(OLD) Hard At Work Operating Instruction (Expectations, Rules, and Standards)

Discussion in 'Thread Archive' started by Freakskull, Oct 10, 2015.

  1. Freakskull

    Freakskull Lobsters are mermaids to scorpions.

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    Attention all H@W Members. This is the document we will use to run Hard at Work. Read it, and respond with your acknowledgement. If you have suggestions, make sure they go to your conference commissioner. I would appreciate any constructive criticism you have.

    Remember, reading comprehension is highly valued here, and ignorance of the OI is no excuse.

    Current version is 14 Oct 2015

    v/r,

    8E
     
    Last edited: Oct 18, 2015
  2. Freakskull

    Freakskull Lobsters are mermaids to scorpions.

    Joined:
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    HARD AT WORK TRADITION SPORTS ONLINE (TSO)
    OPERATING INSTRUCTION DATED: 14 OCT 2015
    All Previous Versions Obsolete

    Hard at Work Operating Instruction 1-1 Expectations, Rules and Standards

    1. Narrative:
    Time is valuable. Show respect when it comes to scheduling and playing games. If you remember that everyone is here voluntarily, instead of spending time with family/career/hobbies, etc. we will all be better for it. We're all here to have fun, so lets do our best to do just that. Competition naturally brings out aggressive emotions, and you may experience frustration. The rules here are designed to minimize that frustration.

    2. Structure
    2.1. Hard at Work (H@W) is an Owners only XBOX ONE Madden league with rules established to make it fun and fair.
    2.2. Current League name: HardatWork4
    2.3. Password - Send any member of the cabinet a private message (PM) via forum for password. If you don't know how to send a PM, see the Forum Tips and Tricks .
    2.4. H@W may simulate every other season. (i.e. play Season 1, simulate season 2, etc. Simulations will either be to the post season, or to the playoffs, or to the Superbowl, as decided by the cabinet.)
    2.5. Advance Pace: Every 72hrs.
    2.6. Sliders. At the Commissioner and Cabinets discretion, focused on fun and fair simulation.
    2.7. Settings. Kicking arc will be turned on. Other settings found in Appendix A.

    3. League Communication
    3.1. TSO Forums for scheduling, game summaries, and other content. Forum participation is required, ChatBox is encouraged.
    3.2. Drafts will have a mass communication solution in place for all members to participate. The solution will be in place prior to the Draft, and be shared with all members.

    4. Expectations
    4.1. Members
    4.1.1. H@W is expected to run the entire Madden cycle. Members (owners, coaches, players, etc.) are expected to be fun, fair, and contribute to the league threads and activities. Members need to be able to graciously win, or lose with dignity.
    4.1.2. Members will be expected to play the majority of your games (read: Kickoff) between 5pm EST and 11pm EST, and make scheduling compromises when necessary.
    4.1.3. Members are expected to treat each other with respect. This includes in-game, chat, voice, etc. It is TSO and H@W policy that escalation to name-calling, bigotry, threats, or contact via facebook, text, phone, etc is prohibited. Special attention is placed on behavior in the TSO Chat Box, members represent all of TSO, not just H@W. No flame wars.
    4.1.4. Members are not required to join Daddyleagues, but may find it a useful site. Go to:www.daddyleagues.com/haw. See https://traditionsportsonline.com/threads/daddy-leagues-a-tutorial.117838/

    4.2. Leadership “Cabinet” H@W is managed by a League Commissioner, and a “cabinet” of advisors. Roles are appointed by the League Commissioner, but may be changed if compelling reasons present themselves. Members are appointed with attention to impartiality, and in the best interest of the league.
    4.2.1. League Commissioner (LC): Responsible for the overall success of the league, reviews and approves all changes to the league OI, appoints cabinet members, makes decisions when cabinet is unable to, ensures cabinet members understand role and responsibilities, responsible for any unfilled cabinet position.
    4.2.2. Vice Commissioner (VC): Acts as League commissioner in any case where League commissioner can not (i.e. absence, subject to corrective action, etc.
    4.2.3. Consigliere (CO): Acts as a disinterested and passive voice, may be included in any conversations with the commissioner, provides any advice, insight as necessary. Act as a stabilizing presence, Generally relied on for perspective as opposed to decisions. Gets broad view of the entire league.
    4.2.4. Complaints Department (CD): Responsible for reviewing complaints and deciding validity, corrective actions, and assigning an appeal group specific to each incident. Maybe be a shared position, but must include the applicable Conference Commissioners. Conference commissioners decide if the complaint is an incident and recommends corrective action.
    4.2.5. Appeals Board (AB): Unbiased evaluation and recommendation for each incident. Responsibility is to ensure the commissioner is acting with logic and sound judgment, and provide a outlet for the accused to appeal. Members will be selected by the League Commissioner for each incident.
    4.2.6. Conference Commissioners (AFCC, NFCC): Generally responsible their respective conferences, first line of contact for complaints. Should be included in any discussion involving a team from their conference. Focal point for any activity the commissioner delegates. Responsible for any roles here for their respective conferences if other cabinet member is away.
    4.2.7. Simulation Mentors (SM): Assists in reviews of complaints and statistical anomalies. Educates and mentors new users, posts/shares/broadcasts occasional tips, observations, recommendations to keep the simulation style focus in H@W. Coordinates any training/refresher sessions or streams.
    4.2.8. Team Assignment and Waitlist Monitor (TA): Responsible for keeping a current list of teams and usernames/xbox live tags. Maintains the waitlist, provides recommendations on new users. Introduces the new users to the league, and ensures they have read/signed the OI.
    4.2.9. New Week Tag Announcements and Scheduling Monitor (XO): Post a thread including the start/end dates, tag everyone, let me know when we can advance early, keep an eye on inactive users. Keep the schedule moving.
    4.2.10. Waiver Warden (WW): Identifies the waiver order, accepts waiver requests, awards players in a fair and balance way, plans the schedule and deadlines.
    4.2.11. Trade Committee (TC): Writes, reviews, maintains the H@W OI 1-2 “Trades.” Reviews trade requests, determines fairness, "sim-ness", and adherence to the trade guidelines and allotments, sets a trade schedule, updates the trade log and tier tracker, Keeps an eye on the resigning contract guidelines and enforcement.
    4.2.12. Rules Monitor (RM): Runs polls and data collection on rules, consolidates data and suggestions, maintains the current version, coordinates with any/all members to provide recommendations to the League Commissioner.
    4.2.13. Media Relations/Public Affairs (PA): Responsible for keeping the league entertained and informed, ensures good relations with the rest of TSO, the other Madden leagues, creates hype for games/drafts/shows, carries the commissioners vision to the members. Fosters a fun, fair, competitive atmosphere.
    4.2.14. Statistics Tsar (ST): Responsible for comprehensive review of statistics, measurements, data collection and analysis, compares and contrasts to NFL reality, recommends adjustments to sliders and settings. Also analyzes any statistical anomalies (i.e. broken records.)
    4.2.15. Historian: Unofficial position, Responsible for maintaining a thread of H@W history, with interesting data (i.e. records, Superbowl results, MVPs, yearly awards, etc. )
    4.2.16. Technical Test Team (T3): Coordinates and conducts tests on Madden settings, examines bugs and unwanted Madden features, designs solutions if possible, presents findings to the League.

    5. Rules
    5.1. Play with respect. Play Madden like the football you see in the NFL.
    5.2. Create your own owner. Use a real, normal, non-offensive name. It does not have to be your own name. it just cannot be Joe Montana, Chuck U. Farley, Secret Squirrel and so forth.
    5.3. Glitchy gameplay. No gameplay that targets the shortcomings of the Artificial Intelligence or programming in Madden. (Diving with DL at line of scrimmage, rocket catching, taking a dive/iso handoff straight to sideline, running money plays over and over, snapping the ball while a player is still in motion, calling a passing play and immediately sprinting with your QB, etc..)
    5.4. Motion. Motioning backs and receivers is allowed, however if your opponent calls an audible during the motion you should wait a reasonable amount of time (a second or two) to allow the defense to reset prior to snapping the ball. Auto-motion plays are always allowed. You may snap mid motion if the playclock is about to expire.
    5.5. "Money Plays" There will always be plays that provide an unfair advantage. These plays should be used sparingly. There is a difference between "throwing the same pass concept a lot of times because the defense shows a lot of Cover 3" and "running the 0/1 a lot of times because the defense does not line up in 4-6. pinch the defense, crash the line, user the MLB into the gap and blitz the saftey." This applies to defense as well. If you are varying your playcalling correctly, you don't even need to know what money plays are to adhere to this rule.
    5.6. Twitch. All members are strictly prohibited from watching a LIVE stream on their opponent's channel (to view play calling, etc.). If we discover you violate this rule it will be an instant ban with no chance of appeal.
    5.7. Playcalling. No one size fits all rule. Mix up your formations, run angles, pass concepts and pass routes. Target different receivers a realistic amount. If your receptions are WR:2, TE:8, and HB:11, you are not playing correctly. Vary your defense as well. Running the HB stretch and toss out of 8 different formations is not the same as running 16 different plays. Also, on defense, you must present a variety of looks and coverages. If you call the same defense every down, the offense will start to look the same also. If your formation calls include Gun Snugs 23 times, you are not calling plays correctly.
    5.7.1. Adjustments. When making adjustments on the field pre-snap, be sure that you are not making the exact same adjustments on every play. Constant press coverage, constant line stunts, shifting the DL and linebackers in the same manner every play and the like falls under the category of not mixing up play calling, and is frowned upon.
    5.7.2. Play counts. Generally, you should not be running any play more than 4 times total. If your play count is Verticals 10 times, HB Screen 7 times, HB Toss 7 times, you are not calling plays correctly.
    5.8. Rule Bending and Escalation. Important to simulation and varied playcalling, beware of a “war of escalation.” this happens when one member bends the rules, and the other members decide to bend further. For example, A member beat me by running drags and crosses 75% or the time, so I will throw drags and crosses 90%.
    5.9. No-Huddle/Hurry up Offenses. The hurry up will be allowed if used in a sim fashion. The offense must also allow the defense adequate time to call a play prior to snapping the next play (no forced offsides). Going no huddle for a couple plays because you 'caught the defense at a disadvantage" isn't sim, its exploiting the limitations of the AI and game design and is therefore prohibited.
    5.10. Play action. You should hesitate to run play action on 3rd down and >7 yards. According to Football Outsiders, an average 4.9% of NFL real life third down plays have been play action (Average determined from 2009-2013.) Reference: http://www.footballoutsiders.com/stat-analysis/2014/2013-play-action-offense
    5.11. Hot Routes. Hot routes are to be kept to a minimum, if you have multiple routes you want to chage, choose a different play. Hot routes should be used in a sim fashion. Seeing one hot route on roughly half of your passing plays is okay, seeing it on 90% of passing plays or seeing 3 or 4 hot routes on single play is not sim, if you need to adjust 3 routes then you should have called a different play.
    5.12. Substitutions. No CBs at Saftey. No HBs at FB. No WRs at TE. Switching a player from right to left (LBs, CBs, OL) is permitted. Other odd substitutions may be prohibited.
    5.13. Quicksnap. Out of respect, please give your opponent a reasonable amount of time to adjust the defense, a 3-4 second count would be sufficient. Consider this rule especially if you are making changes or flipping the play etc. An exception to this would be if the play clock is about to expire.
    5.14. 4th Downs. Keep it realistic. If you feel you have strong justification, you do not need to pause the game and ask permission. Play like a NFL coach. Keep it respectable.
    5.15. Read Option (RO): Run it realistically. The RO in very rare for short yardage or on 3rd and more than five. It can be a good call on 1st and 10, 2nd and 12, 3rd and 4, etc. If you are varying your gameplay effectively, the RO should be seen about 5 or 6 times a game.
    5.16. QB Movement. Rolling out with the QB following the snap MUST be by play design (QB roll out, play action roll out, option, or screen). Dropping back or rolling out to avoid a sack is warranted if defensive pressure is there. However, there has to be pursuit by the defense in order for it to be considered a legitimate QB scramble. There is no limitation on running straight ahead through the pocket with the QB. You cannot intentionally drop your QB back 10+ yards and/or you cannot SPRINT with the QB to the sidelines immediately following the snap just to get receivers open.
    5.17. Running it up. Again, play with respect. If you have your opponent put away, take your victory and do not unfairly increase your statistical gains (stat pad.) This rule is abstract, no one wants to allow a comeback. Use your best judgement. Examples: if your opponent is down a considerable amount and running the clock out, or if they have time outs but are not using them. You may consider chewing the clock, or benching players. In any event where the ball carrier has a clear path to the endzone, that team is within their rights to score, if they so choose. You do not have to fall down before a score, i.e. on an interception return.
    5.18. Defense Matching Formations. Generally, the defense should be matching up personnel against the offensive package on the field. This means that while occasionally running your base defense against an opponent’s shotgun 4 wide packages is allowable, you should not be running a nickel/dime defense against a 2 TE set in a running situation. As a general rule of thumb, your defense should be within one CB of the opposing WR count unless the situation dictates (example: they show 2 WR on 3rd and 14, but you still want to run quarters is fine)
    5.19. Punting. You may not line drive every punt. The line drive should only be used when you are trying to angle a punt out of bounds inside the 20.
    5.20. Record Breakers. The NFL has had roughly 95 years to set those anomalies, and they are the exceptions - not the rule. In the course of some games/seasons, records may be challenged/broken, but this should be in good faith and secondary to respectful gameplay.
    5.21. Autopilot. It is your responsibility to put yourself on autopilot when you are going on vacation etc. The leadership team can assist in a pinch but it is difficult. Try not to rely on the commissioners.
    5.22. Uniforms. (Optional, but encouraged) Allow the home team to select their uniform combination, and the visitor selects the most contrasting option. If there is a mistake, and the uniforms are too similar, restart as soon as proper.
    5.23. No “tag-backs”. Teams may release players at any point throughout the season. In order to prevent teams from manipulating the cap system, a "no tag-backs" rule has been established. Teams may NOT release a player during the pre-season or regular season and then immediately re-sign the player to a one year free agent deal. It is a loophole which allows teams to sign the player at a fraction of what the his original contract was. He cannot be signed to a free agent contract by the team that released him until the following off-season free agency phase commences,
    5.24. Improper communication. All non-constructive criticism or complaints will be performed in private, compliments may be public. No flame wars, etc. Good natured ribbing and friendly teasing is encouraged.
    5.25. Rage quit. Quitting games is prohibited, no matter how bad the experience is. If in the unlikely event you have a problem with someone's gameplay, do not quit. Finish the game, save some highlight videos and present it to your Complaints Department.

    6. Scheduling and Disconnects.
    6.1. Scheduling: All members are expected to make robust efforts to schedule with their opponent and play the games.
    6.1.1. If you miss an agreed time, it is expected that rescheduling efforts are made. If it can not be rescheduled, the member who did not miss the game may choose to play CPU (preferred) or get a sim-to-win.
    6.1.2. Games are expected to be scheduled sooner as opposed to later, and generally expected to finish before advance.
    6.2. Games will disconnect from time to time for various reasons (and usually have nothing to do with either members setup). Generally, the two members will decide how to proceed. The winning team may elect to replay the game in its entirety in any event. Both members must agree on a resolution, and bring it to the Conference Commissioner attention if no agreement can be made. Options include but are not limited to:
    6.2.1. Replay game in its entirety with the score being recorded and added to the replayed game.
    6.2.2. First half disconnect may be considered one half of play. One full half will be played with the appropriate team receiving the kickoff on re-connection.
    6.2.3. If the decided method determines a winner without playing a full game (i.e. only the first quarter was necessary) then the winner may choose to play the opponents CPU, or choose “Sim to Win” option. (For statistical purposes.)
    6.2.4. If a game is played close to advance, and a disconnect happens without enough time to play again, the member with the lead has the option to let the game sim, or choose a sim-to-win.
    6.2.5. Restarts against CPU. Do not restart a game against the CPU, unless you experience a disconnect, problem, or emergency. Let your conference commissioner know.

    7. Trades
    7.1 Trades must be submitted two real world calender days prior to draft deadline. (Exception: new owner makes a compelling needs request.)
    Read current "H@W OI 1-2 Trades” for all additional rules.

    8. Waivers
    8.1. The post draft/preseason Free Agent (F/A) waiver process (Restricted Free Agency/Waivers) will be ran by the Waiver Warden cabinet position. Before each waiver period, the F/A Waiver process will be designed to be fair. The process will include “blind bid” and be based on previous years record. Once the regular season starts, (advance to week one) signing F/A's is unrestricted (unless awarded to a team through the Waiver process.)

    9. Contracts/Players/Playbooks
    9.1. In an effort to keep the salary cap relevant, and enhance the simulation experience, members must adhere to the following rules when bidding on off season F/A's (the stage prior to the waiver process) and all resigning. Not applicable for rookie initial contracts, or F/A's signed in waiver or post waiver period.
    99-85ovr are the only players that may sign contracts 5 years or greater.
    99-86ovr = 25% of total contract is guaranteed (signing bonus)
    85-80ovr = 20% of total contract is guaranteed
    79-75ovr = 15% of total contract is guaranteed
    74-70ovr = 10% of total contract is guaranteed
    9.1.2. Ratings differences. If the player could be a different rating based on scheme, use the one that most closely resembles you team scheme. Members are trusted to make reasonable attempts at simulation style contracts.
    9.2. Roster Requirements. You must have 53 players. You must have a K and a P. You must have a FB, even if Madden does not require it.
    9.2.1. Changing Player Positions
    Some positions require approval prior to changing. Members will only submit realistic player change requests to the cabinet.
    Allowed without approval:
    LT to RT, LG to RG, LE to RE, LOLB to ROLB (and vice versa)
    9.2.2. Some common moves that won't be scrutinized but must be announced to the cabinet:
    OLB to DE, OT to OG, OG to C, DE to DT, K to P (and vice versa)
    9.2.3. Moves that require approval and their general guidelines. If you're going to make a move of this nature please contact the cabinet for approval. Include any supporting information in your request.
    HB to FB >235lbs & < 85spd
    TE to FB >235lbs & < 85spd & < 6'4
    WR to TE > 6'2'' & > 230lbs & < 85spd
    CB to S < 90 speed
    S to LB < 88 speed & > 225lbs
    LB to S >88 speed & <225lbs
    9.3. Playbooks
    Before your first regular season game, select an offensive and defensive playbook. No custom playbooks. In order to change playbooks, you must wait until the end of a season/the offseason in order to do so. Exceptions can be made (i.e. significant injuries.)
    9.3.1. The Playbook Manager cabinet member will design and mange a mechanism to record all playbook choices.

    10. Gameplay Complaint/Intentional Broken Records Process
    10.1. Gameplay complaints may not be acted upon without a Twitch archive. A “tape” of the game is critical for resolving complaints.
    10.2. If a member has a complaint, they must submit it to the cabinet (typically their Conference Commissioner.) Include the “tape” and annotate times of the plays in question. Add additional details and statistics to lessen the amount of time for a review.
    10.3. A review will typically take two days for a response. Responses will include if the gameplay was considered to violate the rules, and if there was corrective action planned. The corrective action taken is not always disclosed, to protect members reputations.
    10.4. The review will be performed by the Conference Commissioners, the Simulation Mentors, and other members as appropriate. The members may change if the accusation is against a cabinet member.
    10.5. If determined to be a valid incident, the review and findings will be submitted League Commissioner, with a description of what rules were broken and suggested corrective action.
    10.6. Intentional broken records will follow the same basic structure, and may be initiated by any member.
    10.7. Remember, “Sometimes, the best thing to do is to give yourself some time to digest what just happened... You should always give your opponent the benefit of the doubt.” (TSO Site Rules)

    11. Corrective Action Process.
    11.1. League Commissioner will review the report, and take action within typically two days. The action will include a notice to the offending member describing the findings and corrective actions. In all cases that a corrective action is required, the member will be given the names of two other members (may or may not cabinet members) to serve as an appeals committee. If the offending member wants to appeal, they may do so typically in two days. The League Commissioner will consider the appeals findings, and decide to keep, release or modify the corrective actions. It is worth noting that this is not a “one mistake” league, new members specifically will be given opportunities to recover from an incident.
    11.2. Corrective actions may include (but are not limited to):
    Formal warning
    Requirement to stream all league games
    Suspension/release of player(s).
    Forfeit of x future game(s) (via “sim to win” or Auto Pilot (AP))
    Loss of waiver F/A pick(s), or draft pick(s)
    Requirement to describe offense to the league. Not a public apology, but acknowledgment. Not to be used without consideration. This action can create an unfair impression of the member. Best used when the incident was public and the impression is unavoidable.
    Expulsion from the league

    12. Basic framework for corrective action. This framework is provided to provide uniformity to the corrective action process. This is a guide, but may be modified due to various factors (i.e. New member, severity of offense, importance of game, etc.)
    12.1. Public flame war/chat box flames, Public disrespect and/or churlish behavior
    First Offense: 2 game suspension
    Second Offense: Expulsion
    12.2. Using custom playbook
    Expulsion
    12.3. Overextended use of a player
    First Offense: Player is suspended from lineup for 1 game
    Second Offense: Player is suspended for 2 games
    Third offense: Player is released from team, and goes to Pre-Season waiver process
    12.4. Un-simulation like gameplay (extraneous hot routes, poor play/formation variety)
    First Offense: Assigned to another member to mentor sim-play, requirement to stream all games, a set limit placed on the most used formations/plays
    Second Offense: Ongoing sim mentorship, and if the gameplay caused another member to loose, you forfeit the next game against that member, further restrictions on formations and plays
    Third Offense: Expulsion.
    12.5. Using a player in an unapproved position (i.e. HB in at FB, LB in at S, etc.)
    First Offense: Requirement to stream all games, loss of first round of waiver claims.
    Second Offense: Loss of draft pick #1 (Member will pick lowest rated player on board at #1)
    Third Offense: Expulsion.
    12.6. Improper Contract Signing (If grossly incorrect)
    First Offense: Must cut player and resign at correct amount.
    Second Offense: Must cut player, and not resign.
    12.7. Restarts against a CPU opponent
    First Offense: Warning
    Second Offense: No longer allowed to play CPU for the rest of the cycle. (Games with CPU opponent will be simmed.
    12.8. Unsportsmanlike conduct, running up the score
    First Offense: Gameplay evaluation, warning, possible requirement for apology
    Second Offense: Forfeit next game against that member
    Third offense: Expulsion
    12.9. Rage quit
    First Offense: 2 game suspension in addition to loosing the game that was quit. (Next two opponents get yo play CPU), warning, possible requirement for apology
    Second Offense: Expulsion

    13. Suggestions/corrections/recommendations. Submit all proposed changes through your conference commissioner for consolidation. Conference commissioners will forward compiled reports to the League Commissioner.

    Appendix A Madden 16 CFM Settings
    Instant Starter: Off
    Salary Cap: On
    Skill: All Pro
    Quarter Length: 12 Minutes
    Accelerated Clock: On
    Minimum Play Clock: 17
    Game Speed: Normal
    Player Progression Frequency: Weekly
    Coach Firing: On
    Game Play Tuning: Yes
    Injury: On Note: For advance, if there are games to be simmed, injuries will be turned off and turned back on for the next week.
    Pre - Existing Injury: Off
    Trade Deadline: On
    Trade Type: Enable Human
    Relocation Settings: Users Only
    League Type: Owners only

    Any owner streaming a league game is REQUIRED to have the Previous Play Information graphic (found in the Visual Feedback options) set to ON.

    CPU Settings
    Fill Roster: Off
    Re-Sign Players: Off
    Progress Players: Off
    Sign Offseason Free Agents: Off
    Simulate Game Prep Activities: On


     
    Last edited: Oct 18, 2015
  3. Freakskull

    Freakskull Lobsters are mermaids to scorpions.

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  4. McStrauss

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    Fantastic. Thanks for your work Freak.
     
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  5. Craig

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  8. Wyrmreaver

    Wyrmreaver Ready for Madden 15 on Xbox One, lets get it on!

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    sup
     
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    Wow awesome. Read and agree
     
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    Seastrunk for president
     
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  14. GMONEY 15

    GMONEY 15 2015 BCS Champs

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    I have read and understood as well
     
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  18. recchem2000

    recchem2000 UCLA > WSU

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  19. akutozo

    akutozo Baby, I'm a Brown.

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  20. Freakskull

    Freakskull Lobsters are mermaids to scorpions.

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    Gentlemen,

    The OI has been updated to the 14 Oct 2015 version. Acknowledgment is not required. If you play a game you consent to this revised OI. We have added/changed the following:

    4.2.2. Vice Commissioner (VC): Acts as League commissioner in any case where League commissioner can not (i.e. absence, subject to corrective action, etc.
    4.2.3. Consigliere (CO): Acts as a disinterested and passive voice, may be included in any conversations with the commissioner, provides any advice, insight as necessary. Act as a stabilizing presence, Generally relied on for perspective as opposed to decisions. Gets broad view of the entire league.

    4.2.7. Simulation Mentors (SM): Assists in reviews of complaints and statistical anomalies. Educates and mentors new users, posts/shares/broadcasts occasional tips, observations, recommendations to keep the simulation style focus in H@W. Coordinates any training/refresher sessions or streams.

    5.10. Play action. You should hesitate to run play action on 3rd down and >7 yards. According to Football Outsiders, an average 4.9% of NFL real life third down plays have been play action (Average determined from 2009-2013.) Reference: http://www.footballoutsiders.com/stat-analysis/2014/2013-play-action-offense

    5.13. Quicksnap. Out of respect, please give your opponent a reasonable amount of time to adjust the defense, a 3-4 second count would be sufficient. Consider this rule especially if you are making changes or flipping the play etc. An exception to this would be if the play clock is about to expire.

    5.25. Rage quit. Quitting games is prohibited, no matter how bad the experience is. If in the unlikely event you have a problem with someone's gameplay, do not quit. Finish the game, save some highlight videos and present it to your Complaints Department.

    6.1. Scheduling: All members are expected to make robust efforts to schedule with their opponent and play the games.
    6.1.1. If you miss an agreed time, it is expected that rescheduling efforts are made. If it can not be rescheduled, the member who did not miss the game may choose to play CPU (preferred) or get a sim-to-win.
    6.1.2. Games are expected to be scheduled sooner as opposed to later, and generally expected to finish before advance.

    6.2.4. If a game is played close to advance, and a disconnect happens without enough time to play again, the member with the lead has the option to let the game sim, or choose a sim-to-win.

    7.1 Trades must be submitted two real world calender days prior to draft deadline. (Exception: new owner makes a compelling needs request.)

    10.7. Remember, “Sometimes, the best thing to do is to give yourself some time to digest what just happened... You should always give your opponent the benefit of the doubt.” (TSO Site Rules)

    12.9. Rage quit
    First Offense: 2 game suspension in addition to loosing the game that was quit. (Next two opponents get yo play CPU), warning, possible requirement for apology
    Second Offense: Expulsion

    Injury: On Note: For advance, if there are games to be simmed, injuries will be turned off and turned back on for the next week.


    v/r,

    8E
     
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  21. Freakskull

    Freakskull Lobsters are mermaids to scorpions.

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  22. arlennnn

    arlennnn Walk On

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