No co ty gadasz... Akurat zasady w taki sposób skopać jest trudno, a dyskusje zazwyczaj dotyczą formatu (w native chodzi o ilość osób w drużynie, liga czy puchar itd.) czy szczególików.
Ale wiesz co różni dobry regulamin od twojego??? Ilość przestrzeni, gdzie admin musi polegać na swojej subiektywnej ocenie. U ciebie de facto całość tego "regulaminu" jest subiektywna, bo tak jak sam napisałeś i co można wywnioskować z reszty twoich postów to to, że najważniejszy jest dla ciebie punkt 1), którego i tak nie umiesz interpretować chociaż sam go napisałeś...
"1. Do turnieju mogą dołączyć różne klany z różnych modułów, jednak nie są dozwolone grupy graczy łączące się w klan ze względu na turniej. Każde podanie będzie rozpatrywane przez radę złożoną z osób ustalających zasady turnieju. Mają oni prawo odrzucić w głosowaniu każde podanie które uznają za niezgodne z regulaminem."
Dajmy przykład tego klanopułku tego kolegi Śniega. Powstał we wrześniu, czyli nie powstał na turniej, bo jeszcze nie było o nim wtedy informacji, więc na jakiej podstawie zostali odrzuceni? Innego podpunktu dotyczącego rekrutacji nie ma, więc najprawdopodobniej chodzi o ten. Jestem po prostu ciekaw procesu myślowego, który być może zachodzi w głowach osób zatwierdzających i odrzucających podania. Po prostu nijak tego nie umiem połączyć. I ciekaw jestem na czym ta uznaniowość polega.
Napisałbyś coś takiego "administracja ma nieograniczoną dowolność w interpretacji regulaminu" albo "administracja akceptuje podania tylko i wyłącznie na podstawie swojej subiektywnej oceny, szanse na pozytywne rozpatrzenie rosną wprost proporcjonalnie do ilości pieniędzy przelanych na konto 43 3000 (...)" to bym ci przyznał rację. Ale po prostu sam piszesz tam, że interpretujesz na podstawie regulaminu, więc cholernie jestem ciekaw jak bardzo to zinterpretowałeś i na podstawie jakiego podpunktu tego regulaminu :).
Spójrz jak to wygląda chociażby przy WNL6:
§ 1 Maturity and Respect
(1) Players should respect both the letter and the spirit of the rules. The responsibility for ensuring that this happens lies not with one individual - it involves captains, players and referees. It is through discipline, control and mutual respect that the spirit of the game flourishes and these are the qualities which forge the fellowship and sense of fair play essential to the game's ongoing success and survival.
(2) In order to maintain a serious and professional environment players must be respectful and polite towards their opponents on the WNL subboard and the WNL servers. If a player shows a poor attitude and displays rudeness or immaturity he or she will be punished by the tournament administration. The range of punishments reaches from a warning to a suspention from of the tournament, depending on the weight of the incident.
(3) Any team that uses, incites or benefits from disruption to matches, practice sessions or organisation of other teams will face disciplinary action at the admins discretion, up to and including disqualification from the tournament.
§ 2 Cheating
(1) It is strictly prohibited to gain an advantage by modifying texture files or using game modifications such as aimbots or autoblock. Every player that is found to have modified texture files or using game modifications will be suspended from the tournament. Exceptions from this rule are listed in Appendix A.
(2) When requested by the match referee players must take a screenshot of their game view while holding any kind of ranged weapon or, if they have no ranged weapon, their melee weapon, spear or lance. Players must ensure the screenshot contains the referee message, the scoreboard and buildings or players. Concerned players must post their screenshot within 30 minutes of the match ending on the forums or send it to a tournament administrator or the match referee. Failing to comply with any part of this rule will result in a 1 match ban for that player.
(3) If a player is found to have broken any of the rules during a match and the admins determine that a significant advantage was gained, that player's team will forfeit the relevant rounds.
TOURNAMENT RULES
§ 3 Tournament Format
(1) The Warband Native League is split into two parts: The ladder stage and the knockout stage. The winner of the knockout stage will be titled "Warband Native League Champions".
(2) Due to the time of the year, the administration reserve themselves the right to pause the tournament.
§ 4 Ladder Stage Format
(1) The first stage of the Warband Native League will see all teams put into a ladder. Teams will be awarded 3 points for a win, 1 point for a draw and 0 points for a loss. In the case of a default, rounds played are recorded as played, rounds unplayed are recorded as the defaulter losing all remaining rounds.
(2) Teams are sorted firstly by total points, secondly by their Buchholz score, thirdly by round difference, and lastly by rounds won.
(3) The Buchholz score is a running tally of each team's previous opponents' points from match wins, draws and losses.
(4) Teams will be automatically matched to opponents based on the following criteria: Starting from the bottom of the table, teams on the same points will be selected, with the highest placed team matched against the lowest placed team, the second highest against the second lowest, and so on. Any remaining team is then matched with the team immediately above them that hasn't been matched yet. Then the fixture selection moves to the next set of points, until no team is left.
(5) Teams that have faced each other the previous week will not have a rematch, instead the next closest opponent will be selected.
§ 5 Knockout Stage Format
(1) After 7 weeks, the top six teams of the ladder stage will move to a single elimination bracket. The team that placed first will be first seed, second place will be second seed, third place will be third seed, fourth place will be fourth seed, fifth place will be fifth seed and sixth place will be sixth seed.
(2) Seed 1 and 2 immediately advance to the semi finals. The winner of the match between seed 4 and 5 will play against seed 1 in the semi final, the winner of the match between seed 3 and 6 will play against seed 2 in the semi finals. The teams winning their semi final match will advance to the final, the teams losing their semi final match will advance to the bronze match.
(3) All teams that didn't make the top six spots will continue to play against each in a swiss style system for the remaining three weeks of the tournament. The results from these matches will decide the final standings from seventh place downwards.
§ 6 Scheduling
(1) Teams have until Thursday 19:00 GMT to notify the tournament administration about the date and time of their match in the match thread for that respective week. If a team is not able to contact their opponent before the deadline, they must post a short message explaining the situation or contact the tournament administration. Should the opponent fail to make their presence known by the deadline, then teams will be able to select a date and time of their choice from within the deadline.
(2) Teams are not allowed to agree on a date that falls after the deadline for their match unless allowed by the tournament administration.
§ 7 Maps & Factions
(1) Maps and factions will be determined in advance throughout the tournament using a random number generator. Each match includes one closed and one open map.
(2) A list of the maps and factions can be found in Appendix B.
ROSTER RULES
§ 8 Team Rosters
(1) Every team has to provide the tournament administration with a roster consisting of 8 or more players and their respective ingame IDs at least 24 hours before their first match. Teams that fail to do so are not eligible to play their match and thus forfeit it. If a team fails to provide the tournament administration with the roster the at least 24 hours before their second match as well, they will be removed from the tournament.
(2) Should a player not be on a roster and play for a team, then, if eligible to play for that team, that player will be treated as a member of that team and will be added to their roster.
§ 9 Player Specifications
(1) Each team member may be listed by one name only in the team roster.
(2) Any game ID listed to a player in a team roster must be unique to that player. Using a game ID that has been used by any other player at any point is forbidden.
§ 10 Transfers
(1) Any player who has not yet played in an WNL match may join a team at any time.
(2) Players who are on a team roster but have not played a match for that team yet, may request a transfer to another team.
(3) Capped players (ie. players who have played in an official match already) may request a transfer until the end of week 4. Each team may only add up to two capped players.
(4) During the knockout stage, no transfers are allowed for the teams playing in the knockout bracket. Teams playing in the continued ladder may request up to 5 transfers per team.
§ 11 Multiteaming
(1) It is strictly prohibited for a player to play for more than one team during the tournament. On the first occurrence of a player being found to play for more than one team that player will be suspended for up to 3 matches. On a subsequent occurrence of that player found to play for more than one team that player will be suspended for the rest of the tournament.
(2) The second team to field the player will be deducted 3 points. If a team is found to have violated the rule a second time that team will be suspended for the rest of the tournament.
MATCH RULES
§ 12 Match Server
(1) All matches must be played on dedicated Warband Native League servers. It is not allowed to play an official tournament match on another server unless a tournament administrator agreed beforehand. Teams that play on a server other than a WNL Server without permission will be deducted 3 points, however this punishment will be neglected if, within 24 hours after the match start, they provide the tournament administration with the server logs of the match day.
(2) Both teams have to agree to play on a particular server. If the teams cannot agree on a particular server, they have to ask a referee or administrator for a decision. The standard match server location for matches between North American and European teams is France.
(3) Whilst booking a server is not mandatory, teams that booked a particular server up to 30 minutes before their scheduled match start have priority to play on this server even if other teams are already playing there or want to play there. The team that did not book the server has to leave the server if the other team forces them to do so. Teams that refuse to leave the server even though another team with higher priority wants to play on the server will be deducted 3 points.
(4) The server should be running certain server settings that can be found in Appendix D.
§ 13 Referees
Referees are available on request but are not mandatory. Requests for a referee can be made towards the administration by either team's captain or a potential streamer.
§ 14 Gathering Players
(1) Both teams have 10 minutes to gather their players on the agreed match server. If a team fails to turn up with at least 7 players 10 minutes after the scheduled start for the match, the other team must contact a tournament administrator immediately and will be awarded a default win. A team that fails to turn up with at least 7 players for the first time will be given a warning, the second time they will be suspended from the tournament.
(2) Teams are not obligated to wait more than 5 minutes between maps and sets and are allowed to enforce a restart after these periods of waiting.
§ 15 Player Names & Tags
(1) Players must play with the name they are signed up under in the team roster. If a player plays with a different name for the first time, he or she will be warned. For the second time, he or she will be suspended for 1 match.
(2) Players must wear the team tag during official matches. If a player plays with a different tag for without one for the first time, he or she will be warned. For the second time he or she will be suspended for 1 match.
§ 16 Match Format
(1) Each match consists of 2 sets played on each of 2 maps, thus 4 sets in total. After the first set on each map the teams will swap spawns and factions. Each set will be won by the team that is the first to win 3 rounds. Each match will be won by the team with the higher number of rounds won at the end of the 4 sets.
(2) Both team captains are responsible for ensuring that a screenshot is made of each set result. Team captains must be able to produce such screenshots should they be requested to do so by a tournament administrator. In the case of a dispute the team that cannot produce a screenshot will forfeit the disputed rounds.
(3) The team shown on the left side of the fixture is 'Team A', the map shown on the left side of the fixture is 'Map A' and the faction shown on the left side of the fixture is 'Faction A'. Team A starts on Factions A on Map A and Faction B on Map B.
(4) Each team may field up to 8 players. Teams must field at least 7 players before the match starts or they have to forfeit the match. The other team is under no obligation to match the other team's numbers. A team is not allowed to go under 6 players at any given point. If a team goes under 6 players they have to forfeit the remaining, which will be added in favour of their opponent to the final score.
§ 17 Substitutions
(1) Substitutions are only allowed between each set without restrictions. If a team substitutes a player during a set for the first time, the relevant rounds count as lost, for the second time the relevant rounds count as lost and they will be deducted 3 points, and for the third time they will be suspended from the tournament.
(2) If a player crashes on game, substitutions can be made after the round has ended though this is limited to 1 substitution per round. A player counts as crashed once he drops out of the server. If a player crashed on game and the team substitues him or her in the same round or two players crashed on game and the team substitues both of them in the same round, for the first time the relevant rounds will count as lost, for the second time the relevant rounds will count as lost and the team will be deducted 3 points, and for the third time they will be suspended from the tournament.
§ 18 Spectators
(1) Spectators from both teams are allowed by default. However, if one team requests to have no spectators their request must be granted and all spectators have to leave the server. Should a player refuse to leave the server, he will be suspended for 1 match.
(2) External spectators (i.e. players that do not belong to either team) have to ask for permission from both team captains to spectate the match. Should an external spectator join with the tag of either team trying to appear as one of their players, he will be suspended for 1 match given he or she is playing in the tournament.
(3) Tournament administrators and referees do not need permission to spectate a match.
(4) Spectating the match from team members view by joining either team is not allowed at any given point. Is a player found spectating from team members view by joining a team, he or she will be suspended for 1 match.
§ 19 Streamers
(1) Accredited streamers do not need permission from teams to stream matches, but they must notify them beforehand. A list of accredited streamers can be found in Appendix C.
(2) Any other streaming channels are welcome to stream matches, but should the relevant teams refuse to be streamed, they may not stream the match and must leave the server.
(3) Streamers are required to make their recordings of matches public within 48 hours after their streamed or recorded match, otherwise § 18 II applies.
§ 20 Tiebreaker
(1) Due to the nature of the tournament, only ladder stage matches may end in a draw. Should a KO match end in a tie after the regular time, a tiebreaker has to be played.
(2) The tiebreaker must be played on Winterburg. Both teams pick a faction from the list in Appendix B, their picks can be mirrored. The first team to win 3 rounds wins the tiebreaker and thus the match.
Jeśli umiesz czytać w tym dziwnym tajemnym języku to najpewniej zauważyłeś, że administracja w tym turnieju nie interpretuje regulaminu, ale zachowuje się według zasad w nim spisanych. Czyli zajmuje się rozstrzyganiem kwestii spornych, zatwierdzaniem meczów i ewentualnymi oszustwami (wallhacki np.). Ale zasady, które trzeba przestrzegać są w tym regulaminie cholernie przejrzyste.
A co do tego, że trudno jest napisać regulamin...
To nawet Kokosz ma o niebo lepszy regulamin. A szczerze to nie znalazłem gorzej napisanych zasad niż twoje, a przejrzałem zasady z 20 archiwalnych turniejów.
A jak masz z tym problemy to do zajęć z retoryki dorzuciłbym jeszcze zajęcia z podstaw prawa.
1. Turniej i postanowienia ogólne
1.1. Turniej rozgrywany jest w formacie trzech graczy na stronę.
1.2. Nad turniejem oraz przestrzeganiem regulaminu czuwa jego administracja, której członków można znaleźć TUTAJ.
1.3. Zabronione jest używanie jakichkolwiek cheatów oraz modyfikacji tekstur, za wyłączeniem bannerów i celowników.
1.4. Zabronione jest glitchowanie.
1.5. Zarówno na forum (w dziale PTT), jak i podczas grania między drużynami, obowiązują podstawowe zasady kultury. W przypadku skrajnie obraźliwego zachowania, administracja może wyciągnąć konsekwencje, z wykluczeniem danego gracza/drużyny z turnieju, włącznie.
2. Roster
2.1. Roster jest listą graczy z danej drużyny, wraz z ich ID, uprawnionych do reprezentowania jej w walkach.
2.2. W rosterze znaleźć się musi przynajmniej 3 graczy.
2.3. W rosterze nie może znaleźć się więcej, niż 4 graczy.
2.4. W rosterze mogą znaleźć się tylko i wyłącznie Polacy.
2.5. Z rosteru usunięta może zostać tylko i wyłącznie osoba, która nie rozegrała ani jednej rundy dla danej drużyny, na prośbę kapitana lub danego gracza.
2.6. Nowy gracz może zostać dopisany do rostera, o ile dana drużyna nie rozegrała więcej, niż dwóch spotkań. W przeciwnym razie, dopisanie nowego gracza nie jest możliwe.
3. Mecze
3.1. Mecze rozgrywane są na jednej mapie, spośród dwóch map zaproponowanych na daną kolejkę przez administrację. Kapitanowie powinni sami ustalić między sobą, na której z map grają. Jeśli nie mogą dojść do porozumienia, należy skierować się do jednego z administratorów, który podejmuje ostateczną decyzję i wybiera mapę na konkretny mecz.
3.2. Pulę map, z której korzysta administracja, znajdziecie TUTAJ.
3.3. Czas jednej rundy wynosi 180 sekund.
3.4. Frakcje wybierają sami kapitanowie drużyn. Nie można wybierać Khergitów.
3.5. Gra się ft7 (first to 7), czyli aż jedna z drużyn wygra siódmą rundę.
3.6. Obowiązuje switch spawnów i frakcji.
3.7. Startowa wartość golda - 1000.
3.8. Bonusy za rundy i zabójstwa - wyłączone.
3.9. W żadnym momencie meczu, w żadnej z drużyn nie może znaleźć się więcej, niż 2 strzelców lub konnych.
3.10. W żadnym momencie meczu nie wolno podnosić broni przeciwników za wyłączeniem bełtów, oszczepów i strzał. Te bronie można podnosić niezależnie od tego, czy dany gracz kupił na początku rundy własne oszczepy, oraz od tego jaką frakcją gra.