While Techland has been active in releasing post-release support for Dying Light 2, one feature players still haven’t seen implemented is crossplay, which is something the player base has been hoping will be implemented at some point in the zombie game.
We managed to wrangle Techland for an interview and the possibly of Dying Light 2 crossplay is something we asked. Answering the question is Dying Light Franchise Director Tymon Smektała. who said that this is “still an option.”
MP1st: Speaking of having a large community, we know the phrase, never say never, and with how consistent and reactive the team is with keeping Dying Light 2 Stay Human updated, are there any hopes we’ll see crossplay added to the game to unite the playerbase? Anything to share as to why we haven’t seen it yet, or what the team may have plans for it?
Smektała: It’s still an option we’re considering yet all of it is a matter of managing priorities, resources and real value of various features. The dream is still there!
While this is not a confirmation, the fact that it’s still a possibility is something to look forward to for players. Hopefully, it does happen in the future, so players won’t need to pick a platform to bash zombie heads with their friends
As for what’s available now, the studio released the big Firearms Update just last month, which introduced — you guessed it — firearms into the game alongside a host of improvements.
Stay tuned to our full interview with Techland where we ask them a ton of questions ab out the Dying Light franchise, and what’s in store for the future.
Posted:
03.16.2024 14:00:07 "Make me farm by myself, and I'm not having any fun. Let me farm with friends, and things get much livelier. The developers at Untold Tales realized this, and so they've just added online co-op to their 3D farming adventure, Everdream Valley. At last, a team up of up to four friends and get down and dirty together - in a colorful, family-friendly way, of course. The co-op update has arrived on Steam ahead of the console versions, but they'll be getting multiplayer in the future as well," says Co-Optimus.
Back when Season 7 of Battlefield 2042 was teased by the devs, DICE made a big deal of mentioning that for the new season, players won’t just be getting one new map as per the case with each season, but there will be two new ones in Season 7! As it turns out, this second “new map” is the stadium portion in Hourglass.
For more context, Season 5 of Battlefield 2042 brought a rework of Hourglass, though many quickly noticed that the rework seemingly removed the stadium portion of the map. While disappointing to some, the rework brought much-needed improvement that many felt worked as the map now had better flow. Still, the stadium was something that many had missed, and thankfully, DICE has heard those wanting it and has decided that they’ll bring the stadium back for Season 7 of Battlefield 2042, though this time as a standalone experience, built entirely for infantry only.
Battlefield 2042 Season 7 won’t be a one-map-only season like past ones, as we’ll be getting two maps this season! As we saw in the recent seasonal reveal trailer, the first map we’ll see at launch is a new one dubbed “Haven.” Though not 100% new, the second map is a completely reworked version of Stadium from the Hourglass map.
That’s right, Stadium is making a return sometime during Season 7 with all its close-quarter combat that fans loved so much. In fact, the map itself will be infantry only, meaning no vehicles, just boots on the ground close quarter combat, much like Season 6’s map, Redacted.
During our invite-only press event, Global Community Manager Kevin Johnson confirmed that Stadium would be arriving later in the season, with it still being located in the same part of Hourglass.
Sadly, the team didn’t discuss any of the improvements or changes made to the stadium during the event. However, based on the teaser shown in the Season 7 trailer, the Stadium looks to have gotten a similar rework as past maps, with the addition of new structures, coverage points, and visual improvements to make it look more war-torn.
Stadium will support the following modes when it launches later this season:
Breakthrough
Conquest
Rush
Team Deathmatch
Free For All
While some may be disappointed to see that the second map for the Season is more of a returning one, players should also remember that those playing on last-gen consoles, the PS4 and Xbox One, never did get to experience the Stadium as it wasn’t part of their version of Hourglass.
Plus, as pointed out above, it’s not like this map is returning as it was released, and several areas have been overhauled to provide more cover and such. Personally, I think it’s great seeing a cutdown version of a map reworked for an infantry-only experience, though I can understand the disappointment some have out there.
No release date was given for Stadium, though we expect it’ll arrive at some point mid-season.
Star Wars Battlefront Collection at Overwhelmingly Negative Reviews on Steam; Warned Not to Buy
Posted:
03.15.2024 20:00:07 Star Wars Battlefront Collection has been met with harsh user reviews, with many requesting refunds hours after its launch.
Battlefield 2042 Season 7 is launching next week, and we’ve been given an opportunity to check out the newest map, Haven! Here’s a rundown of our time with it and how we feel about this new urban warfare map.
DICE Continues Learning From the Past, Putting It All Into Haven
Since we were mostly playing with AI bots, it’s hard to say where Haven will land once it’s out in the hands of the public. However, if it’s anything like our experience with Season 6’s map, Redacted, during the previous press event, and judging the reactions from other media and content creators, then Haven is in a very good spot.
DICE notes that they’ve taken inspiration from past maps, such as Arica Harbor from Bad Company 2, Strike At Karkand from Battlefield 3, and Amiens from Battlefield 1, and it clearly shows.
Haven is set in a desert location, though unlike Hourglass, where it’s wide and open, Haven opts for a more linear layout with roads cutting in and out of the town. On the outskirts, there’s a water reservoir and other key facilities that are more for open combat and suited for vehicle warfare, while the center is bustling with now war-torn homes and businesses, which suits the close-quarter infantry playstyle. It’s a midsized map, but the set pieces drive players together for what I would describe as a classic Battlefield experience.
I would say that during our Conquest mode playtest, the map seemed a bit too large for 64 players. I know the response to 128-player hasn’t been great, and I criticized it during my original review of Battlefield 2042. But the major difference here is that the original 128-player maps were built from the ground up with 128 players in mind, so while there were plenty of firefights scattered around the warzone, getting to them was rather a trip, with little else going on in between it, that made these maps feel empty.
It’s not quite as severe on Haven, given that control points are close to each other, but it did feel like some parts of the map were more underutilized, specifically the sides of the map. Despite being easily accessible, they did feel like they were going mostly unnoticed. Now, I’m not saying the solution is adding more players, but I think these built-for-64-player maps — Haven especially, — would benefit from a larger player count.
Still, Conquest on Haven did provide some superb moments of chaos, whether you’re on foot or using one of the many vehicles supported on the map. And I’ll mention it again: we were playing with mostly AIs, and those guys aren’t exactly known for their strategic gameplay, so those few locations that didn’t see as much action could play very differently once the public joins in. It could also be the way points and spawns are set up, which is something I’ll talk more about shortly.
But before I do, let’s talk a bit about Rush on Haven, which I found to be nearly perfect.
Haven is a prime example of how fun Rush can be. The points setup and the locations DICE brings you through during the match on Haven highlight how important coverage and structure placement can be. Though there are no vehicles to use during this mode, it really did feel like a proper Battlefield map with the moment-to-moment firefights as the power struggle between the teams unfolded.
I didn’t use many interior locations during our time with Conquest, given how big and open the map was and how easy it was to pick players off. For Rush, though, the lanes are narrower, giving a bit more of a close-quarter combat mixed in with wide open spaces. But the action always kept up, regardless of which lane was taken during the mode.
There’s a good push-pull dynamic on this map that attackers and defenders can experience. On the attacker side, there are plenty of opportunities around the map to push forward, but it’s just as easy for the defenders to fight back as they get the early advantage of setting defensive points. Verticality also plays a major role on this map, as many of the buildings are enterable, with rooftops to perch on and elevated points that dip to lower sections of the map.
Compared to past maps in 2042, Haven feels like it leans toward teamwork and plays the objective side rather than promoting a lone-wolf mentality. Several chokepoints are littered with overseeing rooftops and easy to hide in interiors. Mind you; this isn’t a game of camping but survival as bullets whizz past you and your teammates while you strategically plan for the next move.
What I love most is how destructibility comes into play on Haven. Granted, it’s not a return to something like Bad Company and is still restrictive in many ways, but there are many parts of the map where it added that much-wanted dynamic warfare.
Taking refuge in a small two-story building while the enemy fired across a street from another, covering both the exits and rooftops, left our team in a tough situation. It was not until we discovered that many of the walls in the building could be blown up, allowing us to create an exit point to retreat elsewhere. We used this to our advantage in another situation, creating new openings for us to return fire.
Again, don’t expect anything on Bad Company’s level of destruction (with the exception of a few buildings being completely destroyable), but I will say that DICE picked and designed some fantastic destruction points throughout the map. That’s something that became more evident during the Rush mode.
Now, the one criticism that I saw come from most folks in the playtest was about the spawn points of the Defender and Attacker side. While our team won pretty much all the matches from each side, it was clear that Haven was more lenient with the attacker side.
My first time playing as an attacker, I was surprised to see just how close to the objective we were and how quickly we could take the points from the defenders. When I finally switched over to defenders, it was clear why, as defenders spawned considerably further away from the points they were defending. By the time we had reached what we were defending, the attackers were nearly there. It didn’t help either that dying and spawning again put us a way out, which gave attackers even more of an advantage than they should have.
I’m sure the community will notice this, assuming it’s not one tweaked ahead of release. Hopefully, we’ll see some spawn balancing there, but beyond that, I’d say that Haven is nearly a perfect map that will certainly become a fan favorite.
If you’re wondering about Stadium, unfortunately, that wasn’t available during our playtest and won’t launch until later in Season 7, so I can’t give you any feedback on that front. But given the banger that Redacted was, and now Haven, I’m feeling good about the direction DICE is taking.
We aren’t sure if Season 7 will be the last season the game sees, but if it is, it gives us faith that DICE has truly learned from its past mistakes, and is a true “turning point.”
Ahead of the patch deployment this March 19, DICE has released the complete Battlefield 2042 Season 7 patch notes! This is called patch version 7.0.0, and as one might expect, this brings a new map (another one is incoming mid-season), new weapons and a lot of improvements too.
Battlefield 2042 Season 7: Turning Point Patch Notes:
Game Version 7.0.0
WHAT’S NEW IN SEASON 7?
Here is an overview of the new content, alongside highlights for changes and improvements:
NEW MAPS
Haven
Haven, is the return of urban warfare that features a mixture of infantry and vehicle combat set in familiar territory, the Atacama Desert.
This map has been inspired by great favorites from Battlefield’s long history, including Arica Harbor (Bad Company 2), Strike At Karkand (Battlefield 2), and Amiens (Battlefield 1).
If you’d like to learn more about our new map check out our dedicated Haven blog, where we dive deeper into the construction of the map.
Stadium – Arriving later in Season 7
Stadium, an area from Hourglass, will be making its return as a standalone map; this highly requested location from the community has been significantly reworked and adapted for intense, infantry-only close-quarter battles. Stay tuned for more details on the work that has taken place with Stadium, as we get closer to its launch later in Season 7.
NEW WEAPONS: AK 5C, SCZ-3 & DFR STRIFE LMG
It’s time to step up and load up with this season’s new additions to Battlefield 2042’s arsenal.
AK 5C – This assault rifle offers an excellent balance of firepower and accuracy, making it the perfect partner for close-quarters combat.
SCZ-3 – This deadly submachine gun is a devastating option for close-quarters combat that stings, especially when equipped with a drum magazine to give you even more time before your next reload.
DFR Strife LMG – Get the best of both worlds. Equip the DFR Strife with belt-fed ammo, giving you an LMG’s magazine size and suppressive quality, while retaining the mobility of an Assault Rifle.
The DFR Strife LMG will debut in a later update during Season 7: Turning Point.
NEW GADGET – PREDATOR SRAW
A classic staple from Battlefield’s history returns. This anti-vehicle launcher’s wire-guided missile will help you disable and eliminate both land and air vehicles.
NEW VEHICLE XFAD-4 DRAUGR
Keep your eyes on the sky with this cutting-edge remote-controlled aerial bomber featuring advanced precision-guided ordinance – including EMP bombs and air-to-ground weaponry.
The XFAD-4 Draugr will come in a later update during Season 7: Turning Point.
NEW BATTLE PASS
You’ll need to be fearless and do whatever it takes to come out on top. A new Battle Pass featuring powerful weapons and useful gadgets will help you gain an edge in battle where every advantage is a necessary one while this season’s cosmetics will let you intimidate foes.
QUALITY OF LIFE IMPROVEMENTS
Visual Weapon Recoil Improvements for all weapons, providing more visual impact and immersion when aiming down sights.
Headshot Multiplier Rebalancing for all Weapon Archetypes such as SMGs, LMGs and Assault Rifles.
Infantry and Vehicle Rebalancing for Vehicles such as the Wildcat and providing further Class Identity to Engineers.
Body Armor Improvements, Sidearm Rebalancing, Casper Drone alterations and more.
CHANGELOG
Progression
Players will now get “Squad Wipe XP” after successfully killing the last remaining member of an enemy squad.
Maps and Modes
Spearhead
Fixed an issue causing the zipline next to the D1 objective to be invisible.
Fixed an issue causing players to be able to go under the map. No more digging too deep, you never know what waits down there.
Redacted
Fixed an issue causing a spawn point not working as intended under certain circumstances.
Exposure
Fixed an issue that could cause no vehicles to be shown in the call menu while vehicles were available.
Hourglass
Fixed a rare issue where players could not spawn vehicles.
Kaleidoscope
Fixed an issue where players could spawn out of bounds when deploying with a vehicle.
Battlefield Portal
Squad Spectator Modifier: Fixed an issue causing the Squad deploy to appear as available when the squad mate is outside of the combat arena.
Fixed an issue where the SPAS-12 could have achieved too high a rate of fire in semi-automatic mode.
Fixed several headshot multipliers on 1942 weapons, Thompson, Sten, STG 44, P38, and M2 Carbine.
Improved reliability and responsiveness when firing the BC2 Mortar
AI Soldiers
Fixed an issue that could cause the AI Soldiers to not properly switch between gunner seats under certain circumstances.
Fixed an issue causing AI Soldiers to get stuck under certain circumstances on Exposure.
Fixed an issue that could cause AI Soldiers to become stuck on a Capture Point on Battle of the Bulge.
UI & HUD
Fixed an issue causing the stats displayed on the left side of the scoreboard to show inaccurate data.
Fixed an issue that could cause UI elements to not correctly spawn after dying and causing players to be stuck in the deploy screen under rare circumstances.
Fixed an issue where weapon icons would not load properly in the pre-round lobby.
Gadgets
Fixed an issue where the Recon Drone could exit map boundaries.
Vehicles
Lowered explosion damage of Jet Anti Vehicle Rocket Pods to Ground Armored Vehicles by 15%. This change does not affect Transport Vehicles.
Increased the damage Air Vehicles receive when colliding with certain objects.
Increased flare reload time from 12 to 14 seconds.
Increased the damage regular bullets deal to Light Air Vehicles.
Improved instances of Anti-Vehicle Rocket Pods not registering damage to other vehicles
Increased the time before a vehicle can be hacked again from 10 to 12.5 seconds
Increased turret sensitivity on all turreted vehicles except the EMKV-TOR
EBAA Wildcat
Increased engine power on low speeds to allow for better acceleration and more power climbing uphill.
Increased Turret HP from 250 to 550.
Removed 40mm cannon to fully commit this vehicle to anti-air capabilities.
Lowered default cannon range from 700m to 550m.
Lowered delay for turret recovery from 10 to 5 seconds.
Lowered duration of turret recovery from 10 to 8 seconds.
Audio
Minor sound fixes when downed and hearing a Dozer shield bash an ally
Specialists & Gadgets
Vertical spotting distance of T-UGS has been decreased.
Lowered the amount of C5 the Assault and Recon class can carry from 3 to 2.
Casper’s OV-P Recon Drone will no longer be able to EMP Hack.
Anti-Tank Mines now take 2 seconds before they activate and detect vehicles.
Incendiary Grenades thrown through smoke will no longer be disabled if they haven’t yet started burning.
Fixed an issue that would make the UI icon for SOFLAM lock-on disappear too early, even while the lock-on was still valid.
EOD Bot can now kill enemies that are using Crawford’s Mounted Vulcan. Nowhere left to hide!
Fixed instances of projectile inaccuracies when using the RPG-7V2 against fast moving vehicles.
Weapons
Updated Visual Recoil on Primary AOW Weapons
Headshot damage multipliers have been updates for SMGs, Assault Rifles, and LMGs
SMG: 1.25x -> 1.55x
Assault Rifle: 2.15x -> 1.9x
LMG: 2x -> 1.9x
Increased move speed during ADS by:
10% for K30, MP9, P90 and AC9
5% for PP-2000 and PBX
Improved hip fire accuracy for P90, K30, MP9, AC9 and AKS-74u
To bring dispersion reset when bursting in line with other SMGs it is now a bit faster for AC9 and P90.
Bullet speed increase for AKS74u, P90 and PP-2000
Bullet speed decreased for PP-29 by ~10% (520 to 450)
Dispersion reduced by 10% for M240B, M60E4 and Type 88
M5A3 dispersion has received some changes in the way it’s calculated and biased within the dispersion circle. It will result in approximately 10% better accuracy, most noticeably when dispersion is high.
Reduced CQC damage for LMGs and ARs from 28 to 26, to reduce the occurrence of 2-headshot-kills. This affects SFAR-M GL, AK-24, LCMG, RPT-31, M60E4, M240B, AC-42, RM68, GEW-46, ACW-R
Fixed clipping when using the Fusion Holo sight on M44
Minor third person animation fixes when reloading LCMG
Iron Sights realigned for MP9, PP-2000, AM40, PKP and VHX
Improved location of scope glint for multiple scopes and weapons
Fixed minor issues in collection screen for Vault sidearms when selecting extended magazines
Fixed pros and cons of Close Combat / Extended magazines for: G57, L9CZ, M93R and MP433
Fixed an issue where recoil penalty was not active when using NTW-50’s High-Power ammunition
Fixed an issue where going into ADS with the T4 Thermal scope could affect Reload / Low ammo / No ammo prompts
Made the firing modes information in the Collection screen more consistent
Fixed instances of clipping in third person on the VHX-D3 when using different ammo types
Improved lock-on when a soldier gets in the line of sight – lock-on acquisition will be less affected by it
Fixed pros for several suppressors in Collection screen
Fixed a issue where enemy Laser Sights could cause the screen to turn black when pointed directly towards the player
Fixed Muzzle Flash being present when using Suppressors on Shotguns and certain ammo combinations
AC-42
Dispersion has been reduced for the first burst, but dispersion reset has been tweaked so that it doesn’t fully reset between bursts when firing at close to maximum RPM. When firing in controlled bursts and compensation for recoil, it will be possible to hit with higher accuracy over longer ranges. It now behaves closer to other burst firing weapons and should provide a good boost to usability in all ranges.
Damage curve tweaked:
Reduced damage from 26 to 25 for 0-30m (for High Power, Standard Issue, and Subsonic ammo)
Standard Issue: damage reduced 22 -> 20 between 50-75m
Subsonic: damage increased 18 -> 20 between 50-75m
High-Power: damage increased 18 -> 19 for 100-149m and 15 -> 17 for 150m+
G57
Damage reduced from 28 to 24 between 0-30m (Close Combat ammo) and 0-20m (Subsonic)
MP28
Damage reduced from 28 to 24 between 30 and 74 meters
PF51
Hip Fire accuracy +30%, ADS accuracy -15%
M93R
Hip Fire accuracy +30%
12M Auto
Tweaks have been made to the Shortened Barrel attachment. When it’s equipped, pellet dispersion will increase by 25% horizontally, reducing its effectiveness at range and 1-on-1 engagements
Body Armor:
The Body Armor gadget will now add extra protection against buckshot and flechette ammo. This effect will only apply when the projectiles hit the torso, and not the limbs or head
AP ammo:
Base damage on GVT was too low and has been increased across the board:
0-29m: 35 -> 60
30 – 49m: 28 -> 60
50 – 150+m: 28 -> 35
Scope glint removed from 4x scopes:
All scopes with magnification 6x and above will still have glint
RPT-31
LS-1 Laser and STNR Laser beam VFX alignment improved
M416
Fixed an issue that could cause suppressor to disappear when activating certain underbarrel attachments
SPAS-12
Fixed the amount of shells reloaded
Avancys
Fixed the icon for T4 Thermal attachment
P90
Rate of fire in single fire mode was too low and has been fixed
The cozy colony sim/tower defense game Artificers Tower is coming to PC via Steam on April 18th
Posted:
03.15.2024 12:00:11 "The Vancouver-based (Canada) indie games developer RodentGames today announced with great joy and excitement that their cozy colony sim/tower defense game Artificers Tower, is coming to PC via Steam on April 18th, 2024." - Jonas Ek, TGG.
The dark fantasy ARPG "Kristala" is coming to PC via Steam EA this May (2024)
Posted:
03.14.2024 23:00:11 "The Mount Joy-based (Pennsylvania, the US) indie games developer Astral Clocktower Studios, today announced with great happiness and excitement that their dark fantasy ARPG "Kristala", is coming to PC via Steam Early Access this May (2024)." - Jonas Ek, TGG.
The Finals Season 2 is a throwback to the origins of gaming
Posted:
03.14.2024 18:00:09 Embark Studios tells The Loadout how The Finals Season 2 is worthy of its immense hype as the PS5 and Xbox hit FPS enters a new era.
The cozy sci-fi strategy/citybuilder Planetiles is coming to PC via Steam on April 3rd, 2024
Posted:
03.14.2024 16:00:08 "The Singapore-based indie games publisher The Iterative Collective and Warsaw-based (Poland) indie games developer and publisher MythicOwl, are today very glad and proud to announce that their upcoming sci-fi city-builder/roguelike/puzzle game Planetiles, is coming to pc via Steam on April 3rd, 2024." - Jonas Ek, TGG.
(TKC) BF3 - Fly Maps, fast vehicle spawn.. Noob Friendly!:25200
(TKC) RS2V - NFO Fast Server - Noobs Welcome!:7777
You can easily find any of our servers by using the "Server Status" tab. You can also find our servers at the bottom of our forums at: http://www.clan-tkc.com/phpBB or at GameTracker: http://www.gametracker.com/clan/thekillingcommitteeclan/. If you need any help finding our servers in-game, just come to our forums, post a topic and we'll try to help you out.
TKC servers are well run and every attempt is made to ensure a fun gaming environment. No racist or rude behavior is tolerated on any of our servers. TKC tries to have round the clock administration for it's servers but obviously sometimes a server will have no admin playing so if you witness any abuse for any game please attempt to report the offending players nickname, and if possible GUID here: "Server Vistors Complaint". Just give as many details as you can remember such as what the player was doing/saying. In addition cheating is not tolerated on our servers. We are protected by any of a number of different cheat tools at any given time including; VAC, steambans.com, pbbans.com, ggc-stream.com, metabans, pbscreens.com and punkbuster, depending on the game. If caught cheating your information will be submitted to the appropriate cheat tracker and you will be added to their database which will ban your Steam ID, PB GUID or EA GUID depending on the game and website.
When available we also offer ways for players, in-game, to contact admins to report bad behavior. These come in the form of game server plugins. Players will, if the server has the option available, have the option to report a player using, @report [player] [reason] or @admin [reason] to call an admin to the server. If an admin doesn't respond in a timely manner, please use the @report option so we can follow up on it later or use "Server Vistors Complaint" as mentioned above. If an admin is not available, we also try to give the players the opportunity to use @votekick [player] or @voteban [player] [reason]. This allows the guests to our server the ability to kick or temporarily ban a player who is breaking rules.
Profanity - Many of the games we play have very bad language, some don't, that should make a difference in how we enforce our rules. For that reason we are going to implement a new rule, which will seem strange at first, but there is reason behind it. Bad language will only be tolerated on Teamspeak channels for games where there is bad language in the game. In other words, since there is bad language in Bad Company 2, bad language will be acceptable in the Bad Company 2 Teamspeak channel and on the Bad Company 2 servers. On our Half-Life 2 DM Teamspeak channel and game server, bad language will not be allowed. Future games will also be handled in this manner. The reason, we do not want to exclude members with different beliefs. If I buy a game and one of the selling points for me was the fact that it did not have bad language, that should be respected. I do not want a father or grandfather having to explain bad language to their children or grandchildren because they heard profanity on a TKC Teamspeak channel they thought was free of such things.
How to deal with with Mic/Text spammers - No one wants to listen to a lot of unrelated chatter either on the game server, or Teamspeak. No one wants to see a lot of text spamming either. It's distracting to some, and in the case of Bad Company 2, causes lag problems when the text log gets too long. If someone is talking or typing too much, respectfully ask them to stop. If they continue, you may have to mute or kick them, and if they continue after that, a ban might be in order. When on Teamspeak, a certain amount of "visiting" is fine, but the gamers who want to communicate tactical information to others playing shouldn't have to constantly interrupt talk about the latest CPU, or talk of what's going on at school. If someone is talking too much and you don't feel like you want to address it, PM a clan leader and we can handle the situation.
Team Switching - In some games this is a big no-no and if you are admin for one of those games, ask the player to go back, if they don't and you have the ability, move them back manually. If you continue to have problems, kick/ban them. In other games, like Bad Company 2, team switching usually isn't as big a deal. Sometimes friends or clan members might want to play together, in that case, try to facilitate them and swap some people around. This will show you to be respectful of community and they will probably be very appreciative of your efforts. If there is a mass exodus of people from a bad team to a good team, you can mention in-game that people need to stop. If someone is ignoring you and continues to unbalance the teams, just kick them off the server. For a game like Half-Life 2, teams change after each round, so trying to put clan members together is just a waste of time, that is why team switching is considered bad.
Hacking/Cheating - This is the most overused excuse for kicking someone off of a server. Players are unjustly booted off servers all the time simply because they were too good. That is not fair. Do not base a decision on cheating on a single round, if it isn't really ridiculous score-wise, sometimes people just have great rounds. But if they continue to have an unbelievable K/D ratio, then you might need to ban them. Sometimes it might be necessary to ban someone just because they are killing the server. For me, this is the thing I hate to do the most. That person might be doing nothing wrong, other than being really good at a game. Try to put yourself in their shoes and only ban guys who are really obvious. I don't want to see anyone being banned for an aimbot because they went 29-0. I and many others have had a better score than that, it DOES happen. You have to consider how the person is playing the game. Are they playing as recon? Are they in the heli with a really good pilot? Sometimes, if you are unsure, it might be best to ask the opinion of a clan leader. Remember, visitors to our servers have the ability and a forum to complain about unjust behavior from our server admins. If someone complains about you, you want to know that you did everything by the book.
Soldier Names/Nicknames - We will not allow names that are offensive to anyone. I think we can all use our best judgement here, but if you are unsure, ask another admin what they think of the name and come to a consensus before taking action. Players using racist names should be perm banned immediately. It does no good talking to someone like that because they're only goal is to cause trouble.
Banter and Trash Talking - Now its okay to joke around, but if several players are going at it constantly on the mic or in chat just nicely ask them to stop. If it continues warn them again that if they don't stop they will be kicked, if for no other reason that mic/text spamming. If they ignore this warning then go ahead and kick them. A certain amount of this is fine as long as it's good natured, however sometimes this can lead to hard feelings so you have to use your best judgement of when something is going too far or things are starting to get out of hand.
Racist/intolerant behavior - This is a subject that we will show no mercy on. If someone is being a racist, and that means they are hating on blacks, whites, browns, yellows, whatever the case may be, they get perm banned. No warnings, no kicks, just ban them. We don't need that kind of intolerant behavior on our servers. I don't care if the person is joking, I don't care what his real intent was, if he's spewing hate speech, he's gone. This also applies to someone who is spewing hate speech against a group of people, like Muslims, Christians, agnostics, atheists whoever. We are a gaming clan. This is our hobby and it's supposed to be fun. Everyone who comes to a TKC server should be respected and able to play the game hassle free. Not everyone believes the same, and if someone can't get over it and comes to our server with an agenda that includes racist or intolerant speech, I expect you guys to bring the hammer down swiftly.
Metabans - We will use Metabans only for cheaters and will verify each ban using Cheat-O-Meter. This will ensure that we are not forcing our Metabans followers into banning players we have banned for breaking rules other than cheating. If we deem you are cheating and Cheat-O-Meter doesn't really indicate cheating and we can not find information about you or your clan tag, meaning there is no website or previous information on you as a player or clan that we can cross reference, we will ban you on our servers, but not Metabans. Clans must have a website that we can find and access to be considered legit, otherwise we will view your tags as hogwash and your suspect behavior will be deemed as cheating. Again, we will not add a ban that is not supported by Cheat-O-Meter to Metabans.
We want everyone to have the best time possible so do your best to maintain a good gaming atmosphere, then everyone can have a good time.
To join TKC you only have to read our "Code of Conduct" and then apply for membership by filling out an online application. After submitting your application you will become a "member candidate". You will be allowed to wear our tags but only as (tkc), all letters in lowercase. As you progress, as seen by our members, you will be advanced to (Tkc), then (TKc) and then finally (TKC). You will receive emails at each step with detailed instructions on what you need to do. To obtain your full membership and the right to wear the (TKC) tags, you will have to pass a vote by the TKC members. Only those members who have gotten to know you will vote. An 80% yes vote will be required for full admission. Please keep in mind that full membership takes 8 weeks.
For you to be accepted you will need to display good manners, sportsmanship, and the ability to follow our rules. This applies to all game server activitiy and forum participation. If you do not feel you can meet our requirements we respectfully ask that you not apply as we have many who want to join and we can not waste time on gamers who are not serious about membership.
So now you're a member of TKC congrats! It is important for you to note that membership in TKC is not a lifetime privilege. Only the clan founders Big Flem and Squidward have lifetime membership and can not be removed. Clan leaders expect it's members to participate in clan activites when they can, and to be an ACTIVE member in the clan. We consider active members to be members who regularly post on the forums, participate in clan activities when possible, and communicates and develops friendships inside the clan. We do NOT consider a member to be active if they only ever play on our servers and nothing more. The leaders of this clan work hard to organize events and if you can't support these activities, can't check and post on the forums at least once or twice a week, then you are not TKC material and eventually you will be kicked from the clan. If you do not think you can meet these requirements as a member of TKC, then please don't attempt to gain entry into the clan as you will only waste your time, and ours.
Beyond administration positions such as "Clan Leader", "Division Leader", etc, the answer is no. However we do have achievable military style ribbons and medals that can be won for various acts. You may see each members ribbon and medal "Display Case" by going to the "Members" tab and under each members profile clicking the "Awards" icon. Below is each award and how you obtain that award. Note that medals also have an associative ribbon:
Ribbons(Hover over information icon for description)
In the past TKC had too many admins on our servers and things got a little out of hand. We are not looking for any new admins, however if we feel you will make a good addition to that team we will ask you. Being a server admin is not fun and games. It requires you to WORK, and follow server administrator rules which are well defined once you become an admin. Our admins are forced to stop playing whatever game they might be playing, and work to secure and maintain server tranquility reguarly. If you are an admin that does not mean you will get to run willy nilly and ban, kick, and torture at will. Admins who do not follow our rules will be stripped of admin duties and power. In addition there are more requirements of admins such as, reguarly checking our server admins forum. Once you become an admin you will be given access to this forum and you must check and read it quite often. It is a way for admins to help one another by posting their thoughts on what is going on, who to watch closely, etc. Do not ask us constantly to be an admin, that is the surest way I know to never become an admin. Our leaders will identify the best candidates for admin duties if we think it necessary.
No. In order to have an official TKC server it must meet certain standards. In addition, we might not want a server for a particular game, and if you aren't an admin, then you shouldn't have admin authority on any server. Official TKC servers have to be setup as close to identical as possible. This means that the clan leaders must have all access to any of it's servers including the ability to restart that server, gain access via FTP and game panel. It means that the clan leaders can setup the server with it's normal settings and add the usual addons. In short, if you want to have your own server then that is fine, but don't try to name it "Boom Boom Room" or tie it in any way to TKC.
Clan TKC maintains several servers that are open to it's clan members and the public. In addition TKC has other expenses that require money. To pay the bills TKC relies on it's members and visitors to donate. Without these donations, TKC will cease to exist. Please consider donating money when you can. We do our best to use the money wisely, to invest in TKC, to invest in PC gaming.
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