Eastern Hemisphere - Echo Arena

Echo Arena
  • 0 Competitors
  • Points
  • Teams (4 vs 4)
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Echo Arena VR – Private Match 1v1, 2v2, 3v3, 4v4 RULES

How do you Private Match?
The center area in the lobby is the matchmaking station which consists of 10 matchmaking kiosks. These allow you to enter the queue to match with other players. In addition, this is where you’ll find spectator and custom match options. But first, you must add your opponent(s) using your Oculus.


How do you Add MetaQuest Friends?

To bring up your bottom toolbar, press the Oculus/Meta button.
Tap from the bottom menu and then tap Add Friend. Search by username or first and last name to add them.
Click the “Party” tab in Oculus Home, select who you want to invite to the party, and you proceed to the matchmaking station to set up / start your match.

ALL MATCHES ARE A RACE TO 3. Winner of the race, wins the match.

NO TIME LIMIT.

ROUND POINT LIMIT 20

All other settings are to be left default.

Regions & Participation Requirements The Ladder is separated into two regions. Eastern and Western Hemisphere.

Teams must consist entirely of players from one region, and must also compete in that region. Mixed teams are not allowed.

Within a region, a player is only allowed to participate if their ping, as displayed on the scoreboard, is consistently below the ping cap:
Eastern Hemisphere = 150
Western Hemisphere = 250


Ping Cap Details

If, during a match, a player’s ping is continually higher than the ping cap for their region, they must be replaced with another player (a rostered substitute) whose ping is acceptable.

If a player has to be replaced during a match due to a violation of the Ping Cap rule, the team needing a replacement must use their “Timeout” (see Technical Issues & Timeouts below). The timeout, in this instance, may be extended up to 15 minutes. The 15 minutes begins when the decision is made to look for a replacement. If the allotted 15 minutes passes without a replacement player having joined the match, play must resume 3v4 or the offending team forfeits one round. If another 15 minutes passes without play resuming, the offending team forfeits two rounds.

Matches Format Once a match begins, it must be completed in one session. The maximum amount of time between rounds for a timeout is 5 minutes, unless one team is searching for a substitute because of the ping cap rule, in which case the timeout can be extended up to 15 minutes. If the time between rounds is delayed beyond the allotted time, the offending team will forfeit one round.

ALL MATCHES ARE A RACE TO 3. Winner of the race, wins the match.

Matches are to be played 1v1, 2v2, 3v3 or 4v4, respectively.

Scoring System Teams enter the score themselves. Both teams need to submit the score for the match to be accepted.

The website requires users to enter the score for each round individually.

If one team wins the first two rounds, that team has won and no third round is required.

If one team gains a 10 point advantage over their opponent in a round, a mercy rule applies and the round ends with the score at that point.

In the case of a forfeit, record a result of 3-0.

Match Forfeits Teams have a 15-minute buffer from the scheduled match start time to be in the arena with their team members and ready to start the match. However, teams should do their best to start their matches on time.

Once the 15-minute buffer has elapsed, the team that is responsible for the delay forfeits the first round.

If a further 15 minutes elapses without match commencement, the offending team is officially declared a ‘no-show’ and a score of 3-0 will be awarded to their opponent.

Technical Issues & Timeouts Teams are responsible for all of their own technical issues. This includes, but is not limited to, hardware, software and internet problems.

After each round, either team may request a timeout of up to 5 minutes.

In case of technical issues:
Players can press the restart button after the next goal for a “tech timeout.” If the restart button is pressed after the launch timer has reached 0 and the players have launched, play will continue until the next conceded goal or until 45 seconds have elapsed (whichever comes first).

A restart can only be requested once per team, per match. In case of further issues the players must decide to either continue the round with the players they have left or forfeit the round.

The round continues if the issues aren’t resolved within 5 minutes.

The round will be continued following these steps Set the time to what the timer showed at the time the restart was requested. If a restart was requested after a goal, but before the launch tube doors open for the next bout of play, the timer should be set to the time the doors would have opened; not to the time the goal was scored.

Set the disc position to the team that was last scored on or the team that had possession after 45 seconds passed.

Start the round and continue normally.

If a player dropped but is able to rejoin the match they can do so at any time.

If a player is found to be in violation of the Ping Cap rule, that player must leave the game and their team must search for a substitute. This counts as that team’s “VR Timeout”, but the length of the timeout may be extended up to 15 minutes.


Teams & Players

Players are not allowed to play under more than one account, and must not have more than one account registered with AFBN.

Players and teams must play using their registered AFBN name. Do not hide your identity under another alias.

Player names, player logos, team names or team logos are forbidden if they:
Are protected by copyrights/royalties/third-party rights and the user has no written permission;
Resemble or are identical to a brand/trademark, whether it’s registered or not;
Resemble or are identical to a real person other than themselves;
Resemble or are identical to a AFBN representative (excluding the AFBN representatives themselves using the name);
Are deemed too hard to read, distinguish, interpret or have multiple unnecessary characters;
Are nonsense.

In addition to the above, any player names, player logos, team names or team logos that are defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or offending against good manners are forbidden. Using alternative spelling or gibberish in order to avoid the requirements mentioned above, is also prohibited.

The Ladder Moderators reserve the right to suspend or ban any non complying player or team.

The maximum number of players per team is 20.

Only rostered players on the team can substitute another for that team.

Team rosters, on the website, cannot change during a match.


Cheating, Exploits & Breaches

Any cheating, exploiting, or contravention of the foregoing rules must be brought to the attention of the League Moderators. League Moderators, with support from League Administrators, have complete discretion on penalties imposed for violations.

Examples of penalties are: round forfeit, match forfeit, player suspension or team suspension.

“Cheating” is intended to include the intentional or reckless manipulation of the game or its code in such a way as to confer an unfair advantage on one side or the other.

“Exploit” is intended to include the intentional or reckless triggering of code, attribute or in-game function that is otherwise not envisaged as a legitimate feature of the game by Ready At Dawn.

Non-exhaustive examples include: Any action, not considered a legitimate mechanic, that moves the player faster than their intended top speeds;
Going outside of map boundaries;
Clipping inside solid objects/floors (using room-scale or not);
Use of a VPN or any other network manipulation;
Any other imaginative cheats.

Any use of the spectate function by participants during official matches, either directly or indirectly, to obtain an advantage of any kind is classified as cheating.

Any use of external media streaming (stream sniping) which pertains to the circumstances, content or any facts arising from the match is classified as cheating.


Decisions & Sanctions Contravention of any of the foregoing rules shall be sanctionable on review by AFBN Ladder Moderators.

League Moderators reserve the right to:
Void or change scores for any match or challenge after it has been played;
Enact disciplinary procedures for any alleged or perceived player misconduct;
Draft, edit, publish and interpret the rules of the League;
Settle disputes and issue rulings.

ResultMatch Date