Far Cry New Dawn Factions - What Factions will be featured?
12.08.2018 18:00:09 From GameWatcher: "Far Cry: New Dawn looks much like a fever dream. It may well be one of the most colourful renditions of apocalypse we've ever had the chance of seeing, and it is positively glorious.
Set 17 years after the nuclear catastrophe which marked the conclusion to Far Cry 5, New Dawn is, when you really think about it, the logical evolution of the series, and it seems like Ubisoft may take a note from the book of Far Cry 2, even, since it will prominently feature various Far Cry New Dawn factions too."
12.08.2018 18:00:09 From PlayStation Universe: "The third of four comprehensive written guides designed to help you find each and every letter hidden within Battlefield 5's War Stories. This one focuses on the brilliant Tirailleur."
New Call of Duty: Black Ops 4 Content Season Start Next Week With Operation Absolute Zero
12.08.2018 17:00:09 Call of Duty: Black Ops 4 features gritty, grounded, combat, along with new levels of customization and tactical gameplay, and a variety of new weaponry, maps and modes for the ultimate Black Ops multiplayer experience.
Battlefield V Known Issues Answered by DICE, Minor Update Coming Next Week
With the release of Battlefield V’s big Overture content update, there’s bound to be a few snags along the way. If you’re one of the many suffering from some unknown bug or two from the last patch, DICE might know about it already and have an answer.
In this week’s Battlefield V weekly debrief, Global Community Manager Dan Mitre has posted a brief Q&A touching on some of the known issues players have encountered with the game since the last patch. Stuff like the weekly mission not tracking properly, The Last Tiger skin reward not being given out even if it’s been completed, and more have been acknowledged by DICE.
Community Feedback Cycle on This Week’s Communications
The Last Tiger
I’ve completed The Last Tiger but did not get the Tiger I skin reward. What’s up?
Dan Mitre (Global Community Manager): This is a known issue that we are working to resolve asap.
Any plans to fix the throwing knife accessibility for Rank 9+ Recons?
DM: This is now fixed, players that are level 9 and above can claim the Throwing Knife from the Armory.
The nerf on fighter planes seem a bit drastic. Can you explain the decision behind this?
Alan Kertz (Design Director): We currently collating all plane feedback. Effectively what we are seeing is players who adjusted to overpowered weapons are concerned the meta has changed. We’ve identified some areas of improvement: the reload time for bombs is probably too long, we’re further balancing Panzerfausts vs plane 1-hit kills, and the cannon ammo nerf was aggressive.
The latest update still seems to have some crashes and game issues that weren’t addressed. When can we expect another update to resolve these?
DM: Yes, we are prioritizing crash and hang issues and hope to resolve with a hot fix next week.
The infinite loading screen seems to still be present. Any fix coming through soon?
DM: Ditto here. We hope to resolve with a hot fix next week.
There seems to be an issue with completing the Week 1 assignment. Specifically, the Hold the Fort challenge is not tracking properly. We’re also seeing issues with other challenge requirements. Will we see a fix soon?
DM: This is a known issue and we’re working diligently to resolve asap.
Will you be adding more functionality to the Practice Range, such as being able to use weapon specializations and sidearms?
Katerina Waern (Producer): The Practice Range will keep evolving over the course of Tides of War and we are continuously listening to player feedback and adjusting to cater to the community’s needs. Weapon specializations and sidearms is something that has been requested by the community and it is something that we will consider in the future.
The PS4 and X1 chat logs are no longer showing up after the update. Is this a known issue?
DM: Yes, this is a known issue. We are looking into this.
When will the bipod issues be addressed?
Florian Le Bihan (Core Gameplay Designer): We are looking at the bipod as well as the prone experience that directly impacts the use of the bipod. In the next major update, we will be bringing some improvements that will reduce bipod issues caused by prone and some more will be making their way in the future as well as changes to the bipod itself. No clear ETA on that just yet but we need to improve that experience!
When will the ‘kill spot’ issue be resolved? (Getting spotted when killing an enemy.)
FLB: We are currently investigating.
We want the ability to change our Tanker and Pilot soldier so it’s consistent with our main Assault/Medic/Support/Recon soldier. Can we expect customization to extend to Tanker and Pilot?
AK: We’re investigating feasibility of expanding customization to Tanker and Pilot.
My controller vibration on PS4 and/or X1 does not work in Grand Operations. Is this a known issue?
DM: We’ve identified the issue and will be fixed in an upcoming update.
Hopefully, whatever concern you have is addressed in one of the questions above.
DICE has also outlined what fans should expect next week in terms of info and official news. There’s going to be a bunch of new blog posts from DICE, as well as a “minor” update set to roll out on December 11!
Sneak Peek into Communications Roadmap for Week of December 10th
Coming Next Week
Battlefield V Tides of War Chapter 1: Overture Week 2 Mission – On Thursday, December 13th at 00:00 UTC the first weekly mission ends, and the Week 2 Mission begins. Complete the requirements and unlock the Axis Ratburner Helmet!
Battlefield V 12-11-2018 Update – A smaller update will roll out next week on Tuesday, December 11th that will resolve some EoR hang and crashes.
Chapter 1: Overture, Week 2 Mission Tips
How to Fight and Win as a Squad
How to Lead a Squad
How to Get Reinforcements
Battlefield V 12-11-2018 Update Notes
Airlift Items Are On Their Way – Details on Airlifts you’ve received and what to expect going forward.
Battlefield Weekly Hosted by EA UK – Tune in as the EA UK Battlefield Community Team plays through the Week 2 Mission and the latest Chapter 1: Overture content.
Once we the update is out, we’ll be sure to let our readers know ASAP. If you need help completing the Overture week 1 mission, go check out a few pointers here.
Why The Outer Worlds Is A Dream Project For Fallout Creators Cain And Boyarsky
The reveal of Obsidian Entertainment's The Outer Worlds was a highlight of the The Game Awards 2018. The studio has built up a solid reputation over the years for crafting creative and engrossing narrative-heavy RPGs, and if nothing else, The Outer Worlds shows many signs of being directly inspired by recent entries in the Fallout series, one of which--New Vegas--was developed by Obsidian less than a decade ago. The Outer Worlds is also the brainchild of Tim Cain and Leonard Boyarsky, two creatives with a storied history in PC gaming. Their most notable chapter by far? When they and a small band of collaborators created the original Fallout in the mid '90s. But after following up with Fallout 2, they've had to watch while Bethesda took the series in its own direction--despite being at Obsidian now, neither Cain nor Boyarsky were working there at the time of New Vegas' development.
We recently published a deeper dive into The Outer Worlds that speaks to a behind-closed-doors demo, covering aspects of the game's story, character progression, and combat. In the interview below, we get into the mindset of the two co-directors. It's obvious from the start that they have Fallout on the brain, lending credence to the suspicion that The Outer Worlds bears some striking similarities.
On the other hand, it also veers away from the grime and dirt of a post-apocalyptic Earth in favor a world with vitality. For as much as they are exploring ideas that likely, in some fashion, link back to their days making Fallout, Cain and Boyarsky are most excited about heading into uncharted territory.
Continue reading to hear their thoughts on reuniting after years and games apart, and where they hope to take their audience when The Outer Worlds releases on PC, PS4, and Xbox One in 2019.
What was the feeling in your gut leading up to this reveal?
Tim Cain: We just really wanted to show it. We have all these things that are funny or cool, but we couldn't talk about it.
Leonard Boyarsky: We are very happy with where it's at. We think it looks great, we think it plays great. It's what we wanted to make when we started it, but at the same time you never know how people are going to react. To be able to finally show it and see how people react is cathartic.
I think I've seen you [Boyarsky] quoted online as saying this is a "dream project." What aspect of this, would you say, is the dream?
Boyarsky: Oh, it's definitely working with Tim! [laughter] No, but it is though; that is exactly what I meant. I worked on a couple games before Fallout, and Tim worked on a couple games before Fallout, but that was pretty much our start of working on games that we have creative control over. We created Fallout from scratch, we basically had complete creative control and did whatever we wanted to--same thing with Arcanum. It had been a really long time since we created an IP from scratch. We're really good friends, we complement each other's strengths and weaknesses really well. Not many people are fortunate enough to find that kind of person to work with in their careers, and we were lucky that it was very early in our careers and we have this really great synergy when we get together and start doing this stuff.
We've never really made a pure sci-fi game. Fallout was sci-fi, but it was more post-apocalyptic than sci-fi. So it was one of these things where we're really big fans of science fiction; I personally love fantasy, but I much prefer science fiction if I have to choose between them. So it was weird that we'd never gotten around to do one, and when this opportunity came up it was like, "Yes, I can work with Tim again and we can create an IP from scratch!" It was basically this laundry list of things that I thought...that the next game I wanted to work on would be if I could say "here's the stuff I want to do," and this was it.
If you can really put yourself back in your own shoes in the '90s, compared to today, what aspect of your current responsibilities do you love, and what do you miss from those times that you worked in an attic, and…
Boyarsky: Well for me I still love the things I loved then, creating a world from scratch, it's just the best part about this. I love creating unique worlds with a unique feel and a unique look. The thing I do have to say I miss is that when we made Fallout and Arcanum, it was a very small team. We got to do all the stuff we're doing now but we also got to do…Tim did programming, I did design, like a lot of art on Fallout. I was the lead artist and the art director, and I was also doing like havlf the animations in the game, modelling stuff, texture mapping. I didn't end up scripting on that one, but I scripted in Arcanum. Working on those small teams you end up having your hand in everything.
For [The Outer Worlds] we are much more directors. It's our vision, but we have a lot of very talented and wonderful people that we're working with who have done things that, especially from an art standpoint, I don't know that I would have brought it in that direction, but in a good way. We pointed them in a direction and they ran in directions that we never could have anticipated. In a way that's very rewarding because you feel like you gave people a germ of an idea and they got to make it their own and it comes back to you and you see what people have done. But on the other hand, I'm not in there doing that every day. I'm making sure people are heading to the right destination and fulfilling our vision of the game. I've been able to do some writing, some hands-on art direction, but for the most part a lot of people are doing the actual nuts-and-bolts work that we used to do on a day-to-day basis.
Cain: Plus, one thing, in the '90s you could do things no one had ever done before because everything was so young and it was a bit of a Wild West of an industry. Now every time you think of something and you look, it's like, "Oh, this game did it. This indie game did it five years ago." It's hard to think of something that is completely original.
We managed to put some things in here that I've never seen done in a game. In that way, I kinda miss that…the sky was the limit back then. If you could think about it, you could do it.
Boyarsky: Well a perfect example of that is, when we made Arcanum, I didn't even really know what steampunk was. Now there is like every kind of punk there is. When we started talking about this game and the setting we had to be very careful not to fall into this pre-defined thing that has been done before. That's very important to us. We didn't want people to look at it and know exactly what this is, because people didn't do that with Fallout because nobody had seen something like that before. Between now and then, there's been every kind of mish mash of different styles. I mean, hopefully people took inspiration for Fallout for some of that stuff.
Cain: We didn't want to make Tolkien with machine guns. One thing I've done, every time I ship a game I write a postmortem, just for myself; it doesn't get published. I write a postmortem of everything I think went right and wrong, and I also keep notes whenever I have an idea. So I went through them for this game and found some ideas from a few years ago that I'd like to try out. And here's what I thought went wrong with Temple, or Vampire, or Fallout.
I even write, I probably shouldn't, but every time I play a Fallout game I write a postmortem for it. I have a postmortem for Fallout 3, Fallout 4, and New Vegas, even though I didn't work on them. So I read through all those notes, to recall what I thought they did right and what I thought they did wrong. And that influenced a lot of what I'm doing with this game.
How often, if ever, do industry trends or audience demands seep into your priorities?
Boyarsky: A lot less than we probably should. [laughter] We've always been really interested in making the games that we don't think are out there. Maybe there's a good reason why some of them aren't out there.
Cain: We always like to joke, "Let's just make the games we like, and hopefully people will play them." We have been trying to understand what people have been asking for. I know when we put our combat system together, it was really important that it be an RPG, but people really want…
Boyarsky: Yeah but it's less of a thing where we go, "Look at what people are looking for." We really don't want people to be saying, "Wow, this is a great RPG, you know the combat is just okay, but the RPG stuff is great."
One of our goals is that we want combat to be fun. Obviously our combat isn't going to be as good as Call of Duty because that's not what we are here to do. So, in that aspect when we set out to do something like that, well then what would people think is a fun combat system? What do people want from a combat system that they would consider fun? I think we've been in that mode for years, but I'm not sure that we've ever focused on those things as much as we have with this one.
I think it's much more a matter of, I don't want to say age, but just the length of time doing this. Earlier on Tim was saying that when we set out to make this thing that's a conglomeration of '50s and Road Warrior and pulp sci-fi, that wasn't something that people had done before, or the aspect of it where it's very gray morality and you could play anyway you wanted to play. With those things, because as Tim said that was a time when it was the Wild West where nobody had done that stuff before, now we have to look at what hasn't been served. We don't want to just rehash old ground. That's how we look at what people might want or what needs to be done in other games. Sometimes it might even inform, I don't want to say negative, but it might reinforce the opposite.
Like, a lot of games are going towards cinematic storytelling, but to do that you have to have a voiced protagonist. One of our main goals here, as with all of the games we made together, we want people to be able to play this game any way they want to play. We want the person who wants to play as the upstanding, righteous hero who would never do anything a little bit gray to have fun and role-play the way they want to, as much as the person who wants to play the psychopath that wants to kill everyone in their way. Both of those should be fun. But if we picked a voice for you or a character for you that was premade, then no matter how much we let you tweak it, it still feels like there's a part of it that wasn't decided by me. I think it's both things: What do we think is really cool that hasn't been done, but what are things that people are doing? Do we want to take that, or do we want to keep it more old-school because this is what we get from it?
NEXT Studios Iris.Fall is out now for PC via Steam
12.08.2018 12:00:09 The Award winning developers NEXT Studio and indie publisher Zodiac Interactive have released today their new dark indie puzzle adventure game "Iris.Fall". Yes, the game is out right now for PC via Steam.
Call of Duty: Black Ops 4 New Weapons, Specialist & More Announced for Operation Absolute Zero Coming Next Week on PS4
With Call of Duty: Black Ops 4’s Operation First Strike coming to a close, the next op has been announced by Treyarch, and it’s set to introduce a whole lot of new everything! Expect Black Ops 4 new weapons, a new specialist (as hinted previously), new Black Market changes and lots more!
Called Operation Absolute Zero and coming first on the PS4 next week (with Xbox One and PC getting it a week later), the new Black Ops 4 Specialist is named Zero, and is said to be able to disrupt and distract enemies!
Operation Absolute Zero introduces our first new post-launch Specialist: Zero, a versatile and deadly hacker available in both Multiplayer and Blackout. In Multiplayer, Zero can disrupt and distract her enemies using the powerful hacking tools at her disposal, bringing new counteractive measures to the table in Black Ops 4. Players can unlock Zero by completing Tier 1 in the newly revamped Black Market and immediately start testing out her wonderful new toys.
In addition to Zero, a bunch of Black Ops 4 new weapons will be making their way into the Black Market as well! The Daemon 3XB SMG, SWAT RFT assault rifle, and Secret Santa melee weapon, which will be joined by new weapon camos, reactive camos and new reticles to unlock.
Players can get their hands on these new weapons ASAP by playing a new mode that’s being rolled out — Blackjack’s Gun Game! It’ll be one of the featured multiplayer playlists on the PS4. More featured MP playlists will be rolled out throughout the rest of the year, and a new holiday event starts December 13 on PS4 which will bring new seasonal items to unlock once again.
As for Blackout, “everything changes” for the mode in Operation Absolute Zero according to Treyarch. New and much-needed changes are coming which includes new Armor repair system, audio improvements, SDM and Spitfire weapon balancing, and seasonal changes across the entire map.
Players should see the new map changes in Blackout right away, as there’s going to be softer winter lighting, season changes in foliage, and more. On December 11, Hijacked will be making its way to Blackout, which is inspired by the classic multiplayer map.
Once you make it to dry land, hop into the new ARAV armored vehicle with a friend and light up your foes with its turret-mounted machine gun. Players can also drop in as Zero after unlocking her, or as one of the four zombie-killing gladiators from IX after finding and completing the brand-new set of Blackout Zombies Character Missions.
We’re also amping up our collection of personalization items that can be used in Blackout in the new and improved Black Market, including new unlockable Blackout characters, new Epic Specialist Outfits, shared Warpaints, and more personalization items to use in the world of Blackout. Players will also find new weapons throughout Blackout starting December 11 on PS4 – try dropping into Firing Range next week to get your hands on the new hardware before anyone else does.
On top of the free content kicking off next week, there’s even more coming to Blackout soon with the addition of Custom Games, Weapon Camos, Stash interface updates on consoles, holiday map decorations, throwable Snowballs, new seasonal Special Event Tiers, in-game promos, gameplay improvements, and more.
Not a fan of the Black Market? Treyarch is revamping it for the launch of the new op to make tier progression “simpler and more rewarding.” Players will now be able to mix and match warpaints with different outfits, and gain access to warpaints without having to own the corresponding outfit.
Here’s what fans can expect on December 11 in terms of Black Market changes:
100 Clearly Defined Tiers: We’ve streamlined the progression experience by reducing the initial Tier showcase from 200 to 100. Every reward for the first 100 Tiers can be previewed in the Black Market right off the bat, so you can always track your progress toward your next favorite new item.
New Earnable Weapons: We’re introducing our first batch of new earnable weapons in the Operation Contraband stream to deploy in your Multiplayer loadouts, including the Daemon 3XB SMG, SWAT RFT assault rifle, and Secret Santa melee weapon.
New Specialist Unlock:Operation Absolute Zero begins in the Black Market with our new Specialist, Zero, unlockable at Tier 1 for use in Multiplayer and Blackout.
New Item Categories and More Diverse Content: Weapon Camos, Reactive Camos, Reticles, shared Warpaints and new Mastercraft cosmetic weapon variants have been added to the Black Market by popular demand! Each Reactive Camo unlocked in the Black Market is uniquely designed for its designated weapon, while new Weapon Camos can be equipped across multiple weapons.
New Mastercrafts: Players can now earn new Mastercraft weapon variants in the Black Market, including new ABR 223 Mastercraft for tactical rifle fans.
New Blackout characters: Our Ultimis Zombies heroes are coming to Blackout in the Black Market! Keep an eye out for old-school Nikolai, unlockable at Tier 45.
New Shared Warpaints: To give players more freedom to personalize their Black Ops 4 experience, Warpaints can now be equipped with outfits across different Themes on the same Specialist.
Reserves Now Start at Tier 101: Players will earn cosmetic Reserve content after unlocking the first 100 Tiers of Black Market content, including all-new personalization items and a new Mastercraft. And if you haven’t completed the collection of Reserve items from Operation First Strike, don’t worry – they’re still included in Reserves for Operation Absolute Zero.
Content Changes: While we’re also introducing new Gestures, Calling Cards, and additional personalization items along with the new content mentioned above, we aren’t adding any new Decals for Specialist Outfits to the loot pool to ensure every item earned can be immediately equipped and enjoyed in the game. As with the rest of the game, we’ll continue to refine the Black Market experience as the Operation continues.
Daily Tier Skip for Zombies: As we mentioned above, all Zombies players can earn a bonus Daily Tier Skip in the Black Market by completing 15 rounds in a game of Classic Zombies each day.
Black Oops 4 competitive season plans have been outlined too!
After laying the initial groundwork for our CWL feature set with CWL Custom Games, CODCaster, and the Live Event Viewer on PS4, our sights for competitive play are now set on delivering the full suite of World League Hub features as soon as possible. While many of these features were initially planned to release in December, we are spending a little more time in development to give these features the polish that our competitive players expect and deserve. Here are the upcoming feature plans:
Live Event Viewer (launching with CWL Las Vegas on PS4)
Scheduled for early 2019:
League Play Events
Clans and Teams
You can read up on every bit of info along with the changes coming to Zombies right here.
Once the title update is out, we’ll be sure to let our readers know. We’ll be covering Operation Absolute Zero in-depth and will report on anything new.
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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