Post by Rene - Admin on Aug 5, 2015 7:41:59 GMT 1
This is a quick and easy outline, for more information, please PM the commissioner.
Any additions to the rules will be posted in this thread and added to this post.
Keywords are Highlighted for quick lookup.
Section 1 General Information
1.0 - Fair Play - We play Hockey to have fun, and at the end, that is what this league is all about. Treat everyone and their time with respect, don't use glitch goals, and don't cheat the system.
1.1 - Settings - Period Length : 8 minutes
Difficulty : Superstar
Game Style : Hardcore
Waivers : Off (we use manual waivers)
1.2 - CPU (AI) set
All GMs should ALWAYS set their CPU to playable during regular season and playoffs. GMs can play opposing teams CPU ONLY if agreed between both GMs (since no option to schedule the game that sim period) or if the GM does not respond to PMs within 36hrs (see rule 2.4).
1.3 - NO Team switching; once you've chosen your team, no switching to other teams.
1.4 - During season, new GMs are only allowed to enter just before start new tick (no entries during current tick).
Section 2 Scheduling
2.1 - Advances - The league will now be advanced between 3pm EST and 5PM EST every Sunday and Thursday during the regular season (unless otherwise posted). Offseason times will be posted on the boards.
2.2 - Games Scheduling - All game scheduling is to be done on this site through the 'game scheduling' section, where GMs post their availability for games during current sim period. In addition to posting your availability to play, please PM all of your opponents as soon as you can after the advance; this gives you a lot of time to find a good time to play for both.
2.3 - Playoff Scheduling - Please schedule asap. Also stay tuned to the site as advances will occur as soon as all series are over that tick (many times earlier then the scheduled time).
2.4 - 36 Hours Response Time Rule - If you PM a GM and you don't hear from them within 36 hours, you have the option of playing their AI. All GMs should check the forum on a regular basis (at least daily), so normally there should not be a problem.
2.5 - No Show for Scheduled Time - If a GM does not show up for an agreed time, he gives up his rights in scheduling and must play when the GM that did show up requests or the other GM can play CPU if GMs are unable to reschedule.
2.6 - Absences - If you will be away, please post in the thread indicating that other GMs can play your CPU.
Section 3 On Ice Rules - The general rule is "If you wouldn't see it in the NHL, then don't do it in our league"
3.1 - No Exploiting - "Doing something over and over to gain an advantage". Abusing gameplay that is considered glitching, cheesing, exploiting, will not be tolerated. This includes abusing the puck protect all game long, forcing your play to one or two spots on the ice for shots (like the high slot for the top corner shot), or using the pull-back wrister to name a few.
3.2 - Banned gameplay in the UHL - These plays are banned due to their overuse and unrealistic over-effectiveness in the game. Video and details are included in the text in orange at the end of this post.
- BHFH/FHBH (backhand-forehand/forehand-backhand) (except on penalty shots and shootout)
- Pullback Wrister
3.3 - Repetitive Gameplay Cap - In an effort to keep gameplay realistic and not repetitive, we have a gameplay cap. There is no problem going to the (several) high percentage shots once every while if the opportunity is there. It is a big problem if players continuously go and 'search' for a specific play (cross crease pass, behind the net wraparound etc.). GMs that feel that opposing players are abusing specific plays in a repetitive way, might post a complaint to the league commissioners. In case league commish receive complaints from more than 3 GMs, the commissioners will look into the matter with the 'accused GM'. In general, GMs abusing specific plays in a repetitive manner will not last long in this GMC league since opposing players have no interest in interacting with them.
3.4 - No Quitting/Standing around - All of us lose big sometimes, if you can win games, then you have to be able to take the lumps as well.
3.5 - No Hitting away from play - Hitting players away from play causes injuries. In real life, a player would get suspended, but we have no way of controlling that in game so don't do it. If a GM is found guilty of hitting away from the play on several occassions (gameplay footage will help in addressing the issue) he might be banned from the league.
3.6 - No Manual goalie interference - If you take control of your goalie, do not interfere with opposing players trying to get to the puck.
3.7 - Disconnects - Restart with same score, at same point in game, unless agreed upon different with the other GM.
Section 4 Games vs CPU (ai games)
4.1 - Playable CPU/AI - No CPU games against AI on a GM TEAM may be played in first 36hrs after advance, unless GM has indicated the CPU is playable for that tick.
Teams without a GM are automatically set AI, and other GMs can play those team without AI at all times.
New GMs are only allowed
4.2 - DNF% vs CPU - Disconnects happen, but anything above 10% is unacceptable and will result in a warning and/or suspension. The exceptions are the large percents (50%, 25%, 33%) that occur with a low number of games played. Once you get past 5-10 AI games, your DNF% should level out. Since DNF% resets each time someone is booted and rejoins the league, in principle GMs can not leave and rejoin the league without a proper reason durig the regular season (CPU needs to be set at all times during playing season).
4.3 - DNF% vs CPU (Playoffs) - Any team with a CPU opponent will be booted and re-accepted into the league to reset their DNF% to zero. Quitting any games vs CPU in the playoffs will result in suspension or a simmed series.
Section 5 Seasonal
5.1 - Game Limit for Goaltenders - All goalies will have a yearly limit for games played as per this formula (Endurance - 20 = available games). This is to keep goalies from playing 80+ games and keep things realistic. Goalies breaking the cap will not be allowed to be used in the playoffs.
For each game a goalie exceed during the season, will doubled up and will be subtracted from next year’s max total in the regular season (eg. 73 games played this year for a goalie max at 70, meaning 3 x 2 = 6 games subtracted from 70 [if endurance stays the same next year], so that particular team’s goalies will have a -6 on top of -20 for that season)
In addition to the above penalty, if the penalize team will end up making the playoffs, then he will be asked to sit his starter for the duration of the playoffs (the goalie over will have to be sent down to the minors to avoid needing of pulling goalie).
To avoid going over the maximum games allowed, it is highly encourage that teams to alter their goalies each tick (plays their backup once or more per tick), or play your backup when your games are being simmed. It is up to each GM to keep track of that number for their own team.
5.2 - The Franchise Tag - At the beginning of each season (after progression), the league will announce that seasons Franchise Tag players for each team. Franchise Tag players must be labeled on each teams roster page and are subject to trade restrictions (explained in section Trade Rules). Franchise players may also lose their designation once they turn 34, if they regress significantly, or don't develop at an anticipated rate.
Section 6 Team Management
6.1 Franchise Players.
Before start of season 1 of the league, several Franchise Players are indicated for each team. These FPs have Limited No-Trade Clauses. This means that these FP Players can only be traded to a list of 5, 10 or 20 teams. The list of teams the FP can be traded to is randomly generated in advance of season 1 (and for new FPs after their draft). There will be between 2 and 5 FP players on each team at start league.
Each year, the best 3 players that were selected in first round of draft ('best' defined by a combination of: starting ovr and potential - independent of #pick the players were drafted!!) will be rewarded a 10 team Limited No-Trade Clause and hence become instantly an FP . League commissioners will assign the 3 FPs right after the draft.
List of FPs per team and their potential trade destinations: euroleague-gmc.freeforums.net/thread/17/team-limited-trade-clause-details?page=1&scrollTo=26
6.2 - Each GM should have team page with 20-23 player roster, lineup and other information on the team. Team page includes contract status (1way / 2way) and caphit per player and total caphit (including retained salary, buyouts) for team as well.
6.3 - Trade rules and Player Contract Signing Rules - euroleague-gmc.freeforums.net/thread/13/trade-rules-ufa-player-signings
6.4 - Waivers - The UHL will have manual waivers. Please post your starting roster (minimum of 20: 18 players, 2 goalies; max of 23 players, including min 2 goalies) on your team page before the start of each season. Please indicate contract status (1way / 2way) and contract length and caphit with each player + total caphit for the team (including retained salary, buyouts).
Players on 1-way contract that are not on the starting roster should go through waivers. These players are announced in the Waiver Thread. Other 29 teams have a right to pick up the players from waivers (contingent on the team having roster space and capspace for the player). Teams have to post waiver claim within 24hrs of waiver announcement. If there are more teams interested in one player, team that has lowest position in league standings is given priority. (for first 5 ticks of every season, the standings of previous season is being used to determine priority). During the season, if a player is put on waiver, same procedure as above counts. Once a player clears waivers, his 1way contract 'transforms' into a 2 way contract for that season. The change in status should be announced on the GMs Team Page.
6.4 - Buyouts - before buying out a player, GMs have to announce on the boards their intention to buyout the specific player. League commissioners might block the buyout option (if the buyout would hurt the team).
*The league reserves the right to review any situation and step in to reverse or adjust any actions, as well as suspend or remove any GMs necessary even if no rules are broken. We can't make rules up to cover everything, and many times, have to react to individual situations that develop in front of us. Each situation will be judged fairly and in the best interest of the league.
THE BANNED LIST - (Added as rule 3.2)
At the beginning of the game, we were not sure what shots/plays would still be problems in the game. After a bunch of feedback and discussion, we are adding the first group of banned shots to our rules. Please keep in mind, none of these shots mean that anyone is cheating, these shots can be used in any other mode, that's fine. But in this league, we want a level playing field for everyone, that is why we went with the custom sliders and that is why we are adding these to the banned list. If anyone needs a description of these shots, we will add videos to the tips and guides thread.
BHFH/FHBH - (Backhand-forehand/forehand-backhand) (Except on Penalty shots or shootout)
The reason this is being banned is that it is essentially an auto-goal for anyone that uses it. It's like going in on net and having a "move goalie out of way" button that has the same result on ANY goalie in the game. When a player breaks in on a goalie, they should still have to beat the goalie to get a goal, doing a BHFH/FHBH move that is known to get the goalie out of the way is taking advantage of the AI programming and therefore a way of exploiting a game.
One of the reasons why it is such a big issue is that there are a number of GMs that have committed to playing clean in this game, and there is nothing worse than playing a tight clean game, getting a few breakaways, choosing NOT to do the BHFH out of respect for the game and for your opponent, and then your opponent gets a breakaway and buries it using a BHFH move.
We realize that some people may not like this move, but it forces you to become better as a player because it forces you to work to beat the goalie.
PULLBACK WRISTER - This shot has been banned before and we have mentioned it in the rules, but we are going to ban it completely at this point. It's been tested long enough since NHL 13 that we are well aware that it goes in at a very high percentage. Most people don't use it, but it falls into the same explanation that the BHFH/FHBH does, it's almost an auto goal for someone that knows how to use it. And same situation applies, where a clean game is played by one GM only to have the other take the game because of an exploit.
Any additions to the rules will be posted in this thread and added to this post.
Keywords are Highlighted for quick lookup.
Section 1 General Information
1.0 - Fair Play - We play Hockey to have fun, and at the end, that is what this league is all about. Treat everyone and their time with respect, don't use glitch goals, and don't cheat the system.
1.1 - Settings - Period Length : 8 minutes
Difficulty : Superstar
Game Style : Hardcore
Waivers : Off (we use manual waivers)
1.2 - CPU (AI) set
All GMs should ALWAYS set their CPU to playable during regular season and playoffs. GMs can play opposing teams CPU ONLY if agreed between both GMs (since no option to schedule the game that sim period) or if the GM does not respond to PMs within 36hrs (see rule 2.4).
1.3 - NO Team switching; once you've chosen your team, no switching to other teams.
1.4 - During season, new GMs are only allowed to enter just before start new tick (no entries during current tick).
Section 2 Scheduling
2.1 - Advances - The league will now be advanced between 3pm EST and 5PM EST every Sunday and Thursday during the regular season (unless otherwise posted). Offseason times will be posted on the boards.
2.2 - Games Scheduling - All game scheduling is to be done on this site through the 'game scheduling' section, where GMs post their availability for games during current sim period. In addition to posting your availability to play, please PM all of your opponents as soon as you can after the advance; this gives you a lot of time to find a good time to play for both.
2.3 - Playoff Scheduling - Please schedule asap. Also stay tuned to the site as advances will occur as soon as all series are over that tick (many times earlier then the scheduled time).
2.4 - 36 Hours Response Time Rule - If you PM a GM and you don't hear from them within 36 hours, you have the option of playing their AI. All GMs should check the forum on a regular basis (at least daily), so normally there should not be a problem.
2.5 - No Show for Scheduled Time - If a GM does not show up for an agreed time, he gives up his rights in scheduling and must play when the GM that did show up requests or the other GM can play CPU if GMs are unable to reschedule.
2.6 - Absences - If you will be away, please post in the thread indicating that other GMs can play your CPU.
Section 3 On Ice Rules - The general rule is "If you wouldn't see it in the NHL, then don't do it in our league"
3.1 - No Exploiting - "Doing something over and over to gain an advantage". Abusing gameplay that is considered glitching, cheesing, exploiting, will not be tolerated. This includes abusing the puck protect all game long, forcing your play to one or two spots on the ice for shots (like the high slot for the top corner shot), or using the pull-back wrister to name a few.
3.2 - Banned gameplay in the UHL - These plays are banned due to their overuse and unrealistic over-effectiveness in the game. Video and details are included in the text in orange at the end of this post.
- BHFH/FHBH (backhand-forehand/forehand-backhand) (except on penalty shots and shootout)
- Pullback Wrister
3.3 - Repetitive Gameplay Cap - In an effort to keep gameplay realistic and not repetitive, we have a gameplay cap. There is no problem going to the (several) high percentage shots once every while if the opportunity is there. It is a big problem if players continuously go and 'search' for a specific play (cross crease pass, behind the net wraparound etc.). GMs that feel that opposing players are abusing specific plays in a repetitive way, might post a complaint to the league commissioners. In case league commish receive complaints from more than 3 GMs, the commissioners will look into the matter with the 'accused GM'. In general, GMs abusing specific plays in a repetitive manner will not last long in this GMC league since opposing players have no interest in interacting with them.
3.4 - No Quitting/Standing around - All of us lose big sometimes, if you can win games, then you have to be able to take the lumps as well.
3.5 - No Hitting away from play - Hitting players away from play causes injuries. In real life, a player would get suspended, but we have no way of controlling that in game so don't do it. If a GM is found guilty of hitting away from the play on several occassions (gameplay footage will help in addressing the issue) he might be banned from the league.
3.6 - No Manual goalie interference - If you take control of your goalie, do not interfere with opposing players trying to get to the puck.
3.7 - Disconnects - Restart with same score, at same point in game, unless agreed upon different with the other GM.
Section 4 Games vs CPU (ai games)
4.1 - Playable CPU/AI - No CPU games against AI on a GM TEAM may be played in first 36hrs after advance, unless GM has indicated the CPU is playable for that tick.
Teams without a GM are automatically set AI, and other GMs can play those team without AI at all times.
New GMs are only allowed
4.2 - DNF% vs CPU - Disconnects happen, but anything above 10% is unacceptable and will result in a warning and/or suspension. The exceptions are the large percents (50%, 25%, 33%) that occur with a low number of games played. Once you get past 5-10 AI games, your DNF% should level out. Since DNF% resets each time someone is booted and rejoins the league, in principle GMs can not leave and rejoin the league without a proper reason durig the regular season (CPU needs to be set at all times during playing season).
4.3 - DNF% vs CPU (Playoffs) - Any team with a CPU opponent will be booted and re-accepted into the league to reset their DNF% to zero. Quitting any games vs CPU in the playoffs will result in suspension or a simmed series.
Section 5 Seasonal
5.1 - Game Limit for Goaltenders - All goalies will have a yearly limit for games played as per this formula (Endurance - 20 = available games). This is to keep goalies from playing 80+ games and keep things realistic. Goalies breaking the cap will not be allowed to be used in the playoffs.
For each game a goalie exceed during the season, will doubled up and will be subtracted from next year’s max total in the regular season (eg. 73 games played this year for a goalie max at 70, meaning 3 x 2 = 6 games subtracted from 70 [if endurance stays the same next year], so that particular team’s goalies will have a -6 on top of -20 for that season)
In addition to the above penalty, if the penalize team will end up making the playoffs, then he will be asked to sit his starter for the duration of the playoffs (the goalie over will have to be sent down to the minors to avoid needing of pulling goalie).
To avoid going over the maximum games allowed, it is highly encourage that teams to alter their goalies each tick (plays their backup once or more per tick), or play your backup when your games are being simmed. It is up to each GM to keep track of that number for their own team.
5.2 - The Franchise Tag - At the beginning of each season (after progression), the league will announce that seasons Franchise Tag players for each team. Franchise Tag players must be labeled on each teams roster page and are subject to trade restrictions (explained in section Trade Rules). Franchise players may also lose their designation once they turn 34, if they regress significantly, or don't develop at an anticipated rate.
Section 6 Team Management
6.1 Franchise Players.
Before start of season 1 of the league, several Franchise Players are indicated for each team. These FPs have Limited No-Trade Clauses. This means that these FP Players can only be traded to a list of 5, 10 or 20 teams. The list of teams the FP can be traded to is randomly generated in advance of season 1 (and for new FPs after their draft). There will be between 2 and 5 FP players on each team at start league.
Each year, the best 3 players that were selected in first round of draft ('best' defined by a combination of: starting ovr and potential - independent of #pick the players were drafted!!) will be rewarded a 10 team Limited No-Trade Clause and hence become instantly an FP . League commissioners will assign the 3 FPs right after the draft.
List of FPs per team and their potential trade destinations: euroleague-gmc.freeforums.net/thread/17/team-limited-trade-clause-details?page=1&scrollTo=26
6.2 - Each GM should have team page with 20-23 player roster, lineup and other information on the team. Team page includes contract status (1way / 2way) and caphit per player and total caphit (including retained salary, buyouts) for team as well.
6.3 - Trade rules and Player Contract Signing Rules - euroleague-gmc.freeforums.net/thread/13/trade-rules-ufa-player-signings
6.4 - Waivers - The UHL will have manual waivers. Please post your starting roster (minimum of 20: 18 players, 2 goalies; max of 23 players, including min 2 goalies) on your team page before the start of each season. Please indicate contract status (1way / 2way) and contract length and caphit with each player + total caphit for the team (including retained salary, buyouts).
Players on 1-way contract that are not on the starting roster should go through waivers. These players are announced in the Waiver Thread. Other 29 teams have a right to pick up the players from waivers (contingent on the team having roster space and capspace for the player). Teams have to post waiver claim within 24hrs of waiver announcement. If there are more teams interested in one player, team that has lowest position in league standings is given priority. (for first 5 ticks of every season, the standings of previous season is being used to determine priority). During the season, if a player is put on waiver, same procedure as above counts. Once a player clears waivers, his 1way contract 'transforms' into a 2 way contract for that season. The change in status should be announced on the GMs Team Page.
6.4 - Buyouts - before buying out a player, GMs have to announce on the boards their intention to buyout the specific player. League commissioners might block the buyout option (if the buyout would hurt the team).
*The league reserves the right to review any situation and step in to reverse or adjust any actions, as well as suspend or remove any GMs necessary even if no rules are broken. We can't make rules up to cover everything, and many times, have to react to individual situations that develop in front of us. Each situation will be judged fairly and in the best interest of the league.
THE BANNED LIST - (Added as rule 3.2)
At the beginning of the game, we were not sure what shots/plays would still be problems in the game. After a bunch of feedback and discussion, we are adding the first group of banned shots to our rules. Please keep in mind, none of these shots mean that anyone is cheating, these shots can be used in any other mode, that's fine. But in this league, we want a level playing field for everyone, that is why we went with the custom sliders and that is why we are adding these to the banned list. If anyone needs a description of these shots, we will add videos to the tips and guides thread.
BHFH/FHBH - (Backhand-forehand/forehand-backhand) (Except on Penalty shots or shootout)
The reason this is being banned is that it is essentially an auto-goal for anyone that uses it. It's like going in on net and having a "move goalie out of way" button that has the same result on ANY goalie in the game. When a player breaks in on a goalie, they should still have to beat the goalie to get a goal, doing a BHFH/FHBH move that is known to get the goalie out of the way is taking advantage of the AI programming and therefore a way of exploiting a game.
One of the reasons why it is such a big issue is that there are a number of GMs that have committed to playing clean in this game, and there is nothing worse than playing a tight clean game, getting a few breakaways, choosing NOT to do the BHFH out of respect for the game and for your opponent, and then your opponent gets a breakaway and buries it using a BHFH move.
We realize that some people may not like this move, but it forces you to become better as a player because it forces you to work to beat the goalie.
PULLBACK WRISTER - This shot has been banned before and we have mentioned it in the rules, but we are going to ban it completely at this point. It's been tested long enough since NHL 13 that we are well aware that it goes in at a very high percentage. Most people don't use it, but it falls into the same explanation that the BHFH/FHBH does, it's almost an auto goal for someone that knows how to use it. And same situation applies, where a clean game is played by one GM only to have the other take the game because of an exploit.