1. Rainbow Six Siege Rules and Format
Any person that has a standing cheating ban by Ubisoft for Rainbow Six Siege is ineligible to participate in any DGL-run Rainbow Six leagues and tournaments. This ineligibility will last as long as Ubisoft upholds the cheating ban.
1.2. Player Eligibility
All players participating in Rainbow Six Siege competitions must enter their Uplay Nickname. The game account is needed to invite players into a custom match and to check if the correct player is playing. In order to participate in tournaments by DGL, you must meet the following requirements:
If you do not meet these requirements, you will be deemed ineligible.
1.3. Team and Player Names
DGL reserves the right to edit Nicknames and/or URL aliases. Team or player names that are too similar to that of another team or player are subject to be changed by DGL.” If a team name has been wrongly seized, please file a support ticket with proof of ownership of the name. Team and player information will not be allowed to change once a cup has begun. This includes game accounts and team names. Only registered team members are allowed to play for a team. Playing in any matches with a ringer is prohibited. Players and teams must compete under their officially registered Rainbow Six Siege team names and Nicknames during all official matches.
Team rosters must consist of at least 5 players to participate in a cup. Teams are only allowed to compete with players on their roster with a registered game account. All roster changes must be made prior to the start of a cup. Playing with different players and/or illegal ringers will result in punishment.
1.5. Game version
All players must install the newest version of the game in order to participate in DGL tournaments. Updates must be installed before the tournament starts, so delays will be at a minimum.
1.6. Technical Issues
Teams are responsible for their own hardware and internet connection. Matches will not be rescheduled because of technical issues.
To keep tournaments as efficient as possible, admin reserves the right to disqualify teams. This will only be done in cases where a team purposefully stalls or attempts to block another team. In some scenarios, both teams may be affected. Any team found using known exploits or third party programs will be disqualified from the tournament. If it occurs on a second occasion at any point, that team will be banned from future events at the discretion of the admin team.
2. Armor Legion Gaming Cup Rules
2.1. Armor Legion Gaming Tournament Format
2.1.1. Tournament Settings
2.1.2. Game Settings
188.8.131.52. Match Settings
184.108.40.206. Game Mode: TDM Bomb
220.127.116.11. Operators and Map Pool
Unless otherwise specified, all Operators and Maps are allowed (DLC is allowed).
Teams are only allowed to have one player using a shield operator (Blitz, Montagne, Recruit with a shield) at a time.
2.1.3. Ranking Points
The ALG series will utilize a point system to track placings for cups and determine seeding for future events. The points for each placing is listed below.
2.1.4. Seasonal Finals
There will be seasonal finals held on the first Saturday of every month. The top 8 teams with the most accumulated points from the previous month will be placed into a single elimination bracket and compete for first and second place. The points will then be reset for all teams for the next month’s ALG cups.
Only teams residing in South Africa can compete in the ALG Rainbow Six Siege cup. Any teams outside of South Africa trying to circumvent this rule in any way will be removed from the cup and is subject to penalization.
2.3. Game preparations
Please resolve any problems that might occur before a match starts. Connection or hardware problems during a match could lead to a disqualification by DGL admins. Agreements between the teams/players have to be posted as match comments. The match must be played with the right settings. Make sure all players are eligible to play. In team games, all players must be registered for their corresponding team.
2.4. Substitute Players
Three substitutes are allowed to be registered to your team during a cup. Substitutes may only relieve players at the start of each game. Once a game has begun, substitutes cannot be utilized until after the game is over.
2.5. Player Lineup
Teams must show their player lineup during each match, on the DGL website. To set/change your player lineup, click “change player lineup” on the match info page and select the players that are competing for that particular match.
2.6. No show
If a team is not ready to play 15 minutes after the scheduled match time, please submit a protest ticket including any screenshots or other evidence. This is the fastest way to get your match checked to move on to the next round.
In the case that a player(s) disconnects, if it is in the first 15 seconds of a round and there has been no contact between teams, the game may be ended and re-hosted. If a player disconnects after 15 seconds, the round must continue.
If a player disconnects, they can rejoin at any time, but it must be the same player reconnecting to the same team. Teams are allowed to continue playing matches a player down if they choose to.
A re-host can only be played with prior admin approval. Please contact an admin via support ticket to receive approval. In the case of a re-host, both teams must select the same settings and start with the score from the previously ended game. Disconnects and lag issues will only qualify for a re-host if the issue occurs the within the first 15 seconds of a round, and there has been no contact between teams.
Participants can choose to forfeit a match if they wish. Forfeiting will result in loss of the match and possible penalty points.
If a match was incorrectly reported by your opponents or you wish to dispute the match for any reason, your team has 10 minutes to protest the match. Match protests must include media evidence such as screenshots or video recordings clearly showing the results of the match/series or claim of the disputes. Teams are responsible for providing proof of match results in case of disputes.
3. Match rules
3.1. Maps (Mapvote System)
Picking and banning of maps must be done using the “Mapvote System”. The mapvote will be used for all "best of" series. The chronological order in which the maps will be played is also determined by vote. Any member of a team can conduct the map vote process.
3.1.1. Best of One
The "Mapvote System" will select the lower seeded team to ban the first map. Banning will alternate between teams until 1 map remains.
3.1.2. Best of Three
The "Mapvote System" will select the lower seeded team to ban the first map. Banning will alternate between teams until 3 maps remain. The chronological order in which the maps will be played will also be determined by vote.
3.2. Game Pause
If a player pauses a game, they must state the reason for the interruption and give an approximation of how long it will take. The game can only be resumed once both teams are ready. The pause should last no longer than 10 minutes. Violating this rule can lead to a re-game.
Observers are allowed only if both teams agree. Exceptions to this rule are, DGL admins and people that are given permission by an admin (e.g. shoutcasters or streamer). Under no conditions are teams allowed to play with referees other than DGL referees.
Both participants are responsible for submitting the correct result. Results must be submitted after all games have been played. If results are disputed, participants should have screenshots and the required replay files available to verify the result and file a protest.
5. Communication & Support
Please use matchchat, located on the bottom side of your screen or submit a support ticket for any assistance during the cup. DGL website is the main communication tool for admins to communicate to players through matchchat during a cup.
All participants 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 participants are confidential. Publicly posting or sharing these conversations with outside parties is strictly forbidden, unless permission is obtained.
6. Match Media
All match media (screenshots, demos, etc) must be kept for at least 14 days. You should upload the match media from a match to the match info page as soon as possible. Faking or manipulating match media will result in severe penalties. Match media should be titled clearly based on what it is. It is not possible to file a protest or write a support ticket to complain about bad match media naming. However, if an admin is hindered in their work because of bad match media names then it can be punished.
7. Casting and Streaming
Casting an DGL match is only allowed with an DGL admin agreement. To initiate an agreement, please open a Support ticket. If your match is being cast by DGL, please follow instructions given by the admin in Cup Chat prior to match start. These will include:
8. Country restriction
This competition is open to all players who resides within an eligible country. Eligible countries are:
Terms and Conditions
The DGL Terms and Conditions must be read in conjunction with the following documents:
5.10.Cheating is any unlawful measure that gives a player an unfair advantage over others. Penalty: Class B. Such measures include (but are not necessarily limited to):
5.11.Players should use default player models, weapons skins, heads-up display (HUD), point-of-view (POV), and sounds. If a default/standard configuration is supplied, players must use this. Penalty: Class B.
5.12.Use of restricted/unfair CVARs or DVARs. Penalty: Class B.
10.1.Your entry into the Digital Gaming League constitutes your binding acceptance of these terms and conditions on behalf of yourself and any person with whom you may simultaneously participate with or on your behalf and one or more additional persons (“your partner”).
10.2.Telkom reserves the right to amend these Digital Gaming League’ Terms and Conditions at any time and will publish same on our website (www.telkom.co.za & www.digitalgamingleague.co.za & www.telkomgaming.co.za) or make it available to Digital Gaming League subscribers on request.
10.3.These terms and conditions will be construed, interpreted and enforced in accordance with the applicable laws of the Republic of South Africa.
10.4.Telkom and its affiliates will not be responsible, and disclaim all liability, for any loss, liability, injury, expense or damage (whether direct, indirect, incidental, punitive or consequential) of any nature, whether arising from negligence or any other cause, which is suffered by your participation in the Digital Gaming League or the acceptance and/or use by you, or your partner (if applicable), by any action taken by us or any of our affiliates in accordance with the terms and conditions.
10.5.For purposes hereof, "affiliate" means our partners, promoters, copromoters and sponsors of this Digital Gaming League, our subsidiaries, our and their subsidiaries and respective holding companies, the subsidiaries of their holding companies, and our and their directors, officers, employees, agents and representatives.
10.6.With the consent of the winners, Telkom or its authorised agents may take, capture, record and/or use their names, voices, photographic images or video images for the purpose of marketing and publicity campaigns.
10.7.Telkom and our third party suppliers, as the case may be, reserve the right to vary, postpone, suspend, or cancel the Digital Gaming League and any prizes, or any aspect thereof, without notice at any time, for any reason which we deem reasonable in the circumstances. In the event of such variation, postponement, suspension or cancellation, you agree to waive any rights, interests and expectations that you may have in terms of this Digital Gaming League and acknowledge that you will have no recourse against Telkom, its affiliates and third party suppliers.
10.8.Telkom does not make any representations or give any warranties, whether expressly or implicitly, as to provide a prize, and in particular, but without limitation, makes no representations and gives no warranty that your entry or participation in the Digital Gaming League will necessarily result in you winning a prize;
10.9.Telkom will not be responsible for any costs or expenses which you, or your partner (if applicable), incur during and for purposes of your entry into the Digital Gaming League.
11.1.These Conditions are governed by the laws of the Republic of South Africa and the parties submit to the non-exclusive jurisdiction of its courts for the resolution of any dispute, difference, controversy or claim arising in connection with these Official Rules, this tournament and/or the Prizes.
3.10.Team ownership and placement
3.11.Retiring from an event
1.1. The Digital Gaming League (DGL) is an event aimed at providing gamers with a stable and reliable yearlong ranking platform. The DGL offers teams and players the ability to climb the ranks as they improve, taking on the best opponents in the country.
1.2. The DGL consists of four (4) legs, with each leg lasting roughly four weeks.
1.3. The terms and conditions herein, set out the rules and regulations which shall govern the DGL for 2016. By entering this competition, all applicants and players accept and agree to abide by these terms and conditions.
2.1. Players who are currently suspended/banned from the DGL website are not permitted to register for events on the DGL website.
2.2. All players who wish to compete in the DGL must have a valid DGL account. All required information on your profile must be filled in and completed. Failure to comply will result in a Class F Penalty.
2.3. Players may compete in more than one discipline (i.e. multiple games) and/or for multiple clans, but this will not impact our decision should you request an extension for a match deadline.
2.4. You may only represent one team (as a player/reserve/captain)/player per event (i.e. you may play for “ABC” in “Counter-Strike” event 1, as well as for “XYZ” in “Counter-Strike” Event 2. You may not play for teams “ABC” and “XYZ” in the same event).
2.5. Teams must make sure that any player that is recruited to their team must first be released by the player's previous team before playing any matches for the new team. A Team who uses a player (player/reserve/captain) that has not yet left his/her previous team in an official match will be given a Class G penalty.
2.6. You may only represent one team/player, per event, per match week (i.e. if you play for "ABC" and then transfer to "XYZ" you may not play for "XYZ" till the next match week (Match weeks run from Monday to Sunday). Failure to comply will result in a Class F Penalty.
2.7. Teams may only field players that are part of the teams official line-up (Official players are players that are registered to your team on the DGL website). Using an illegal player in an official DGL match will result in your team facing one of the following penalties:
2.7.1. Teams who field a player that is not part of their line-up but is part of another teams line-up will face a Class G Penalty.
2.7.2. Teams who field a player that is not part of their line-up and not part of any other teams line-up will face a Class F Penalty.
3. League Platform
3.1. Team Line-ups
3.1.1. Teams may only use players who are registered as part of their team line-up on the DGL website.
3.1.2. In situations where there is no roster locks or teams are in a transfer window, teams may only field players that were part of their line-up before the start of the match. Teams may not register a substitute/reserve during a match.
3.2. Transfer Window
3.2.1. Team captains are not permitted to change their team line-up during the competition. Exceptions to this rule apply during the "transfer window", where roster locks will be lifted so that teams may modify their line-up. The DGL may block a player transfer if it deems such action necessary.
3.2.2. Teams within the Second Division as well as the Ladder are not bound by roster Locks or transfer windows. These teams must still abide by the roster submission rules (section 3.3) and may not field a player who does not form part of their official team line-up the DGL website at the time of the match.
18.104.22.168. Refer to section 2.7 for information on the penalties on fielding a player that is not part of your official line-up.
3.2.3. Transfer Windows:
22.214.171.124. To be announced.
3.3. Roster Submission:
3.3.1. Managers must submit the line-up used in a match using the roster submission module on the DGL web page specific to the match concerned.
126.96.36.199. The line-up must be submitted in full and with 100 per cent accuracy before the end of the match week.
188.8.131.52.1. If a match is played on the day of the deadline, users are given 24 hours from the start of the match to submit all required information.
3.3.2. Every single player who took part in the match must be logged on the roster submission module, including substitutes. If a player did not play, that player must not be included in the roster submission.
3.3.3. The captain, coach and manager (where applicable, please contact an admin to find out if a coach is allowed to be used before playing your matches) must be declared for each match. Each match may only have one captain at any given time. If a captain is subbed out, the new captain should be logged as a captain as well.
3.3.4. Teams must submit the correct roster and must not in any way attempt to abuse the system by submitting incorrect information.
3.3.5. Breaking any roster submission rules will result in a Class F penalty [184.108.40.206], unless otherwise stated.
3.4. Media Submission & Media Requests
3.4.1 Media Submission
220.127.116.11. Teams must ensure that screenshots are available for every round (BF4)/map(CS/COD)/game(LoL/Dota2) played, showing all players. If a substitute is brought in to replace a leaving player, new screenshots must be taken to show the change.
18.104.22.168. Both teams/players must record (if supported by the game) every league match. Screenshots of both team’s line-ups and the scores must be taken. Each player who played in the match must individually upload their replay and screenshot files to the match page.
22.214.171.124. Game specific screenshot and recording requirements can be found in each respective game titles rule set.
126.96.36.199. Players who fail to record the required media mentioned in their respective game titles rule set will receive a Class G penalty.
188.8.131.52. Breaking any media submission rules will result in a Class F penalty, unless otherwise stated.
184.108.40.206. All uploaded match media must be in a high enough quality to be seen and understood clearly.
3.4.2 Media Requests
220.127.116.11. Teams may request their direct opponents ingame recording or demo after the match if the game supports this ingame function. The opponent must hand over the recording(s) within 48 hours of the match. If the recording is not provided, the team will be issued with a first and final warning.
18.104.22.168. Teams who request recordings must themselves first provide their direct opponents with their own recordings.
22.214.171.124. Teams who request recordings have 48 hours to provide their recordings. Failure to first provide your teams recordings within the 48 hours of the initial request will result in a final warning for your team as well as making any requests for recordings null and void.
126.96.36.199. Teams must request the recording on the same day the match had been played.
188.8.131.52. Please note that an ingame recording is not a video or video capture. This rule does not apply to Battlefield 4.
3.5. Result & Statistic Submission:
3.5.1. In the DGL, match weeks run from Monday 9am to Sunday (23:55). All matches for the specified week must be played and results submitted by no later than 23:55 Sunday.
3.5.2. If a match is played on the day of the deadline, users are given 24 hours from the start of the match to submit all required information.
3.5.3. Team managers must submit the correct results and statistics for each match before the match deadline is reached. Managers must submit a screenshot for each half/round showing the scores as well as evidence of the statistics and players used.
3.5.4. In the event that both teams/players submit different scores for the same match, the screenshots will be reviewed. If no usable evidence is attached, both teams will receive a Class G penalty.
3.5.5. Breaking any result and statistic submission rules will result in a Class F penalty, unless otherwise stated.
3.6. Location Restrictions
184.108.40.206. While the DGL primarily caters for Southern Africans, we do allow a limited number of international players per team. This is done to try and transfer international experience and techniques into the local teams knowledgebase. Only a limited number of international players may be fielded at any given time (see below).
220.127.116.11. Please note that players from outside of Southern Africa are not eligible for prizes which are won online. Players from outside of Southern Africa are welcome to participate at the Digital Gaming League Championships (Offline), provided they qualify.
18.104.22.168. Southern Africa includes the following countries:
22.214.171.124.1. South Africa
126.96.36.199. The following titles support limited players from outside of Southern Africa:
188.8.131.52.1. DOTA 2: Unlimited
184.108.40.206.2. League of Legends: 1 Player
220.127.116.11. Teams/Players outside of Southern Africa are allowed to take part in Ladder tournaments under the following conditions:
18.104.22.168.1. Teams must state which country they are from in the team description.
22.214.171.124.2. Players must have their country selected on their profiles.
126.96.36.199. By accepting a challenge from a player/team outside of Southern Africa you are acknowledging that you are aware that there will be a greater latency between yourselves and that you forfeit the right to dispute any latency related issues that happen within a match.
188.8.131.52. Teams from outside of Southern Africa are not eligible for promotion into league divisions and will remain in the Ladder only.
184.108.40.206. Southern Africa includes the following countries:
220.127.116.11.1. South Africa
3.7. Promotion and Relegation
3.7.1. Teams/players will initially be seeded according to their results from the previous leg.
3.7.2. Teams or players may elect to reject their promotion to a better ranked division if they feel they are not yet ready to take the step up. DGL reserves the right to enforce a promotion if the DGL feel the team in question is to highly skilled for the division they are in.
3.8. Match Communications
3.8.1. Teams/players must use the match page schedule module to book matches as all suggested times are logged. Your opponents will receive an email every time you propose a time on your match page. In the event of a match not taking place, the match page will be used by the league administrators to judge if teams & players have put enough effort into organising the match in question according to the DGL Match Booking and Penalty Points system. Please check your match page often as some users have reported that they do not receive emails from the DGL site.
3.8.2. Teams/players must make all efforts to contact their opponents via the Match Forum. If teams/players are unable to agree to a match time, the match defaults to Sunday 8.00pm (provided Sunday has not been deemed unavailable by Tuesday 8pm). With games such as Hearthstone and Dota 2 where groups have more than one match per week the following times will be used: First default time - Sunday 8.00pm / Second default time - Sunday 5.00pm.
3.8.3. Proposed times that are accepted at last minute (24 hours) are not binding and can be rescheduled, provided it is not the final day of the week. If it is the final day of the week and proposed times have not been accepted, if teams cannot come to a mutual agreement, then default times will be used.
3.8.4. Logs will be used to determine if a team is at fault for failing to arrange their match properly.
3.8.5. Rescheduling accepted match times can only be done by an admin, teams/players must contact the DGL through the Helpdesk for help in reseting accepted match times. (In most cases both teams/players must state on the match page that they wish to have help rescheduling a match).
3.9. Match Extensions
3.9.1. Under no circumstances will extension requests be granted to teams who booked to play their match later than Thursday or have not followed the booking guidelines correctly, resulting in the game not being played. Extensions must be requested before Thursday in the matches week.
3.9.2. Under no circumstances will extensions requests be granted in the final week of a Leg. All League matches must be complete and up to date by the last day of a Leg.
3.9.3. Each competitor is given two extension-card per leg of the competition. When an extension-card is used, the match is moved to Sunday 8pm in the following match week. If the new date is already booked by another match, the DGL admin reserves the right to select a new date. DGL admins will always strive to ensure the match is played on a Sunday at 8pm, however admins may in certain situations select a different day.
3.9.4. Teams who do not have reserves will not be granted (their own) extension requests. Reserves are there for a reason.
3.9.5. If an extension is requested due to a team's unwillingness to use their own reserves, the request will not be granted.
3.10. Team ownership and Placement
3.10.1. Due to no longer using the “Core Players” rule from 2015 as well as the way the website now handles teams and team ownership, the following rules have been introduced to handle the change-over.
18.104.22.168. If a clan has two teams competing in the same game title, both teams must be given unique names. Using team names such as “CSGO” and “Dota 2” will not be allowed when more than one team exists for the same title.
3.10.2. Team Ownership:
22.214.171.124 The owner of the team is the person who holds the role "manager" in that team on the DGL website.
3.11. Retiring from an event
3.11.1. Teams who retire will lose their seeding and any subsequent re-entry will mean you start from the lowest tier.
3.11.2. Players/Teams who fail to play two weeks of matches in a row will be considered retired and will be disqualified from the event at the admins discretion.
4. Code Of Conduct
4.1.1. Players who are banned by the Default Service Provider, the Developer (also known as a "Game Ban") and/or a third-party monitoring tool (such as PunkBuster/VAC) are not permitted to play in the Digital Gaming League unless the ban is more than three years old or for a game which the DGL has not held leagues for. You may appeal this ban by contacting the league admin. Teams who field banned players in their team line-up will face penalties or drop down two divisions.
4.1.2. If a player is suspended for cheating during a tournament or league, the following procedure is followed:
126.96.36.199. Matches where the player recently competed are identified.
188.8.131.52. The identified matches are overturned in the opponents favour.
184.108.40.206. The cheating player receives a Class B penalty.
4.1.3. The DGL does NOT operate an anti-cheat service. If you suspect a player is cheating, please forward your evidence to the relevant authority (Evenbalance/Steam). These companies have years of experience and vastly more advanced techniques for cheat detection that we do.
4.1.4. Penalty: Class B
4.2. Banned Hardware
4.2.1. No mouse with built in anti-recoil functions will be allowed at the Digital Gaming League Championships (FPS titles). Please ensure your mouse does not have this function.
4.2.2. Penalty: Class B
4.3. Identity Theft
4.3.1. In official matches all players must use the game account which is registered on their profiles. “Smurfing” is when a user uses a game account that is not registered on his profile at the time of the match and is strictly prohibited. Players & their team will receive a single warning and a repeat offense will result in the forfeiture of the match. Failure to use your team/clan tag will result in a single warning for the TEAM before forfeiture applies.
4.3.2. Players may not impersonate any other person. Any person found to be using another person’s identity (virtual or real) in order to compete will receive a 3-month ban from the DGL website and services. The team this person played for will be relegated to the ladder division after being disqualified and all their matches forfeited. Please note that this rule's intention is to prevent users from taking another players identity in order to compete illegally in the original players place. We do not intent to penalise players who coincidently have the same nickname as another user.
4.4. Game Accounts
4.4.1. Players must play using the same Game account (for example: Steam account, Battle.net account, Origin account, LoL Summoner name, XBOX Gamer tag or PSN ID) registered in their DIGITAL GAMING LEAGUE profiles. This is both to protect you from smurfing accusations and to help teams catch those who attempt to play in the name of other registered players. Failure to comply: Class F penalty.
4.4.2. Steam ID's must be entered in the player profile before the match is played. Please see the section "Steam ID's" for further clarification as to what is needed.
220.127.116.11. All players must have their actual Steam 64 ID listed on their DIGITAL GAMING LEAGUE profile before any match is played. We explicitly want the Steam 64 ID shown on your profile. Any other versions of the Steam ID will not be accepted (Please see 18.104.22.168).
22.214.171.124. All players must ensure that same Steam 64 ID (account) is used when playing their match.
126.96.36.199. Teams are encouraged to check their opponents Steam ID's by typing "status" in console during the match. If a player plays using an incorrect Steam 64 ID, they can be penalised under our Smurf rules. A player who has no Steam 64 ID on his/her profile will be given a final warning. Failure to correct the issue by the users next match will result in a 2 match ban and a forfeiture of the match.
188.8.131.52. You can get your Steam 64 ID here http://steamid.co/ or by following the steps here.
184.108.40.206. Players found to be using any other version of the Steam ID rather than their Steam 64 ID will be given one (1) final warning. If a player that has a final warning still has not updated his/her profile to show the correct Steam 64 ID the player will be given a two (2) match ban [Once the two(2) match ban has ended if the player has still not updated his/her profile the match ban will continue until the profile is updated], as well as the players team forfeiting that match.
220.127.116.11. Examples of Steam ID’s:
18.104.22.168.1. Incorrect type of Steam ID: STEAM_0:0:11716758
22.214.171.124.2. Incorrect type of Steam ID: http://steamcommunity.com/id/infyzaz
126.96.36.199.3. Correct type of Steam ID: 76561197983699244 (Note that the Digital Gaming Site will enter in a full URL when you enter in your Steam 64 ID to look like this - https://steamcommunity.com/profiles/76561197983699244)
5.1. DGL will provide a list of preferred in-house broadcasters. Broadcasters on this list will always be given priority over other broadcasters.
5.2. All broadcasters must abide by our Broadcasting Code of Conduct.
5.3. Broadcasting Code of Conduct:
5.3.1. All broadcasters, including preferred broadcasters, must register to broadcast a match. Broadcasting a match without first registering will result in a Class E-1 penalty.
5.3.2. Broadcasters may not at any time prevent or hinder a preferred broadcaster from casting the match. Class E-1 penalty.
5.3.3. Streamers must post the correct URL to view the stream prior to the match. Failure to post the URL of a streamed match will result in a Class E-1 penalty.
5.3.4. Broadcasters must post a post-match statement detailing what happened in the match, as well as their chosen Most Valuable Player.
5.3.5. Broadcasters may not:
188.8.131.52. Place the league into disrepute
184.108.40.206. Be biased in any way.
220.127.116.11. Be unprofessional.
5.4. Preferred broadcasters will always be given priority over other broadcasters.
5.5. Broadcaster Affiliation
5.5.1. Broadcasters and commentators may not broadcast matches, where a team is competing that has an affiliation with the broadcaster or commentator.
5.5.2. Broadcasters and commentators may not broadcast matches, where there is a clear conflict of interest that could potentially damage the DGL’s integrity or reputation.
5.5.3. Players who wish to broadcast their own gameplay:
18.104.22.168 Players may broadcast their match from their own perspective only.
22.214.171.124. At no point is a player allowed to broadcast a match from a spectator perspective.
126.96.36.199. To clarify, a player may never broadcast any video or information that is not already available to his own team mates.
188.8.131.52. For example, a player may not broadcast any information that is from a view-all perspective or that could be used by his own team or himself to gain an advantage over his opponents.
5.6. All broadcasters must be approved and agree to the DGL Broadcasting terms and conditions before they will be allowed to broadcast a match.
6. Ping Imbalance
6.1. Players are expected to have an average maximum response time of 120ms. If you’re in-game ping is consistently above this value, you must find a substitute for yourself and leave the server.
6.1.1 Games that are excluded from this rule include: League of Legends, Dota 2 and Rocket league.
6.2. If you notice that your opponent has an unacceptably high ping, you may politely request that they fix it. They then have 1 round (COD/CSGO), 5 minutes (BF4/DOTA2/LoL), 3 minutes (StarCraft 2) or 2 minutes (Quake live) to correct the problem or they must disconnect from the game. You must take screenshots of your request and the game scoreboard/latency screen in order to lodge a dispute.
6.3. The only evidence DGL will accept to prove that your opponent has an unacceptable ping is YouTube/twitch video evidence showing that the ping is not just spiking, but is consistently over the limit. It should show at least 5 minutes worth of video with the ping measurement shown in the video at least once every 30 seconds.
6.4. Players who continue to experience high pings or connection issues on more than one occasion will be asked to find a solution to the problem before their next match. If the player does not correct the issue, he/she will be removed from the event. This rule has been introduced to improve the competitive environment.
7. Match Problems
7.1. Once your match has been booked, you are expected to be ready to play at the agreed time. Play must start within 15 minutes of the scheduled match time. The offending team/player will forfeit the match. We suggest that you and your team test your connection/game 10 minutes prior to the match to avoid delays. If a match is played after a team is more than 15 minutes late you are effectively forgiving the team for being late and forfeiting any chance to dispute the match for starting late. (amended for clarity 15-08-2016)
7.2. Between games (maps), competitors have a maximum of 10 minutes to begin the next game (map). If a competitor prevents a game from beginning once the 10 minute ready-up period has expired, that competitor will forfeit the remaining games that have not been played.
7.3. Provided that you are still able to submit your match results by the deadline, teams/players may agree to postpone/reschedule a match. This should be posted on the match page so that admins are aware of the change and do not force you to forfeit.
8.1. The league director may create an additional division if deemed necessary.
8.2. The league director may alter the size and number of divisions if deemed necessary.
9. Server Providers
9.1. The default service provider is Telkom Digital Gaming League. Third party servers may be used if the official servers lag or malfunction. Third party servers must not have any plugins or extensions which are not used by the default service providers.
10. Offenses and Penalties
10.1. Class A:
10.1.1. Penalty: Permanent Suspension from ALL Telkom Gaming Domains, Platforms and Events.
10.1.2.1. Harassing Telkom Gaming Staff, including but not limited to:
10.1.2.1.1. Threats directed at Telkom Gaming staff.
10.1.2.1.2. Physically or verbally assaulting Telkom Gaming Staff.
10.1.2.1.3. Any form criminal act directed at Telkom Gaming Staff.
10.1.2.2. Repeated Class B Offense.
10.2. Class B:
10.2.1.1. 3 Year Suspension from the game series (i.e. all Call of Duty games) in which the user was caught cheating. All matches in the most recent leg or ladder will be awarded to the opponents.
10.2.1.2. The penalty kicks in from the date the ban was implemented by the relevant authority. If a ban was implemented more than three years ago, then no penalty is enforced.
10.2.1.3. If the admins believe a ban was purposefully hidden until it had expired, the admins may enforce an additional 1 year suspension.
10.2.2. Reason: Cheating – First Offense.
10.3. Class C:
10.3.1. Penalty: 1-2 Year Suspension from DGL Platform and Events:
10.3.2.1. Match Fixing.
10.3.2.2. Identity theft.
10.3.2.3. Physical Assault.
10.3.2.4. Breaking a Telkom Gaming non-disclosure agreement.
10.4. Class D:
10.4.1. Penalty: 6 months to 1 Year from DGL Platform and Events:
10.4.2.1. Major Code of Conduct breach.
10.5. Class E-1:
10.5.1.1. First offense: Warning
10.5.1.2. Second Offense: 1 month ban
10.5.1.3. Repeat offenses there after doubles the ban for each offense.
10.5.1.3.1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.
10.5.2. Reason: Breaking Broadcasting Code of Conduct
10.6. Class E-2:
10.6.1.1. First Offense: Warning
10.6.1.2. Second Offense: 1 Month Ban from competing in the DGL.
10.6.1.3. Repeat offenses there after doubles the ban for each offense. Offenses can stack. For instance, bringing the league into disrepute and swearing would count as two separate offenses.
10.6.1.3.1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.
10.6.2. Reason: Breaking the DGL Code of Conduct
10.7. Class F:
10.7.1.1. First Offense: Warning with information corrected by DGL.
10.7.1.2. Second Offense: Match Forfeit for each match effected.
10.7.1.3. Third offense: Match forfeit and the manager of the team must be replaced by another member of the same team or clan.
10.7.2. Reason: Submitting incorrect, incomplete or false information on the DGL website.
10.8. Class G:
10.8.1.1. First Offense: Forfeiture of the match in question and a final warning.
10.8.1.2. Repeat offense: Forfeiture of the match in question and a two match suspension.
10.8.2. Reason: Failing to record match media.
10.9. Class H:
10.9.1.1. First offense: First and Final warning for the team and player.
10.9.1.2. Repeat offense: Match forfeit & 3 match suspension for the offending player.
10.9.2. Reason: Miscellaneous
10.10. Class I: Penalty:
10.10.1.1. Match forfeit for the team
10.10.2. Reason: Miscellaneous
11. Masters Regulations
11.1. The following documents remain in force for teams and players who are taking part in the Telkom Masters and have signed the necessary documents.
11.1.1. Rules and Regulations
11.1.2. Participant Document
11.1.3. Standard Player Contract
12. Global Terms
12.1. The Digital Gaming League Terms and conditions apply
12.2. Right of admission reserved at all times
12.3. The tournament directors decision is final
12.4. Digital Gaming League reserves the right to modify any and all rule sets without notifying the contestants