League Rules and Guidelines (VIP)

Discussion in 'VIP League | #1 Madden League on PS4' started by majesty95, Aug 24, 2016.

  1. majesty95

    majesty95
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    MADDEN 17 LEAGUE RULES AND GUIDELINES

    All members of a PX1 Sports Madden League are required to read and know these rules. A PDF copy of the rules and guidelines is attached for easy offline review. If you choose to print a copy of the rules, it is your responsibility to add or amend your printed copy with any changes made by league management throughout the season.

    Once you have read over the rules and guidelines, please reply to this thread with some version of "Read and Agree" acknowledging you have read, understand and agree to abide by the rules laid out in this thread. If you have any questions, comments or concerns about the league rules and guidelines, please contact the league commissioner. To keep the thread clean and easy to navigate, any comments other than an acknowledgement and agreement to the terms will be removed.

    CODE OF CONDUCT

    All members of PX1 Sports leagues are expected to conduct themselves as mature adults. PX1 should be a place to meet new friends and have fun. Users are expected to play realistic simulation football and treat other members with integrity and respect. We expect all members to be open to feedback and improving their sim game.

    Members who are caught cheating, team killing, who display a win at all costs attitude, use excessive profanity, use racial slurs or remarks, berate or verbally abuse other members or otherwise display a negative or aggressive attitude towards members or site staff will be removed from the league and face a permanent ban from the site.

    All members should keep in mind that being competitive and having fun can go hand-in-hand. We do not want to be babysitters but we also do not want to create a negative environment for our members. Treat others as you would hope they would treat you and everyone’s experience will benefit because of it.

    The code of conduct extends to the forum, Slack, Twitch chat, and any other league related communications.

    TWITCH

    All league games must be streamed on Twitch. If you do not have a Twitch account, you can sign up for a free account here.

    Once you have signed up, make sure to go into your settings (wrench icon), go to "Channel & Videos" and click the box next to "automatically archive my broadcasts" and then save your changes. This is required and allows us to go back and watch games and pull the video for league related shows if need be.

    ADVANCE SCHEDULE

    All leagues advance on Tuesday and Thursday night at 11 PM CST and Sunday morning at 11 AM CST.

    PLAYER RANKINGS

    All Madden league game results between two users on PX1 Sports will be entered on the PX1 Player Rankings. When the game is complete, the winning team should go to the Rankings page on the forum and click “Submit Game Result”. Then enter the system the game was played on, your opponent’s forum username, the game played (Madden), game result (you won, lost or the game disconnected), your score, your opponent’s score and your rating of your opponent’s simulation gameplay principles.

    Rating Guidelines

    Game exploits are defined as any play, movement or tactic used to exploit the game’s programming or AI, whether intended or unintentional. This includes but is not limited to money plays, abuse of certain pass routes, manually moving player’s to create blocking glitches, abusing penalty logic, making unnatural movements with your players, excessive scrambling, etc.

    Here are the guidelines members should use when rating their opponent’s gameplay:
    • 5 stars – Opponent played great sim football and adhered to all rules and guidelines. One or two minor infractions could be allowed. You generally have no complaints or they are very minor.
    • 4 stars – Opponent played mostly a sim football game. Minor infractions may have been made. Possibly one known cheat or exploit used, most likely unintentionally. The game was pretty good overall but you were a little frustrated by a couple of things that your opponent did.
    • 3 stars – Opponent played sim football principles but made some minor infractions and used some game exploits. A three-star rating generally indicates a player who wants to play sim but may have some bad habits or may be unknowingly using game exploits. This player needs help to clean up their game to continue playing at a league level.
    • 2 stars – Opponent made some attempt to play sim football but was heavily reliant on game exploits and broke several rules or guidelines. This opponent really does not grasp the idea of sim football that we expect.
    • 1 star – Opponent does not have an understanding of sim principles. Mostly game exploits were used and many rules or guidelines were broken. This is a typical lobby player who exploits AI issues over and over.
    Suspension/Probation

    Generally speaking, 5-star ratings and the occasional 4 here and there are expected. An owner who is consistently receiving 4-star ratings or who has received a 3-star rating will be contacted by league admin and may be placed on probation while they work on their sim game. Continual ratings of less than 5-stars while on probation may lead to a suspension and/or a removal from the league.

    OWNER SANCTIONS

    All sanctions and disciplinary measures will be handed out by the leagues Competition Committee. This includes broken records, statistical outliers and gameplay violations. Any sanctions handed down are able to be appealed to the league President and Vice President. However, the Competition Committee has unilateral control over sanctions and suspensions and any penalty handed down by them will typically be final.

    USER ACTIVITY

    Owners are expected to be active in the Slack chat and to check the forum at least once per day to keep up on league activity, confirm game results, etc. We are not a league to just show up and play your games. We want everyone to be active and to get to know each other and enjoy the game beyond just playing games. Owners who are inactive may face removal from the league.

    Quitting/Removal from league

    An owner who quits the league will face a minimum one-year suspension from re-joining the league (typically one full Madden cycle). This is to encourage guys to stick around and play the entire year (usually 8-10 months) and to keep the league as full as possible at all times. Members who are removed for inactivity or for gameplay violations will not be allowed back into the league.
     
    Last edited: Feb 15, 2017
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  2. majesty95

    majesty95
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    SIM PLAY GUIDELINES

    These guidelines lay out the basic rules for simulation football gameplay. While it is not an all-encompassing list, members should use this to guide their gameplay and in rating the gameplay of their opponents.

    PLAYBOOKS

    Only actual team playbooks are allowed. Generic playbooks and the 49ers/Chip Kelly playbook are not allowed. You can find a spreadsheet of all Madden 17 playbooks here.

    Prior to the season, users will select a scheme and playbook for the upcoming season which you will stick with for the remainder of that season. This simulates hiring coordinators and committing to their scheme. The scheme and playbooks should also dictate your play style (ex. power run teams should not be throwing it 60% of the time).

    NFL RECORDS


    Records should never be broken in league games or seasons. We only play 12 min quarters and get about 10-20 less plays than real life. Breaking records in that environment is typically only done through game exploits and stat padding.

    Statistical outlier games should not happen either. If only one or two players have ever accomplished something (ex. 19+ receiving TDs) then we should not see that in the league. Users should be able to win games by being diverse and out-thinking their opponents, not abusing things in the game that lead to unrealistic stats.

    OFFENSE

    Subs and Stats


    In the NFL, the vast majority of running backs get less than 70% of the rushing touches and touchdowns. Most #1 WR’s get between 25-30% of their team’s receptions and receiving touchdowns. Our games should simulate this as well. There will be an occasional outlier game here and there, but we should be mimicking real life as close as possible by using our backup running backs and throwing to a variety of receivers throughout the game and season.

    It is also rare for a TE or HB to lead a team in receiving. There are occasional exceptions, but even Gronkowski has been #2 to Edleman. Typically, TE’s and RB’s should not lead the team in receiving for the season. If they do, they should be elite level players on a team without a star WR and a WR should still be close behind. We want to replicate the NFL but we also do not want to exploit things that the AI does not handle properly.

    Play Calling

    Users may only run the same play, from the same formation one time per game. An exception would be a base inside run from 21 personnel (2 RBs, 1 TE) or 12 personnel (1 RB, 2 TEs) such as dive, ISO, inside zone, blast, draw or 01 trap. Those inside run plays can be run from the same formation once per half.

    Any offensive formation that is not 21 personnel (2 RBs, 1 TE) can be used a maximum of 4 times per game. This will help ensure teams use at least 12-15 formations per game and ensure each team is diverse and not relying on the same plays and formations over and over to be effective. We're not going to penalize you for going over by one here and there but you should stick to the rule as closely as possible.

    Your playbook should dictate your play calling. If your playbook is 60% under center, you shouldn't be in pistol/shotgun 60% of the time. Obviously, playing from behind late can change things but you get the idea. Also, you shouldn't be relying on 2 TEs stacked or 3 WRs to one side for the majority of your 2 TE and 3 WR sets. Be balanced and incorporate 2 TE sets like Ace Big and 2 x 2 3 WR sets like Gun Normal. Overload formations can make it hard for matchups with the limitations we have with alignments in Madden so we should be sure not to exploit that repeatedly.


    Run Plays

    Calling run plays designed to go through the A gap (between the G and C) and shooting straight toward the sideline is not allowed. Occasionally a run can be bounced a gap over but typically runs should go through their designated gaps.

    Run Balance

    Teams should not run inside the tackles more than 65% of the time or outside of the tackles more than 50% of the time to mimic real life rushing tendencies and to avoid exploiting the AI. Run plays should also be diverse and balanced. Inside runs should incorporates inside zone, dive, ISO, blast, draws, O1 trap, etc while outside runs should feature power, tosses, outside zone, stretch plays, counters and options.

    Running Quarterbacks

    The most a team should run with their QB is about 6-7 times per game MAX. This falls in line with what elite runnign QBs have done in the NFL and takes into account our quarter length.

    Pass Route Guidelines

    All PX1 league members are expected to mix up their play calling and route distribution. Relying on the same plays or routes over and over is typically not realistic and not considered sim. You are allowed to attack your opponent’s defense but there are multiple ways to attack every defense. The AI is also imperfect and some things are easier than others. Relying on the same plays, pass concepts or routes over and over will likely lead to a negative gameplay rating from your opponent.

    Below are NFL averages of pass routes based on 25 attempts. A user may go over on these by 1-2 here and there depending on their opponent’s defense. However, exceeding these averages by several targets could result in a low gameplay rating from your opponent. Continuously going over on the same routes game after game could lead to suspension and/or removal from the league.
    • Slants: 3-4 per game
    • Drags/Crosses: 3-4 per game
    • Curls/Hitches: 4-5 per game
    • Quick Outs/Flats: 4-5 per game
    • Streaks: 3-4 per game
    • Outs: 3-4 per game
    • Ins: 2-3 per game
    • Posts: 2-3 per game
    • Corners: 1-2 per game
    • Comebacks: 1-2 per game
    • WR Screens:2-3 per game
    • HB Screens:2-3 per game
    Hot Routes

    Hot routes should be used in a realistic manner. Multiple hot routes should not be used on one play (unless it is a hot route and a smart route for the same route). Changing a route indicates that you intend to throw to that route. Calling hot routes to run off defenders or otherwise manipulate or exploit the AI is not allowed.

    No Huddle
    • Allowed in final two minutes of 1st half
    • Allowed in final three minutes of 4th quarter when tied or trailing
    • Allowed any time in 4th quarter when trailing by 10 or more.
    Chew Clock

    Chew clock can be used when leading in the last three (3) minutes of the 4th quarter or the final minute of the first half. We play shortened quarters so we should be trying to pick plays in a timely manner otherwise.

    Play-Action

    Play-action should only be used in realistic running scenarios. Play-action should not be used on 3rd and 6 or more or 2nd and 13 or more as those are not likely running downs and real life players would not realistically bite on play action in those scenarios.

    Play action should account for less than 1/3 of your pass attempts.

    Play-action rollouts should be limited to 2-3 times per game at most.


    4th Down

    Going for it on 4th down is allowed under the following scenarios:
    • 4th and 2 or less once you cross your own 40 yard line or
    • 4th and 10 or less from between your opponent’s 30-45 yard lines.
    4th down rules do not apply if it is the last play of the first half or when losing in the 4th quarter.

    FB Dive/QB Sneak

    You are allowed up to one (1) use each of FB Dive and QB sneak. These are limited to 1st or 2nd down only. These plays are extremely difficult to stop with realistic football principles and should not be a bail out for someone who could not convert on their first two downs.

    Goal Line Offense

    The goal line formation is only allowed inside you or your opponent's five yard line.

    Defensive Movement

    If the defense flips their play or is otherwise in motion prior to the snap, you must let them set before snapping the ball. An exception would be when the play clock is within 2-3 seconds and you need to avoid a delay of game. If the defense is constantly flipping plays and moving players around pre-snap, you could possibly quick snap on them to get them to stop. The majority of the time though, the defense should be allowed to get set. There are flaws in base alignments and the defense needs to be able to cover those.

    DEFENSE

    Alignment

    Users are only allowed to move one (1) player prior to the snap. You must then control that player through the snap. You may change off of that player once the ball is in play.

    You are not allowed to manually move a safety of cornerback inside of the deepest or furthest outside linebacker. You are also not allowed to manually line a LB up on the line of scrimmage to prevent blocking glitches. Any designed movements made by the game because of the play call or “show blitz” are allowed.

    Defensive Line/LB Shifts

    Users may occasionally shift their line or linebackers to try and account for an unbalanced set by their opponent or to play to an opponent's tendencies. However, these should be fairly infrequent and you should not be using the same adjustments on the same plays over and over again. You also should not shift both your linebackers and defensive line on the same play to avoid blocking glitches. The game has build in run fits and gap assignments and those should be used to stop the run and get pressure on the vast majority of plays.

    Defensive Line Play

    You should not use a defensive lineman more than half of your snaps. You also should not play as the same defensive lineman on consecutive snaps or a majority of your plays. You may play exclusively as a middle linebacker or some other non-rushing player the entire game if you choose. However, you should mix up the defensive lineman you use as to not exploit gameplay mechanics.

    Blitzing

    NFL teams blitz less than 50% of their plays in real life and we should blitz less than that as well. Cover 0 blitzes (no players in zone coverage) are only used on about 10-15% of blitz plays in the NFL so they should be used sparingly in this league as well.

    Run Commit

    Run commit should only be used in extreme short yardage situations (3rd or 4th and 1 or on the goal line). Run commit is also exactly what it says it is. You are committing to the run. Run commit should be used with a man blitz defense. Calling run commit with any type of zone defense is not realistic and is not allowed.

    Matching Personnel

    While there are occasional exceptions, users should try to match the personnel of their opponent on the vast majority of plays. If the offense comes out with 3 WR, you should usually be in some type of Nickel (although playing a base 4-3 or 3-4 can be realistic here as well, especially on early downs). 4 WR should generally be some type of Nickel or Dime or occasionally Quarters. However, regularly coming out in Dime or Nickel (or Big Dime or Big Nickel) vs 1-2 WR sets or using Quarters for anything more than 4 WR sets and long 3rd downs/hail marys should be avoided.

    Goal Line Defense

    Goal line defense may only be used inside your own five yard line. You should also match personnel to some degree. Goal line vs 3 WR is not realistic. It may be realistic vs 2 RBs in some situations but not all. Try to use what you see on the average Sunday game to guide your decisions.

    SPECIAL TEAMS

    You are not allowed to move any player at any time prior to the snap. You are also not allowed to move any player other than your kick/punt returner on returns.
    • You are allowed to attempt one (1) fake punt, fake field goal or fake PAT per game.
    • Onside kicks are only allowed in the 4th quarter when trailing.
    • Squib kicks are only allowed in the final minute of each half.
    Punting

    Unless you can pin your opponent inside the 20 yard line the ball should be punted in bounds, generally down the middle of the field. This simulates real life. If your opponent has an exceptional kick returner (pretty rare) it may be reasonable to stay away from them. However, always punting the ball out of bounds to avoid a return is not realistic and should not be done.

    Sky Punts

    Sky punts are not allowed in this league due to a game glitch.

    Special Teams Plays

    FG Block, punt block or any other defensive special teams play are only to be used when the opponent is in a special teams formation.
     
    Last edited: Feb 19, 2017
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  3. majesty95

    majesty95
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    ROSTER MANAGEMENT

    Depth Chart/Formation Subs

    Each user is responsible for setting their team's depth chart and formation subs before each game. Pausing the game to set your depth chart in the first half will not be allowed except in the event of an injury.

    Owners must adhere to the following guidelines for setting their depth chart and formation subs:
    • FB > HB = A fullback may be inserted as a halfback at any time.
    • FB > TE = A fullback may be inserted as a tight end at any time.
    • OL > OL = All offensive line positions are considered interchangeable.
    • DL > DL = All defensive line positions are considered interchangeable.
    • LB > LB = All linebacker positions are considered interchangeable.
    • OLB > DE = Allowed at any time.
    • DE > OLB = Allowed at any time.
    • S > S = Safety positions are considered interchangeable.
    Depth chart changes outside of what is listed above will not be permitted unless approved by league leadership. Formation subs outside of what is listed above are only allowed if utilizing the pre-packaged formation subs in the play call screen. To submit a position change request not listed above, post a thread in the league Transactions forum and tag majesty95, pack1797 and BigTexas18.

    Player Progression

    Upgrading any attribute for an offensive player to or above a 90 requires that player to have at least a 70 AWR. Upgrading any attribute for a defensive player to or above a 90 requires either AWR or PRC to be at least a 70 with the other at least a 60.

    TRADES

    All trades must be approved by the trade committee: Omletnator13, Tsmith2211, firedup24, aarms32 and Duv49ers

    Trade Rules
    • Trading with the CPU is not allowed.
    • Each team is allowed to trade up to five (5) assets per season. An asset is a player or a 1st round pick.
    • Only one (1) player between 85-90 OVR may be traded and acquired (1 each).
    • No player 91 OVR or higher may be traded.
    • There is no limit on trading 2nd-7th round picks.
    • Pick for pick trades do require league approval and must follow the Draft Trade Value Chart.
    Player OVR is determined by the player’s card in game or on Daddy League. All trade submissions should include a screenshot of each player’s in game or DL attributes page.

    ***New owners who have completed less than one full season are limited to trading three (3) assets and no player rated 85 OVR or higher.***

    Cap Penalties

    New owners are allowed a maximum of $8M in cap penalties for their first season. Returning owners (owners who have completed at least one full season) are allowed a maximum of $12M in cap penalties per season. Not adhering to this rule could lead to suspension and/or removal from the league.

    ROSTER REQUIREMENTS

    Each owner will be responsible for meeting team minimum roster requirements and maintaining a balanced roster by position. The roster requirements are as follows (excluding practice squad):

    Minimum players by position

    QB - 2
    HB - 3
    FB - 0
    WR - 4
    TE - 2
    OL - 8
    DL - 6
    LB - 5
    CB - 4
    S - 3

    ***All teams must carry a minimum of 63 players during the preseason and 53 players at all times during the regular season and post season.***

    If league leadership needs to help an owner satisfy roster requirements (or remind them that they are over) then the user will forfeit draft picks at league leadership’s discretion.

    Free Agents

    Preseason free agents are either awarded via a waiver system or limited to two players per week 9one 70 OVR or higher and one 69 OVR or lower. See your league’s transaction sub forum for details.

    Regular season free agents are limited to a max of one (1) per week and a max of four (4) players per season. Quarterbacks signed during the season must sit at least one (1) game after being signed to simulate having to learn a team’s playbook. Users are expected to use the offseason and their practice squad to field suitable depth for their teams.

    Offseason free agents are signed using the in-game system. The maximum contract length is four (4) years for both free agents and re-signings.

    Practice Squad

    Teams may claim up to three (3) players per season off of another team’s practice squad. Only one (1) practice squad claim is allowed per week, per team. Claiming a player of another team's practice squad counts toward your in-season free agent limit.

    TEAM MANAGEMENT

    We want users to have fun even with less than stellar teams. Because of that, you are encouraged to upgrade your stadium or look into building a new stadium. We will also allow users (potentially) to relocate. However, there will be some guidelines. Below are the processes for upgrading, building and relocating:

    Stadium Upgrades

    Owners may apply upgrades to their stadium at any time.

    Building a new stadium

    Building a new stadium will require the approval of the league's leadership and trade committee. Generally, we will want to see a realistic reason for needing a new stadium and proof that the new stadium is financially feasible (you are responsible for your team's finances. No bailouts here). To request approval for a new stadium, post a thread and tag each of the members of the league's leadership and trade committee. Include the following:

    Available Funds:
    Age of current stadium:
    Rating:
    Fan happiness:


    You will also need to make your case for why this is a feasible option for your team. The restrictions will not be as tight as for those wanting to relocate, but we also want to make sure you are preparing your team for long-term success. Make your case as clearly and as concisely as possible.

    ***NOTE: First-year owners will not be able to submit approval for building a stadium until they have completed one full season in the league.***

    Team relocation

    Relocation requires approval by ¾ of the league owners. Owners interested in relocating their team must create a thread (with a poll) and include the following:

    Current Team:
    Fan Happiness:
    Team Success Rank:
    Team Popularity:
    Market Size:
    Available Funds:
    Age of current stadium:
    Rating:
    Happiness:
    Relocation market size:
    Relocation personality:
    Relocation fan interest:


    Users looking to relocate must plead their case as to why their team should be allowed to move. Remember, you are selling this to the other owners. Most owners are going to be traditionalists and not want to see a team relocate. You will need to present a compelling argument for your case if you expect to receive approval.

    **Owners must be approved to build a new stadium or relocate before initiating the process in game. Failure to do so will result in a penalty up to and including termination from the league.**

    ***NOTE: First-year owners will not be able to submit approval for relocation until they have completed one full season in the league.***

    PDF Copy of Rules and Guidelines (may not be updated with the latest rule changes)
     

    Attached Files:

    Last edited: Feb 26, 2017
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  4. majesty95

    majesty95
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  5. majesty95

    majesty95
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    8/28 - Removed rule regarding kick aiming arc as that is the only option for kicking this year.
    10/20 - Owners may trade up to five (5) assets. Assets include players and 1st round picks. No player 91 OVR or higher may be traded. Only one player 85-90 OVR may be traded and acquired (one each).
     
    Last edited: Oct 20, 2016
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