and add it to your profile. The Halo World Championship is open to any competitor 13 years of age or older on or before November 16, 2015 who resides within an eligible country. Participants who are minors in their jurisdiction will be required to provide a signed consent form by a parent or legal guardian in the event they advance to the Regional Finals. Employees of Turtle Entertainment America, Inc. Microsoft Corporation, 343 Industries, Major League Gaming Inc. Gfinity PLC and their respective affiliates, subsidiaries, representatives, advertising, promotion and publicity agencies, sponsors and the immediate family members (spouse, and parent, child and sibling and their respective spouses, regardless of where they reside) and persons living in the same household of each whether or not related, are not eligible. Void where prohibited by law. All applicable federal, provincial, state and local laws and regulations apply. In order to participate in a regional competition, or represent a Region in the HaloWC Finals, a team must consist of exactly 4 players, at minimum 3 of which are citizens or legal residents of a country or countries listed under that Region or sub-Region above (sub-Region residence takes precedence over residence in a Region when sub-Regions are used). In order to be considered a citizen or legal resident, players must either hold a passport or other federally accepted identification document (birth certificate, social security card) from or have a valid residency visa (i.e. work visa, athlete visa, student visa) issued by a country from within the Region or sub-Region in which they are competing. A team may include 1 player who is not a citizen or legal resident of the sub-Region in which the team competes. However, all players must physically be located and play from within the sub-Region at the time of competition. Players must utilize their own unique username for competing on ESL Play. This unique username must have been registered personally by the player. The registered account must contain all information required by the applicable tournament organizer (“TO”), which may include, but is not limited to: the correct and complete Name, Address (city/postal code), and Email of the player. If false information (ex: Name, Address, or Email) was entered, the user voids the privilege to participate in this tournament and/or receive any prizes. ESL reserves the right to require legal proof (such as a government issued ID) for a player's eligibility at any time. If at any point, a member of a team is found to be ineligible to compete, that team will forfeit their progress in the competition.

1.2. Teams

Team Size A team must consist of 4 players. Each player must be registered and included on the team’s roster on the respective TO’s platform. In addition, teams also have the option, but are not required, to have a coach. Each team account is owned by the person who creates the team account on ESL Play, MLG GameBattles, and Gfinity.net. Spots earned in Regional Finals or the HaloWC are associated with the team account. Teams may change their roster at any time until they qualify for their respective Regional Finals. Alterations to rosters are at the sole discretion of the account owner. Changes to the roster pre- and post- Regional Finals will only be allowed if circumstances present will render the team’s current roster unable to compete (such as illness, inability to travel, etc). All roster changes will be subject to review and approval on a case-by-case basis by the Region’s respective TO (ESL, Gfinity and MLG) prior to the Regional Finals and by ESL post Regional Finals. Evidence on the circumstances that render the team unable to compete may be requested. Players are only able to be on one roster at a time. Players are only allowed to compete in one Region. Once a player is registered in one Region, he/she forfeit the privilege of competing for another Region in the HaloWC. Example: A player cannot compete in the North American Regional Qualifiers and then later compete in the EMEA Regional Qualifiers. Teams are only allowed to earn one (1) spot in their respective Regional Finals or the HaloWC Finals. If a situation arises where a team earns multiple positions in either the Regional Finals or the HaloWC Finals, they will be awarded the prize money earned by their placing, but the spot in the respective Finals will pass to the highest placing non-qualified team for that (sub-)Region. Step 1: Create your team under http://esl.gg/create-team. You must add a team logo to be eligible to compete in HaloWC Online Qualifiers Cups. Step 2: Invite your team members. Designate the appropriate team roles to your members (Go to “Team Admin Center” → “Team Permissions”). Step 3: If you would like to participate in any of the cups, sign your team up for the Plantronics cup via the Cup page. Then, simply sign your team up for the respective cup. Only registered team members are allowed to play for a team. Playing in any HaloWC Online Qualifiers competition with a ringer is prohibited. (See “Ringing/Faking” in the ESL Global Rules) Players and teams must compete under their officially registered HaloWC Online Qualifiers team names and gamertags during all official HaloWC Online competitions.

1.3. Admins and Referees

All participants in the HaloWC Online Qualifiers must adhere to the decisions and rules of the tournament organizers, admins, and referees. All decisions are final, except in cases where the option to appeal is clearly stated. Conversations, either verbal or written, between organizers, admins, or referees, and HaloWC Online Qualifiers participants are confidential. Publicly posting or sharing these conversations with outside parties is strictly forbidden, unless permission is obtained.

2. HaloWC Online Qualifiers Series Cup Rules and Format

2.1. Tournament and Match Format

The Qualifier Cups will feature competitions that include aBracket that has open sign-ups. Regular Season The bracket will have open sign-ups for teams that are eligible. The bracket will feature a best of three (best of five beginning in the quater-finals, single elimination bracket with a provided map rotation. Seeding for the bracket will be based on a team’s performance and placement in the corresponding ladder.

2.2. Cup and Match Process

The cup and match process for HaloWC Online Qualifiers cups is as follows: Sign your team up for the respective cup on esl.gg/haloesports. When “check-in” opens for the cup, check your team in. Wait for the tournament bracket to update online, then check your open matches. Team captains will execute a coin flip to determine host. The team that wins the coin flip will host the first game in the series. The team that loses the coin flip will host the second game in the series. The host will continue to alternate until the series is finished. In case of connection or hosting issues, contact support. Add the gamertags of your opponents to your Xbox Live friends list and invite them to a private lobby. The team that won the coin flip will always be Red. The team that loses the coin flip will always be Blue. Before the match, always ensure that the opposing team’s gamertags in the lobby match their gamertags (not ESL account names) on the ESL website. This can also be verified by checking the team profile on the ESL Xbox app. If the gamertags do not match, please contact an admin. Reports of this nature made after the game will be invalid. Set up all match settings according to the rules. The team not hosting must verify that the settings are in accordance with the rules. If the host does not set up the correct settings, the game should be ended and restarted with the correct ones. If problems with settings persist, an admin should be notified before further games are played. After the match has ended, report the score through the Xbox App or on the website. If your opponent entered the result first, please confirm it within 15 minutes. The admins will close matches after this time frame if the opponent does not. If your opponent entered an incorrect result, please open a protest ticket including valid proof. Wait for your next opponent and repeat the procedure. Do not start your next match until it is assigned for you. Advancing yourself through the bracket before a match is assigned may result in a disqualification. Note: Failure to start matches in a timely manner may result in forfeiture of both teams.

2.3. Map Rotation

The map rotation per tournament round will be provided by ESL from week to week. A direct link to the map rotation will be provided in the “Quick Rules” section of each cup.

2.4. Game Modes

Before a game begins, verify that all of the settings are correct. If a game is hosted with incorrect settings, it will need to be ended and restarted with correct ones. 343 and ESL reserve the right to introduce new maps and game types throughout the season. In order for a map or game type to be added, 343 and ESL must allow for one online cup to pass before the additions can be introduced. Team Slayer

  • Coliseum
  • The Rig
  • Eden
  • Empire
  • Plaza
  • Truth
  • Regret

Strongholds

  • The Rig
  • Eden
  • Empire
  • Coliseum
  • Plaza

3 Flag CTF

  • Coliseum
  • Truth
  • Fathom
  • Empire

Breakout

  • Altitude
  • Trident
  • Gambol
  • Trench

2.5. Game Settings

Team Slayer: First to 50 kills wins

  • Primary Weapon: Assault Rifle
  • Secondary Weapon: Magnum
  • Motion Sensor: On
  • Score to Win: 50
  • Shield Percentage: 100%
  • Round Length: 12 Minutes
  • Overtime rules: 3 minutes of overtime added to the clock. Games ends after 50 kills are achieved or time runs out.

Breakout: Round-based, 1 life elimination style gametype. Players have lowered shields.

  • Primary Weapon: SMG
  • Secondary Weapon: Magnum
  • Motion Sensor: Off
  • Score to Win: 5 Rounds
  • Shield %: 48.5% shields. Shields stay down after taking damage for 70% of normal duration.
  • Round length: 2 Minutes
  • Overtime rules: No overtime but teams can tie rounds (time runs out). After 5 round ties, the game ends in a draw.
  • Push-the-flag rules: Maps have a neutral flag on them. Teams must bring (capture) the Neutral Flag to the enemy’s flag stand

Capture the Flag: Classic Multi-flag. Grab the enemy’s flag and bring it home to score.

  • Primary Weapon: Assault Rifle
  • Secondary Weapon: Magnum
  • Motion Sensor: On
  • Score to Win: 3
  • Shield Percentage: 100%
  • Round length: 12 Minutes
  • Flag at home to score: Yes
  • Flag automatic reset time: 30 seconds
  • Overtime rules: 3 minutes of overtime added to the clock. Games ends after 3 flag captures or time runs out.

Strongholds Strongholds: Control 2 of 3 territories on the map to earn points.

  • Primary Weapon: Assault Rifle
  • Secondary Weapon: Magnum
  • Motion Sensor: On
  • Score to Win: 100
  • Shield Percentage: 100%
  • Round length: 12 Minutes
  • Overtime rules: 3 minutes of overtime added to the clock. Games ends after 100 points are achieved or time runs out.

If a game is wrongly ended, the host’s team will forfeit that map. Remember to always contact an admin via the ticket system if assistance is needed to settle a dispute. Keep in mind that some disputes will require video evidence to support a case. Upload a clip to xboxclips.com and include a direct link in your support ticket.

2.6. Communication

There is no restriction on the method of communication between players during a match. Players may use in-game Xbox Live chat or an external application such as Skype or Teamspeak.

2.7. Disconnects

Team Slayer - before 10 seconds or first kill, restart. The team with a player that disconnects forfeits if disconnect occurs more than 10 seconds into the game or after the first kill. Capture the Flag - If disconnect occurs less than 10 seconds into the game, the game is restarted. If more than 10 seconds into the game, game continues and player can rejoin. Stronghold - If disconnect occurs less than 10 seconds into the game, the game is restarted. If more than 10 seconds into the game, game continues and player can rejoin. Breakout - If disconnect occurs less than 10 seconds into the game, the game is restarted. If more than 10 seconds into the game, game continues and player can rejoin.

2.8. Ties

If a Slayer game results in a tie, the game must be replayed with the same game mode, map, and host, but with a Score to Win of 25 (instead of the standard 50). Any further ties on the same map shall be replayed with the same procedure. If a Capture the Flag game results in a tie, the game must be replayed with the same game mode, map and host, but with a Score to Win of 1 (instead of the standard 3). Any further ties on the same map shall be replayed with the same procedure.

2.9. Delays and Forfeits

Teams must be online and ready to play at the designated match start time. “Ready to play” means that all four players of each team must be present and ready to begin the game within 10 minutes after the official match start time. If a team is not fully ready to play and the 10 minutes has passed, the team will forfeit the first map. If the team is still not ready to play within an additional 5 minutes, they will also forfeit the second game and the match (in a Best of Three). In a Best of Five series, allow an additional five minutes for the 3rd and final map to be forfeited. If your team is unable to join a lobby due to technical difficulties with the game, please notify the opposing team immediately and inform them that you are attempting to connect. If problems arise, please notify the admin team via support ticket.

2.10. Match Reporting

Results must be reported by both teams within 15 minutes after the match. This can be done through the Xbox App or the website by the team captains. If one team does not confirm the result within ten minutes after completion of the match, please open a support ticket and it will be manually closed by an admin. If a team reports the wrong result, please open a protest ticket including valid proof so that the admin team can correct it.

2.11. Match Disputes

If a match was incorrectly reported by your opponents, your team has 30 minutes to protest (under play.eslgaming.com/protest/add) the report. Match protests must include media evidence clearly showing the results of the match/series. Teams are responsible for providing proof of match results in case of disputes. The easiest way to do this is via your Xbox share function or through a photograph of the scoreboard. Upload a clip to http://xboxclips.com/ and include a direct link in your support ticket. In order to dispute an entire series’ result, you will need to provide proof for each game of the series.

2.12. Match Media

The following match media are acceptable forms of proof during match reporting and protests: Xbox One Game DVR clips (uploaded to a video platform with clear naming of the teams, date, tournament round and map) Twitch live stream VODs (with clear naming of the teams, date, tournament round and map) Screenshots (or photographs) showing both teams and the result/issue

2.13. Streaming and Recording

Live streaming or recording of official HCS matches is allowed and there is no restriction on the personal use of self-recorded match videos. Under certain circumstances, such as events live streamed on the official Halo channel (twitch.tv/halo), players must obtain written permission for use of the material. Please keep in mind that streaming without a delay may allow your opponents to gain an advantage. Watching a live stream of your opponent is bad sportsmanship, but it is not cheating, so disputes of this nature will be disregarded.

2.14. Player Conduct

All players are asked to behave in a humane way towards other competitors and to any member of the administration team; treat others as you would like to be treated! If a player is found guilty of misconduct by an administrator, they may receive penalty points. Also, teams risk league kicks, bans and expulsions from ESL competitions.

3. Penalty points

3.1. Penalty Point Catalogue

In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players. Where a player or team receives penalty points for multiple violations, the penalty points are added together. As a rule, the penalty points are deleted after a certain period of time. There are different clearance periods depending on the amount of points: 1-2 penalty points: 2 months 3-6 penalty points: 3 months 7 penalty points: 6 months 12 penalty points: 2 years In addition to penalty points, players and teams may be barred (also known as frozen, locked and barraged) if they have accumulated a certain amount of penalty points:

  • After obtaining 4 penalty points: 1 week barrage
  • After obtaining 8 penalty points: 2 weeks barrage
  • After obtaining 10 penalty points: 1 month barrage

3.2. Rule violation

Number of penalty points General No show

  • Team: 3; Player: 2

Reject compulsory challenge

  • Normal: 1
  • Intense (top 10): 2

Abort match

  • Player / Team: 4

Use of ineligible player Inactive barrage

  • Player / Team: 3

Barraged

  • Player/ Team: 6

Unregistered player

  • Player / Team: 3

Missing Premium (where required)

  • Player / Team: 3

Missing Trusted (where required)

  • Player / Team: 3

Ringer/Faker

  • Player / Team: 6

Playing with wrong gameaccount

  • Player / Team: 3

Playing without a registered gameaccount

  • Player / Team: 3

Unsportsmanlike behavior Player misconduct

  • Warning / 4 / 8 / 12 / 16 penalty points

Multiple/Fake accounts

  • Warning / 1-3 penalty points

Faking country/nationality

  • Warning / 1 / 2 / 3 penalty points

Deception

  • Player / Team: 1 - 4

Fake result

  • Player / Team: 4

Fake match media

  • Player / Team: 6

Fake match

  • Player / Team: 6

Cheating

  • Player: 12 / Team: 6

4. Penalty points

4.1. Penalty Point Catalogue

In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players. Where a player or team receives penalty points for multiple violations, the penalty points are added together.

Rule violation Number of penalty points
General
No show Team: 3; Player: 2
Reject compulsory challenge Normal: 1
Intense (top 10): 2
Abort match Player / Team: 2
Use of ineligible player
Inactive barrage Player / Team: 3
Barraged Player / Team: 6
Unregistered player Player / Team: 3
Missing Premium (where required) Player / Team: 3
Missing Trusted (where required) Player / Team: 3
Ringer/Faker Player / Team: 6
Playing with wrong gameaccount Player / Team: 3
Playing without a registered gameaccount Player / Team: 3
Unsportsmanlike behaviour
Multiple/Fake accounts Warning / 1-3 penalty points
Deception Player / Team: 1 - 4
Fake result Player / Team: 4
Fake match media Player / Team: 6
Fake match Player / Team: 6
Cheating Player: 12 / Team: 6

Matches get only deleted if the team/player violating the rules won the match. In cup and league matches default wins are given instead of a match deletion and penalty points.