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 PWG League Rules

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PWG League Rules Empty
PostSubject: PWG League Rules   PWG League Rules Icon_minitime7/21/2018, 7:56 pm


PWG LEAGUE RULES

Below are the Gameplay Rules, League Protocol, and Code of Conduct for WWE 2K22




GAMEPLAY RULES


GENERAL RULES

I. NO FREEZING / GLITCHING - no glitches of any sort will be tolerated. This includes taking advantage of animations to create unblockable attacks or using glitched moves.

II. NO MODDING OF MOVE-SETS, STATS, ABILITIES, or PAYBACKS - unless it is approved by the admin team

III. NO SPAMMING / CHEESING / STALLING - SPAMMING is defined as abusing the same move, tactic, or strategy on your opponent which can - but not limited to - prevent them from fighting back, reverse in a fair manner, delay the flow of the match, or otherwise Try-Hard to the point it stands out and takes over a match. IT IS NO LONGER ONLY strictly classified as hitting the same positioned-type strike/grapple (e.g. grounded-head, corner turnbuckle, grounded-side) more than 3x in a row. STALLING both refers to waiting over 1 full second once in attack range to do a strike/grapple AND idling/waiting for Health to regenerate or Stun Meter to empty instead of progressing the match in some way. CHEESING is strategies or ways of playing that intentionally manipulate the game in an unfair manner. Any amount of obvious Stalling/Cheesing is considered a rule break, especially if in conjunction with signatures/finishers. Claims of Spam will be reviewed by admins and a ruling will be given. Repeat offenders will be dealt with. Basically, if you mix up attacks, use abilities more wisely, and most importantly don't play like a tryhard, you'll be fine and never have to worry about this rule.


EXAMPLES OF SPAMMING / CHEESING / STALLING
  • Superstar repeatedly hits any type of attack on the same position more than 3 times (head, side, feet) when the opponent is grounded, without switching to another area or standing up the opponent in between.
  • EXITING THE RING manually to wait outside the ring for your Health to Regenerate or your Stun Meter to empty
  • Superstar WAKE-UP TAUNTS after every move their opponent is by the ropes to prevent the potential opportunity of using a Defensive Ability. Excessive wake-up taunts locks opponent(s) into a stunned animation and limits their options to fight back fairly. See spam/cheese/stall definition on the frequency of wake-up taunts that is acceptable. If ability continues to be abused HARD CAPS will be instituted.


IV. GRAPPLE SPAM HARD CAP LIMIT - you can ONLY land a successful Grapple Attack 3x in a row max BEFORE YOU MUST mix in 1 Strong Strike / Light Strike Combo Starter / Dive / Springboard / Special Move / or other Non-Breaker Attack. PLEASE NOTE – Stomps & any Apron (From Ring) Attacks DO NOT RESET the Counter. For a more detailed explanation and examples of this rule, please read the 2K22 Gameplay Rules Changes post by CLICKING HERE

V. ACTIVE WRESTLING RULE - there will be NO MORE waiting/camping/stalling during the match to Regenerate Health or Empty Stun Meter. When you have FULL CONTROL of your character - NO MATTER WHERE OPPONENT IS - you MUST do something that ADVANCES the match (taunt, reposition, attack, etc). This same rule applies to all superstars in Multi-Man Matches as well.

VI. DISCONNECTIONS OR SPLITS - It's hard to determine whether some are because of a shitty server or because some people take this too serious and can't accept losing. So if a DC obviously occurred due to a bad server connection at a non-pivotal point in the match - a redo is automatic. If it is suspected to be foul play then the Staff can be requested to look into the D/C. Admins will review suspicious cases and/or tendencies of D/C's accordingly based on the match conditions. Match Splits due to servers are also an automatic redo upon proof. We advise taking a screenshot of the in-game HUD and/or winning banner (i.e. not the post-match menu) as proof of the split to send to your opponent(s) & Staff if necessary.

VII. UNINTENTIONAL GLITCHES - Visible Proof of game/match alternating glitches will be reviewed by the Staff before a Verdict is reached. The match can be voted to be restarted if deemed appropriate or voted to stand as is depending on the evidence provided so please RECORD everything! Without evidence, it is left at the Match Winner's discretion to redo or not.


DEFENSIVE ABILITY & PAYBACK SYSTEMS

VII. DEFENSIVE ABILITIES HARD CAP LIMIT - you are limited to using ANY Defensive Ability to 3 total times MAX per match. These are the maneuvers that cost 1 Special Meter bar to perform (i.e. Kip-Ups, Possums, Ring Escapes). You also CANNOT use ANY Defensive Abilities immediately after being hit with any Special Moves (e.g. sub fins do not stun when released to pin attempt). For clarification purposes -- PAYBACKS are not counted as a Defensive Ability and DO NOT factor into the 3x usage limit.

VIII. POSSUM PIN DEFENSIVE ABILITY RESTRICTION - the Possum Pin mechanic is still legal however they CANNOT be followed up with a Wake Up Taunt in conjunction. For a more detailed explanation and examples of this rule, please read the 2K22 Gameplay Rules Changes post by CLICKING HERE

IX. PAYBACK TIERS - with 2 Paybacks returning, we are TIERING them for balancing purposes. You may SELECT ONE Payback from TIER 1 and SELECT ONE Payback from TIER 2 --- meaning the only Illegal Combination of Paybacks are Resiliency & Move Thief.


TIER 1 PAYBACKS
  • Resilency
  • Move Thief

TIER 2 PAYBACKS
  • Comeback
  • Low Blow
  • Poison Mist
  • Power of the Punch

SPECIAL MOVE RESTRICTIONS

X. MUST PIN IMMEDIATELY AFTER HITTING FINISHER - You MUST make a pin attempt after EACH Finisher/OMG is hit meaning 1) you cannot hit multiple Finishers in a row 2) cannot hit a Finisher stunning them, to then hit a Signature (or other moves) followed by another Finisher right before the stun effect ends 3) Stunning your opponent via Normal moves or Signatures allows you carte blanche for the duration of the effect - as long as a Pin is still attempted immedieaty after each finisher.

XI. CATAPULT FINISHERS - Offensive Lift (irish whip opponent) BANNED; Defensive Lift (opponent freely runs at you) always Legal; Catch Finisher (opponent dives or springboards) always Legal.

XII. CARRYING SYSTEM SPECIAL MOVES - carry mechanics and moves are always legal EXCEPT NO SIGNATURES OR FINISHERS due to being unblockable or borderline irreversible once held in carrying position.

XIII. RUNNING / REBOUND SPECIAL MOVE RESTRICTIONS - If you have a Running Special or Rope Rebound Special, you CANNOT hit it by Irish Whipping your opponents into the ropes. Several of the moves can be performed in ways that are Wonky in some instances, Irreversible in others, and can be Cheesed the rest. If the Special can be hit via Rope Rebound only, the moveset committee will be more lenient on your new request. If the Special can be hit via Running, then you must hit the move by either Running at your opponent OR your opponent choosing to Run at you of their own free will. You also now CANNOT hit a Running Special following any Kip-Up (your own or your opponents).

XIV. NO SPECIAL MOVES FOLLOWING KIP-UPS – whether you Kip-Up or your opponent Kips-Up, the first attack attempted CANNOT be a Special Move

XV. NO STUN LOCKING - You cannot hit Finishers in such a way that your opponent remains in a continuous stunned effect (timing your Finisher animation just before stun ends to re-stun them again). If a continuous Stun Lock happens to occur, immediately pin & release them to wipe out the effect.

XVI. INSTANT STUN PROTOCOL – If Opponent becomes Stunned Instantly (no portion of stun bar filled prior) via NON-ATTACK ACTIONS (kip-ups, climbing turnbuckles, glitches, etc.) you CANNOT hit ANY Special Moves during that specific Stunned State (you can still use normal attacks). PLEASE NOTE – when hitting a Signature that Instant Stuns your opponent, it is perfectly legal to then hit your Finisher off it.


HOW TO WIN

XVII. PINFALLS
  • ONLY Pins off Finisher/OMGs are LEGAL (including an opponents if multi-man)
  • ALL Non-Finisher Pin Attempts are ILLEGAL (i.e. normal pin-combo, offensive rollups, signatures)
  • Unlimited Defensive Roll-ups allowed after 1 Finisher/OMG hit


XVIII. SUBMISSIONS
  • ALL Submission Holds once locked-in MUST be Immediately Released EXCEPT when attempting an LEGAL Submission
  • Sub attempts off Signature or Normal moves are BANNED
  • Sub attempts off FINISHERS are considered LEGAL AFTER THE FOURTH Finisher/OMG is hit (i.e. 5th finisher onwards can attempt to submit)
  • Hitting a Sub Finisher and releasing right away to pin counts as a single Finisher requirement
  • NO "Double-Dipping" off submissions (i.e. no attempting to submit, then release and pin) either release the hold right away and pin, or go for submission attempt (if legal)
  • If an automatic rope break occurs off Submission sig/fin, you may pin off it. If opponent crawls to the ropes for rope break you cannot


LEGAL SUBMISSION EXAMPLES:
  • Charlotte Flair hits Natural Selection Finisher FOUR TIMES; can now submit opponent off Figure-8 Leglock Finisher
  • Charlotte Flair uses Figure-8 Leglock Finisher FOUR TIMES but releases immediately each time; next Figure-8 Leglock Finisher can attempt to submit her opponent.


TAG-TEAM MATCHES

XIX. ALL NORMAL TYPE TAG MATCHES ARE HELD UNDER "LEGAL MAN ONLY" RULES - Meaning ONLY the legal superstars can compete and be inside the ring at any given time. Illegal supes cannot attack legal supes except when they are on the apron & the legal supes are inside the ring (grabs & punches) this is vice-versa for legal supes attacking illegal supes. Illegal supes cannot use wake-up-taunts on the legal opponent or vice-versa. Attacking or distracting the ref is legal.


TWO EXCEPTIONS TO "LEGAL MAN ONLY" TAG RULE:
  • Illegal Partners are allowed inside the Ring for Double-Team Moves following a Tag (but they must exit the ring asap)
  • During your Teams 1 allotted Ring-In per match


1 ILLEGAL ENTRY RING-IN ALLOWED PER TEAM PER MATCH:
  • Protect Partner from getting Stunned
  • Attack legal opponent and give control back to your Partner
  • Protect your Partner from Opponents Ring-In
  • Used at anytime EXCEPT FOR 1) Pinfalls/Submissions Break-Ups 2) Partner is ALREADY Stunned 3) Illegally Attacking Anyone Outside the Ring or Preventing Ilegal Opponent to Tag-In etc.


CLEAN RING ENTRIES FOLLOWING A TAG:
  • If the Opponent is STANDING while a Tag is made, both legal members must back up into their corners to allow a clean entry into the ring
  • If the Opponent is PRONE/KNELT while a Tag is made, you may continue attacking as normal
  • You are not allowed to hit a Special Move as the First Attack Attempted following CLEAN RING ENTRY per the Fair Play Policy



XX.TAG TEAM FINISHERS -- Tag Team Finishers can be successfully hit ONCE per match

XXI. ALL OTHER TAG TYPE MATCHES ARE ANYTHING GOES - matches such as Tornado, Xtreme Rules, HIAC, Cage, Table etc have no such restrictions. Any team member can attack either opponent at any time. No rules on double-teaming, breaking up move animations or pinfall/submission attempts. ALL IS FAIR GAME as long as it doesn't break another PWG Rule Section (General Rules, How to Win etc)


MULTI-MAN & SPECIAL MATCH TYPES

XXII. ACTIVE MULTI MAN RULE - with Match Creator back (and the elimination option back) there will be plenty more multi-man matches booked than the last cycle. With that said, there will be NO MORE camping/sitting back/stalling and let the remaining wrestlers fight it out while you Regenerate Health, empty your Stun Meter, wait out Eliminations etc. So from 2K18 on any player who isn't ACTIVELY FIGHTING when they have control of their superstar (i.e. standing up and able to move around the arena) in an appropriate window will be DQ'd and considered Eliminated from the match. Upon admin review, the multi-man match in question will be restarted without you.

XXIII. NO EARLY RECOVERY - in any match where the Roll-Out/Recover Mechanic is enabled, you have to wait the entire process out before returning to action. You CANNOT use Early Recover to break out earlier.

XXIV. NO DEFENSIVE ABILITIES ALLOWED IN LADDER/TLC/STEEL CAGE MATCHES – this is to prevent matches of these types from overstaying their welcome, with 1-5 other superstars kipping up to prevent captures/escapes.

XXV. LADDER & TLC

Singles Match: you must hit THREE Finisher/OMG before you can go for endless capture attempts.

3Way or 4Way: You must hit ONE Finisher before being allowed endless capture attempts. The Finisher count includes any OMGs.

6Way: No pre-requsitite for capture attempts (i.e. free for all from start of match).

NO DEFENSIVE ABILITIES: are allowed in any Ladder/TLC Matches.

XXV. STEEL CAGE

Singles Match: you must hit THREE Finisher/OMG before you can go for unlimited capture attempts.

Multi-Man:To escape the cage - you must hit one Finisher before being allowed endless escape attempts.

NO DEFENSIVE ABILITIES: are allowed in any Steel Cage Matches.

XXVI. TABLES You can ONLY win table matches with a TABLE FINISHER. Or announcer table OMG will end the tables match.

XXVII. LAST MAN STANDING In order to win this match it MUST be a Finisher that knocks your opponent down for the 10 Count. Not a Signature, normal move, weapon attack, etc. OMG's do fulfill the Finisher requirement (e.g. suplex, apron, big boot, announcer table, barricade breaker).

XXVIII. 6 MAN MATCHES (MITB LADDER & CHAMBERS) When these are booked we usually give people 2 weeks to get them done. In the event one is booked and there is only a week to do it. Admins will vote and make needed changes as they see necessary for the match to get done in place of a SIM. Unfortunately, the nature of the match sometimes leads to members "teaming up" or "plotting." We have ZERO tolerance for such actions and if there is suspicious behavior or outright evidence of teaming then it will be dealt with accordingly. Those guilty of such actions will be either replaced in the match or it will be dropped down to a 4Way, 3Way etc. without them, with the winner having full right to MD the chamber match as they see fit.


PLAYER AGREEMENTS

XXIX. "HOUSE RULES" If you and the other opponent(s) in your match wish to play under modified league rules (e.g. only pin on Finishers, everyone hit OMG before trying to win, etc) then there must be a WRITTEN agreement that all parties agree too BEFORE the match takes place, not during or after -- Any agreements made CANNOT break the League Rules or the Fair Play Policy without PRIOR Admin Approval.

XXX. BREACH OF AGREEMENTS The Admins will review any claims of agreements being breached and - upon valid written and visual proof - have the match restarted or forfeited. IF YOU AGREE TO IT, FOLLOW IT!





LEAGUE PROTOCOL


I. THIS IS FIRST AND FOREMOST A ROLEPLAY LEAGUE - you need to RP 2x a month with your character(s) to keep their respective rights or else you risk them being taken from you per the RP DANGER LIST RULES. Please review our RP guidelines before you begin to RolePlay: Dash & Rel's RP Text Guide, Color's RP Visual Guide, and Role Play Rules

II. WEEKLY TV MATCH CARDS - for both Fury & Revolt are posted on Mondays a week in advance. So you have a full week to complete your scheduled match and write any RP segments. DEADLINE submissions for both shows are on Sundays at 11:59 PM Pacific Standard Time (PST).

III. PPV MATCH CARDS - are typically posted the following day after the go-home editions of Fury/Revolt. You nearly have two full weeks to complete your scheduled matches and write any RPs. DEADLINE submissions for PPVs are the Sunday of the PPV date at 11:59 PM Pacific Standard Time (PST). PPVs are dual-branded so everyone won't be able to make every PPV card. They are a reward for those who build feuds or earned championship matches.

IV. INCOMPLETE MATCHES - Any matches not done, or completed but with no match description (MD) or YouTube link turned into the account "Match_Results" WILL BE SIMULATED automatically if we are not kept in the loop. If there is an issue either with contacting your opponent(s) or submitting a match result - let an admin know and we will help where possible.

V. MATCH SCHEDULING (MS) RULES - We have MS Rules in place to protect our members who actively seek to complete matches from those who don't. But ultimately it is your responsibility to track your opponent down and satisfy the requirements of MS Rules to be awarded a win. In all other circumstances, matches will be SIMULATED via live stream. CLICK HERE to be taken to our MS Rules post for a more in-depth explanation of MS Protocol.[hideedit]

VI. OPEN CHALLENGE LIMITATIONS Only ONE weekly show open challenge will be allowed per HALF-GAME Cycle. PPV open challenges on the other hand will only be allowed ONCE per FULL-GAME Cycle. Any and all last-minute open challenges issued on the go-home or PPV shows will automatically be put on the pre-show. Lastly, a kayfabe open challenge to start a multi-week long feud build will NOT count towards the previous limits stated.





CODE OF CONDUCT


I. WARNING SYSTEM - The members of PWG will abide by the "3 Strikes And You're Out" Warning System. This means after the 3rd warning they get, they will be kicked out of PWG indefinitely.

EXAMPLES OF WARNINGS:
  • Harassment or disrespect toward an Admin - our Admins work to provide for you a fun experience, so please show us respect.
  • Constantly objecting Admin decisions - We are here to provide the members of our service. We respect our members and expect the same in return. By working together and with mutual respect, we can ensure a lasting and fun experience for everyone.
  • Harassment or disrespect toward a Member - No insults or harassing behavior of any sort, whether in forum posts, private messages, the Facebook Group Chat, or PSN. We all know the Golden Rule: "Treat others the way you like to be treated."


II. WARNINGS RESET - If you received a warning and go 90 days without another warning, your previous warning will be removed. Note: The term "warning" in our Warning System can sometimes mean suspension. Depending on the severity of the rule violation and/or past history, Admins may agree to suspend a Member for a period of time. Therefore, suspensions count as "warnings".

III. NO BURNER ACCOUNTS - any Accounts that match an IP Address with a current member (burner account) will result in an on-the-spot firing. Don't do it, we will know. So, 3 strikes and you're out of the league. Let's work together to not let that happen so we can all experience a great time in PWG!


PWG League Rules
V.4 – 4/24/2023



Last edited by AnyColor on 9/15/2019, 12:37 am; edited 5 times in total

AnyColor, floodwater123, heldmercury and blacklung20xx like this post

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