Rooster Teeth Gaming Announces First Original IP Game: Vicious Circle
01.15.2019 14:00:10 RWBY has since gained fandom all over the world and has inspired the video game RWBY: Grimm Eclipse. With Rooster Teeth Gaming, the company plans to release their first original IP game this year: Vicious Circle.
Get Even More Action From Call of Duty With a Gaming VPN
Imagine. There was once a time when multiplayer included having to actually sit down next to someone to play. In the same room. Those dark days have moved on as games expand into magic realms, deep space and zombie apocalypses. Gamers can now play with anyone safely and securely, all by using a VPN – and nowhere is this more important than in the Call of Duty arena.
Call of Duty is so popular that it has already clocked up over 25 billion hours of play time. There are now 20 titles in the Call of Duty empire and its popularity isn’t in question, which is why it is subject to DDoS attacks, lag and slow connections.
If you have a good internet connection with enough bandwidth, you can play against anyone in the world. But, if your connection is found wanting, then it’ll leave you with problems. And, when you‘re back up to full speed, you might find that you’ve been shot and respawned in an exposed desert location.
Luckily, there is a solution, which offers fast, uninterrupted gameplay. A gaming VPN can reduce the delay between the player and the client server, speeding up the connection. But there are other benefits when you use a VPN when playing Call of Duty multiplayer and unrestricted access is just one. Here are five compelling reasons it’ll benefit you.
More virtual locations
A VPN can provide access to virtual locations around the world. For Call of Duty players, it means not being restricted to a single region. For instance, for players in the UK, it could mean having the ability to play a game in Australia, Russia or India as well as servers in your own territory. Which might just mean being able to play with friends from Down Under, cousins from India or just because you are a night owl.
Some Call Of Duty servers (as well as some WiFi connections) restrict access to certain websites and content. With a VPN, you can bypass these filters and connect to a server without any filter worries.
It’s all too easy for hackers to get their hands on your account information by intercepting passwords. A VPN provides encryption, lessening your worry about unauthorised access to your account.
High ping rate means smoother gameplay
A VPN will keep your ping rate high, which should improve your Call of Duty gameplay. The ping is the reaction time of your connection. A fast ping equals a more responsive connection and timing is everything in Call of Duty, where a player with a higher ping rate will always be able to see you first and get the upper hand in combat.
A VPN helps to protect against DDoS (Denial of Service) attacks, especially on multiplayer modes. The DDoS practice is widespread and simple to use and gamers are paying the price as it can slow down connections and temporarily prevent you from playing the game. A VPN effectively hides your IP address behind a virtual wall and your internet traffic is routed to the provider’s network before passing to the open internet. This means that, when DDoS attackers attack your IP, it is the VPN’s and it gets screened out before reaching your Black Ops 4 finale.
A VPN won’t give you a game advantage but it will allow you to play Call of Duty any time, from anywhere, while keeping your connection stable because there’s nothing worse than trying to hit jerky opponents square in your sights. However, being able to avoid DDoS attacks is another reason to celebrate as they are relatively common and incredibly frustrating. A VPN will also establish quicker connection times, encrypt data and connect to servers around the world meaning you get to enjoy Call of Duty quicker, more smoothly and more securely.
Portal 2 Co-Writer Jay Pinkerton Returns to Valve A Year After Departing the Company
In 2017, Valve lost quite a few writers, namely that of Portal 2 co-writer Jay Pinkerton, as well as Erik Wolpaw and Chet Faliszek, who worked alongside him. Pinkerton's last day at the company was in June that year, but now it seems one year later, he's decided to jump back aboard.
A Valve representative has confirmed to PC Gamer that Pinkerton is now back with the company, though no one's sure what that might mean for the future. Could we potentially see a new game in the company's future?
Pinkerton has taken his rightful place once more on Valve's official staff page with a short bio, which means he's presumably back for the foreseeable future. Aside from penning Portal 2 with a cavalcade of other talented folks, he worked on parts of Left 4 Dead and Left 4 Dead 2, as well as some of the Team Fortress 2 comics. What he'll be put to work on for the time being, however, is anyone's guess.
After Valve's Gabe Newell made the announcement earlier this year that the team is going to be shipping games again, anything is possible. Right now, the company's working on the project Artifact, though there's no telling what all could be in store. We'll have to relax and keep an eye out for what's coming down the pipeline, as well as what Pinkerton could have his hands on going forward.
The big Battlefield 5 January update version is now live! As one can expect from yesterday’s announcements, this new patch brings in a host balance changes, with the Tides of War Chapter 2 Lightning Strikes content starting on January 17. Same as in almost every patch, the big content update included in Lightning Strikes is included in today’s download, though it’s not activated yet.
Out now on PC and clocking in at 20GB, and clocking in at on the PS4 version, the Xbox One update should be out in a few hours. Here’s the official roll out schedule:
PC – 1am PT / 4am ET / 9am UTC / 10am CET
PS4 – 2am PT / 5am ET / 10am UTC / 11am CET
Xbox One – 3am PT / 6am ET / 11am UTC / 12pm CET
For the full patch notes for the Battlefield 5 January update, check below.
New Mode: Squad Conquest
Squad Conquest is a tighter and more intense version of Conquest, where two squads per team battle it out over smaller, more tactical layouts of three existing maps: Arras, Hamada, and Rotterdam. These maps all feature 16 players on two teams, three flags, spawning restricted to HQs, and limited access to vehicles. A core belief behind Squad Conquest is a restricted number of variables to allow strategy to be able to exist – you have to be able to predict player behavior and patterns, which is reflected in all three map layouts. Clear lanes and conservative combat areas allow players to predict where enemies are coming from, where they need to defend, and how to subvert enemy movement.
These are some of the weapons that will be obtainable through the Weekly Challenges in January and February:
Modele 1944 (SA)
Top Issue Fixes and Changes
Time to Death and Death Experience Fixes
The name of the enemy that has killed a player is now shown in the game world when the player has died. This highlights the killer and helps players understand who killed them and from where, especially in crowded situations.
Improved the death experience with the addition of a camera that now follows and zooms towards the killer. This will allow players to understand what killed them and the position of the killer.
Improved accuracy of the visual representation of incoming bullets for other players. Tracers should now properly appear to consistently appear from the shooter, and should be clearer when the victim is looking directly at the shooter.
Fixed an issue with the UI directional damage indicator that delayed the indication of damage to the victim.
Made tweaks to the UI directional damage indicator to more accurately point towards the enemy damaging the player.
Soldier Fixes and Tweaks
Improved vaulting so that it no longer incorrectly triggers against steep hills and slopes.
Fixed an issue where players could receive fall damage from vaulting over a wall.
Fixed an issue where players would pick up a weapon while reviving on console.
Fixed an issue where the camera would clip through the soldier while in the man down state when the player had set a very high FOV.
Improved the camera behavior when a player revives a downed player very quickly. Animation
Improved soldier ragdoll behaviors and made them more granular when killed in different poses (stand, crouch, prone) and based on the impulse of explosions.
Soldiers killed by explosions will now blend nicely into full ragdoll when they land rather than snapping to a specific ragdoll position when landing.
Players will no longer get a strange arm pose when melee hitting an enemy three times in a row and then switching to the Fortification tool.
Fixed an issue where the ammo self-supply animation could get stuck and play indefinitely.
The Heavy Weapons trait is no longer as powerful on AA guns which previously would result in them having almost no overheat while firing.
Improved sliding activation consistency from double-tap by reducing the impact of turning while sprinting.
General improvements to the detection of auto-peek over and auto-lean.
Increased the horizontal free aiming angle when prone by 40°.
Halftracks now take more and more consistent damage, making them easier to destroy.
Fixed an issue where the Stuka quick repair did not resupply when flying through a resupply point.
Increased the damage of the Stuka BK37 cannons against all targets, while also reducing the splash range. Accurate shots versus vehicles and infantry will be greatly rewarded, but inaccurate fire will still suffer significantly reduced damage. These are intended as precision-strafing weapons, and should be powerful on single targets but weak on area targets.
The damage caused by the Mine Clearing Line Charge Specialization will register in the kill log and in the kill cam as well. Also, friendly players are no longer affected by the damage of the Mine Clearing Line Charge.
Fixed so that all tank cannons one-hit kill all types of airplanes, even those equipped with Specializations that reduce damage from Flak.
Increased the ammo capacity of all airplane cannons from 150 rounds to 200 rounds. The previous reduction caused players to return to reload more frequently than intended.
Standardized an unintended imbalance between the coaxial and port firing vehicle machine guns. Overall this is a big buff to German machine guns, and a small buff to British ones. Some British machine guns were doing too much damage over all, and some German machine guns were doing too little. The close range damage of the German guns has been increased to match the British guns, and the long range damage of the British guns has been reduced to match the German guns. As a balancing factor, the range of all of these machine guns has been increased, so players should not see a reduced effectiveness in the British machine guns, and should experience an increased effectiveness of the German machine guns.
Reduced the damage reduction of explosions on players in prone. Players were previously resisting up to 25% of an explosion when prone, which was only intended in a few edge cases. This was fundamentally breaking the intended damage of tank shells, as players could absorb too much damage. The damage of explosions is otherwise is unchanged.
Reduced reload time of rockets to 15 seconds (was previously 30 seconds).
Reduced reload time of bombs to 20 seconds (was previously 30 seconds).
Visual and Audio
Resupply Station locations for vehicles are now pinned to the edge of the screen when ammo resupply is available, in order to help players find these resources. These icons scale in size and transparency the further a player is from the resources to prevent icon clutter.
Fixed a bug which would make vehicle paint jobs look less detailed compared to how they look in the customization menu.
The Stuka siren has been made louder.
Improved audio mix on planes to have more noticable propeller sound and less engine sound.
Improved the graphics on the wheel compartment of the Blenheim MkI.
When spawning into a top gunner seat, players are now holding the machine gun properly.
Fixed the third-person animation when entering the Churchill Mk VII Tank so it aligns better.
Third-person animations should now play properly when using the backseat in the Kettenkrad.
Fixed an issue where players using higher sensitivity options could be counted as being out of bounds while in a top gunner seat while actually being within bounds.
Players should no longer fall under the map when spawning into a vehicle that managed to get destroyed right before the spawn.
Weapons, Gadgets, and Specializations
Removed the Extended Magazine Specialization for the M1907 SF and made the extended magazine equipped by default. Recoil Buffer has been added as a replacement. This weapon’s Specializations will be reset and the means for unlocking them will be refunded. The M1907 SF was not useful enough without the extended magazine upgrade, making the hipfire upgrades a bad choice.
Decreased the effectiveness of the Ported Barrel Specialization on the M1928A1 to better balance the weapon in the SMG class. The upgrade was a bit too strong, leading to a slightly too controllable weapon.
Reduced the base deploy time of the StG 44 to 0.80 seconds from 0.85 seconds to better align with the animation. This was not in line with other assault rifles. You can shoot a bit sooner after switching to this weapon now.
Enabled semi-automatic fire for the M1928A1 which was previously missing.
Increased Suomi Kp/-31 reload speed when not using extended magazines. Reload times are now 2.3 seconds (previously 2.5 seconds) tactical and 3.45 seconds (previously 3.75 seconds) empty. The base reload was a bit too slow for the small magazine, making the extended magazine upgrade too important.
Fixed an issue where some weapons were inaccurate for too long when going from sprinting to firing when aiming down the sights (ADS). Some weapons did not reach full accuracy when fully zoomed in when transitioning from sprinting to ADS, leading to unexpectedly high recoil when firing. This was most noticeable on SMGs.
Fixed an issue where SMGs and weapons with the Enhanced Grips and Slings and Swivels Specializations remained inaccurate when going from sprinting to firing in hipfire. SMGs and weapons with these upgrades did not recover accuracy quickly enough when going from sprinting to firing in hipfire, reducing the intended mobility advantage they should have.
Made tweaks to SMG weapon positions in hip fire when firing and strafing to prevent the weapon from covering the crosshair.
The Panzerfaust no longer has a long delay before being able to fire after switching to the weapon.
Fixed so that the Panzerfaust one-hit kills all types of airplanes, even when equipped with Specializations that reduce damage from Flak.
Reduced the damage of the Panzerfaust. The Panzerfaust is very easy to use, and widely equipped. As a fast fire-and-forget weapon, its damage payoff was still too good against all types of armor. The damage is still high enough, even against a heavy tank, that a smart player can utilize a dedicated anti-tank loadout to defeat the enemy using skill and tactics.
Increased Throwing Knives max damage range to 10m from 6.5m.
Reduced the delay between two consecutive Throwing Knives throws by 40%.
Adjusted parameters for explosive damage when behind cover so that players behind cover properly receive reduced damage when cover is destroyed.
Adjusted damage multipliers for grenades and Panzerfaust versus various barricades so that multiple grenades are required to tear down a sandbag Fortification.
The RSC now reloads with the correct amount of bullets even if there’s already a bullet in the chamber.
If the player revives a friendly while reloading, the reload will now properly get interrupted instead of completing it during the revive animation.
Fixed the sling swivel so it no longer floats below the MP28.
Fixed clipping weapon when firing the M1928A1 with some iron sights.
Enemies firing no longer have their heads moved backwards while firing, which could cause unpredictable head movements when players tried to land headshots.
Improved the trajectory of supply pouches when thrown towards players.
Aligned the optics for the Lattey sights while in ADS using the M1897.
Fixed an issue where the hand pose would break when switching the primary weapon and the Ruby pistol.
Adjusted the size and intensity of the glints for medium powered scope and high powered scopes. Medium powered scope glints are now smaller and less intense than high powered ones.
Pushed the visible distance for scope glints a bit further. They will now start being visible from longer distances (both Medium and High).
Scope Glint for medium scope visibility falls off over longer distances.
The interaction prompt now properly appears when looking at a Spawn Beacon if it can be picked up.
Fixed a bug where players were unable to switch to their secondary weapon when having the M30 Drilling Equipped while using rifle mode. Damage
Reduced the minimum damage of the Gewehr 43 and Selbstlader 1916 to 33.5 from 35.
Increased the damage for the Mk VI Revolver. Two-hit kill range is now 12 m (previously 7 m), three-hit kill range is 30 m (previously 12 m), four-hit kill range is 50 m (previously 30 m). Minimum damage is now 22 instead of 15. Damage dropped too steeply for the rate of fire and magazine capacity of this weapon.
Buffs to SMGs in this update are aimed at improving the mid-range combat ability of the Medic class. Reductions in recoil and increases to accuracy will allow the SMG user to maintain damage on target and increase their effectiveness over all.
Improved SMG sustained fire when hip firing.
Reduced SMG base dispersion to 0.15 from 0.2. This makes SMGs feel a bit more controllable and enables the low rate of fire SMGs to be reasonably effective at medium range without having to get accuracy upgrades.
Reduced Suomi Kp/-31 vertical recoil to 0.76 from 0.8.
Reduced Suomi Kp/-31 horizontal recoil to 0.93 from 0.95. The Suomi was a bit too hard to control compared to the M1928A1.
Reduced EMP recoil pattern strength to make firing single shots less awkward. Single shots were heavily biased to go sideways, making them awkward to use compared to other weapons.
Increased M1A1 vertical recoil to 0.6 from 0.55. This weapon was outperforming other weapons at intended ranges and will now be more difficult to land multiple shots on target at longer range.
Increased M1907 SF vertical recoil to 0.82 from 0.68. This weapon was outperforming other weapons at intended ranges and will now be more difficult to land multiple shots on target at longer range.
Reduced the vertical recoil reduction when crouching to 25% from 30% and when prone to 40% (previously 50%).
The vertical recoil reduction when crouching or prone no longer stacks with the reduction from using a bipod. This was inadvertently making bipods inconsistent, making fire patterns with bipods difficult to learn since they were different in each stance. Stance changes reduced recoil too much, especially when combined with a bipod, which virtually removed all handling difference when prone. This affects MMGs when prone most noticeably.
Maps and Modes
Final Stand: players are no longer able to skip revive in this mode.
Breakthrough on Rotterdam: removed an out of bounds spawn for the defenders near the A flag.
Panzerstorm: fixed an issue where there would be lamps floating in the air after the building they were in was destroyed.
Final Stand: fixed the black deploy screen.
Airplanes no longer take damage when taking off from the landing strip on the Practice Range.
Fixed an issue where the gamepad vibrations would not work on Grand Operations.
On Aerodrome, the Fortification sandbags will no longer block the view of the stationary weapon near the airplane hangar.
Fixed the floating Flak 39 on Panzerstorm.
Fixed a piece of barbed wire that was seemingly invisible on Devastation near Flag A while playing Conquest.
Improved the railing on Rotterdam near the canals so they are easier to vault over.
Fires on levels no longer cause unintentional lens flare effects.
Decreased the intensity of the white environmental smoke on Devastation.
The Distinguished Defender’s Cross ribbon is no longer awarded multiple times upon completion.
Players are now able to scroll through the map list from the server info screen in- game.
Added the missing M24 grenade icon on the statistics screen.
Fixed an issue where the “enter vehicle” prompt could be visible while in parrot camera view.
Fixed a bug where squad orders were delayed for top gunners in tanks.
Added the missing image for Panzerstorm in the Advanced Search menu.
Rarity of vehicle skins is now shown in the Vehicle Customization screen.
Special Assignment icons should now always be visible on all challenges.
Fixed an issue which could result in the bleed out functionality not always working.
Added a Zoom Transition Sensitivity Smoothing option (this is off by default). When enabled, this option allows players to smooth out the sensitivity transition when aiming down sight instead of instantly transitioning to the zoomed sensitivity. This option only affects legacy aiming users as it’s already automatically enabled when using Uniform Soldier Aiming.
Fixed an issue where the killcard would not be visible if the player gets revived too quickly after getting killed.
Made various text fixes.
Voiceovers are now played when notifying players in the man down state that you are coming to revive them.
Footstep audio has been improved making walking and sprinting louder for a better gameplay experience, while crouching and crawling generates less sound to enable sneaking and stealth gameplay.
Fixed an issue where the disabled sound for planes would keep playing after repairing.
Improved footstep sounds based upon what type of physics material the player is stepping on, on both Arras and Twisted Steel.
Fixed an issue which could result in the “kill confirmed” audio confirmation to not play at the correct moment.
Made multiple crash fixes and general stability improvements.
PC Specific Improvements
Increased the density of the fields on Arras when playing on lower settings, to not give a visual advantage to those playing on low-spec PCs.
You can check out the complete list of Lightning Strikes Assignments, rewards, and Chapter Events right here.
Far Cry 5 & Call of Duty Infinite Warfare running in 8K on Max settings on two NVIDIA Titan RTX GPUs
01.15.2019 05:00:12 DSOGaming writes: "YouTubes ThirtyIR has shared two new videos, showing Far Cry 5 and Call of Duty Infinite Warfare running in 8K on Max settings on two NVIDIA Titan RTX GPUs in SLI. Both of these games were unable to hit a constant 60fps experience, meaning that you can lock them at 30fps in case you are interested in running them at 8K with such a PC system."
Battlefield 5 January Update Now Live, Here's the Complete Details
01.15.2019 05:00:12 The big Battlefield 5 January update is now live and it's BIG patch! Here are the complete details regarding roll out schedule, size, content, and more! Don't forget that the Tides of War Chapter 2 Lightning Strikes content goes live on January 17, and today's update brings in a ton of balance tweaks, SMG buffs, and more!
Big Steam Changes Announced for 2019, but Is it Enough?
01.14.2019 22:00:10 From GameWatcher: "Steam is going to undergo some substantial changes in 2019 - as was to be expected, seeing as how Epic are going at it like there's no tomorrow - but after reviewing the list, it's hard for us not to ask ourselves: is Valve doing enough?
Steam 2019 changes include various changes and newfangled features big and small, not least of which is the fact that Steam will finally be launching in China, improvements to the Store machine-learning algorithms, and a revamped Steam Library UI."
Battlefield V Weekly News and Announcements Include Company Coin Tracking Issues Update
As part of DICE’s constant communication with the Battlefield V player base, the studio has once again rolled out its weekly Battlefield 5 weekly news and update to the community. While the big news this week is no doubt the roll out of the new patch alongside the second chapter of Tides of War called Lightning Strikes, there’s still a few more noteworthy stuff coming later this week.
Chief among the highlights this week is an update on the Company Coin issue that, while a fix has been rolled out last week, still isn’t fixed for everyone.
Article – This Week in Battlefield V – The rundown of various news beats in a concise communication roadmap. This is the article you’re reading!
Article – Battlefield V’s Known Issues List Update (Reddit&Forums) – As we track known issues internally and acknowledge major issues brought to our attention we’ll keep our Known Issues list updated frequently.
Tuesday, January 15th
Weekly Community Highlight – Best Only in Battlefield Moment of the Week – Hot new OIB moment coming in with a new weekly winner! Think you’ve got a winner? Send it our way on any of the Battlefield channels. Each weekly featured clip will be awarded a Best Community in the World emblem!
Wednesday, January 16th
Fix Update – Company Coin & Tides of War Mission Tracking Issues – We will have additional information for you coming out of the weekend’s fix testing we performed. Hopefully we’ll have these two issues resolved and tucked away. For more information on what we’re doing, please refer to last week’s Weekly Debrief.
Thursday, January 17th
Launch – Chapter 2: Lightning Strikes Weekly Events Begin – With the full update rolled out by Thursday, we kick off the in-game weekly missions and rewards.
AMAA –Reddit Ask Me Almost Anything About Chapter 2: Lightning Strikes – Hopefully you’ve digested the Update Notes and got hands on with the latest update by this point. Swing by our AMAA where we’ll answer almost any question you have for us as it relates to the new release.
Friday, January 18th
Article – Battlefield V Weekly Debrief – Your one-stop destination for all the blogs, videos, and major news that happened in the week, with a comprehensive Q&A with our DICE developers using feedback collected from the Battlefield Twitter, Reddit, Discord, and Forums.
Two More Mission Impossible Movies Coming From Fallout Director
After the big success of 2018's Mission Impossible: Fallout, director Christopher McQuarrie is signing on to write and direct two sequels, according to a new report. Not only that, but Variety's report claims the sequels will shoot back-to-back so they can be released sooner to capitalise on the hype surrounding the franchise right now.
According to the report, the first would premiere in summer 2021 with the next one following a year later. McQuarrie seemingly confirmed the news on Twitter.
Shooting back-to-back is not new for movies, as Avengers: Infinity War and Avengers: Endgame were shot one after the other so they could be released in 2018 and 2019. All three of Peter Jackson's Lord of the Rings movies were shot in the manner, too.
Mission Impossible: Fallout, which starred a 56-year-old Tom Cruise, was a massive success commercially and critically. It made more than $791 million worldwide, which represented the biggest box office performance in the history of the Mission Impossible series. It was also well-received by critics, notching a franchise-best 97 percent on Rotten Tomatoes; it was heralded as one of the best action movies of 2018.
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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