Well, war has certainly changed. Fallout, the RPG series with a 20-year legacy, finds its latest entry taking another chance at braving a new direction: online multiplayer. It puts a major focus on cooperating with other people in a world with perpetual activities that seek to sustain your engagement indefinitely. It's an enormous game and there's a lot to see. Because of its online nature, GameSpot staff got access to the full version of Fallout 76 on the day of its general release, so we've been playing alongside you and everyone else.
At the time of writing, I've spent three modest days with Fallout 76, leisurely soaking in the world, churning through quests, and cooperating with both friends and strangers to do quests, participate in public events, and explore. I'm a series-long Fallout fan who's enjoyed every mainline entry and avoided 76's beta tests with the intent of making sure my first taste was of the launch product. I'm compiling my early thoughts here and will be updating my opinion with a finalized review once I've taken enough time to dive deeper and see the breadth of what Fallout 76 has to offer.
Fallout 76 feels like a game without a strong focus. It makes changes to the time-tested structure seen in Fallout 4 to make it function as both a single-player and multiplayer experience. But in doing so, both styles of play suffer from major compromises that exist only to serve the other, and as a result, neither is exemplary.
You and everyone else is cast a dweller of Vault 76, an underground bunker filled with overachieving, competitive people tasked with rebuilding the world after a nuclear apocalypse. That time is now, and upon leaving, you also discover that the vault's overseer has undertaken a personal mission. Finding her becomes your overarching pursuit as you enter the vast remains of a scorched world where unknown beasts roam and every other human being is a real person playing the game.
Fallout 76 has no artificial human characters to interact with. The justification is that because the dwellers of Vault 76 are among the first to reenter this devastated America, there are very few coherent beings, and many of the folks who survived nuclear annihilation died before your arrival. Without established characters to populate the world, the vibe of Fallout 76 is an eerie one, frequently amplifying one of the series' great strengths: the feeling of desolation. There's a curiosity about the environment that drives you to veer off the beaten path, visit places that once were, attempt to imagine what life might have been like before everything went to hell, and what's happened there since. Exploring the wasteland remains one of 76's most enjoyable aspects.
But the lack of inhabitants is also Fallout 76's biggest problem, and it limits the world to being little more than just an environmental showcase with things to kill. It means that the art of conversation, a fundamental series feature, is disappointingly absent. But more critically, it means there are no strong emotional anchors to help you become truly invested in the world, a complication that diminishes the game's other core activities.
The biggest victim is the quest system. Without actually having people with needs and desires, initiating and undertaking quests frequently involves the use of environmental storytelling tools--listening to audio logs, reading notes, and browsing through computer terminals for key information. A quest will often explore the stories of certain characters, but they're characters that have long since passed, and all you get are long monologues and one-way directives from a person who no longer exists and you can't interact with. Your actions ultimately won't affect anyone, or the rest of the world for that matter--everywhere you go gets reset with items and enemies regularly--and staying motivated becomes an issue after an extended period.
...there are no strong emotional anchors to help you become truly invested in the world...
Some of these stories are intriguing to be sure, and when you come across a tale about a character who piques your interest, you get excited to find out more about their last living moments. But there's such an over-reliance on having disembodied voices talking at you for every aspect of the game that it's easy for these standouts to become lost. The lack of a more relatable and personal connection between your actions, the world, and its inhabitants means that it's easy for quests to feel like meaningless wild goose chases. It makes the idea of going straight into another quest--listening to more audio logs, running across the country to search for more doohickeys, reading through more diary entries--feel exhausting.
Fallout 76 also feels like it has fewer opportunities to complete quests in your own unique ways at this early stage, which exacerbates the sense that you're having little impact on the wasteland. Lockpicking, hacking, and stealth abilities remain in 76, which provide a little bit of ability to choose how you solve problems. But the quests we've played so far all feel like they have linear throughlines to the goal. Exploring the world's quieter, idle set pieces at your own pace remains the more rewarding narrative experience.
The reliance on things like audio logs and written notes also proves to be the biggest deterrent to playing Fallout 76 in multiplayer. By teaming up, you can explore the world together, get help in taking down difficult enemies, and complete any quest, but certain things are kept distinct to each individual player's experience. Containers that hold items, for example, will have unique loot for each person who opens them. But what's also unique is that quest objective completion is not shared, and every member in your squad needs to activate things personally to have them count toward their progression.
This is a great idea on paper, as it makes sure everyone sees each piece of a story themselves. But in playing with both good friends and strangers, I found that each person's individual need to advance quests severely hinders the flow of the progress. Because of the need to wait for your squad to catch up, have each member take their own time to listen to important tapes (which is impossible when you've got voice chat going) and search terminals for pertinent information, questing in multiplayer requires a lot of patience and courtesy. Add to that the fact that Fallout is already a game that encourages constant, time-consuming gear management which penalizes your movement speed for being over-encumbered, and the idea of having another squad member just feels like an additional burden.
If you have a squad that is happy to skip the narrative content things will go much more smoothly, but then you're denying yourself the one vector that gives these quests context. Multiplayer is more enjoyable when you and your squad are just content to leisurely explore the world, scavenge for items, and get into scrapes. Questing solo has its own obstacles too--packs of enemies will often have a handful of foes that are 10 or 20 levels above you--but not needing to wait around is definitely a big advantage.
Fighting enemies also doesn't feel that meaningful in 76, a more morbid consequence of the lack of in-universe characters. Appalachia is filled with an assortment of delightfully mutated creatures both new and old, including humanoid enemies like the Scorched and Mole Miners who can wield firearms. But it isn't as entertaining to take on enemies that haven't wronged you or anyone you know. Without sadistic raiders and their despicable actions to be appalled by, interesting gang factions to get on the wrong side of, or being able to understand how this particular brand of super mutants came to be, the hostiles you encounter in 76 just feel like cannon fodder.
The combat mechanics don't deal well with a lot of cannon fodder, either. Appalachia is filled with dozens of public events that invite everyone on the server to gather and participate in a unique task tied to a particular location. From the dozen or so I've seen so far, these largely boil down to escort and defense missions that ask you to hold back multiple waves of enemies. Fallout 76's combat system is mostly unchanged from Fallout 4 and is serviceable enough to make small skirmishes with either firearms or melee weapons feel good. But the system is not so good that shooting hordes of enemies for 20 minutes in an event feels like anything other than a chore--the gunplay and movement are not satisfyingly responsive or kinetic enough to make them enjoyable for long periods.
That's also partially due to the change in VATS. What was once a strategic pause-style ability that let you target body parts and take time to assess your surroundings is now a real-time auto-aim system that allows for additional damage, a change presumably made for multiplayer. It serves its purpose in being able to make precision hits on limbs when the action is manageable, but in more intense situations VATS does little to make up for the limitations of the real-time combat system as it once did.
Fallout 76 also falls victim to the series' now characteristic penchant for technical bugs. Whether caused by the game engine or the online nature of the game, I've run into a number of technical oddities in the PC version. Problems like clipping through the world, frozen animations, entire buildings failing to load, enemies getting stuck in walls, audio logs not playing, enemies spawning out of mid-air, losing control due to unstable server connections, and being unable to turn in quests due to unresponsive prompts are just some examples.
Some of the changes in Fallout 76 are wholly positive, though. The straightforward but satisfying base-building component carries over from Fallout 4 and plays a bigger part in 76. A few smart decisions, like the ability to move your base camp for a trivial fee and the ability to save blueprints of entire structures for easy placement elsewhere, makes building complex camps a pleasant and fulfilling activity. The game's unique take on player-versus-player competition is effective at deterring unprovoked attacks when exploring the world, too--it's a lot of work for little reward if your target doesn't retaliate. The flexibility of the new perk system (which is now card-based) allows you to change your abilities at will, which has encouraged me to use of Fallout's weirder skills, depending on my situation.
Fallout 76 attempts to pull off some significantly new ideas for the series, but with few exceptions, they notably diminish many aspects of the game. Multiplayer is fun, but it's not an ideal way to enjoy questing, and the shooting mechanics aren't strong enough to make combat-heavy activities enjoyable for long periods. Things feel better as a solo experience, but the lack of in-universe characters makes becoming emotionally invested in the world and your goals difficult.
I'll continue to play the game with the intention of finishing the campaign, a good portion of the side quests, and getting involved in end-game content. This review will be updated and finalized when all that happens. But at this early stage, I feel like the only reason I'm enjoying the game as much as I am is because of an existing fondness for the Fallout series, not because of anything that can be distinctly attributed to Fallout 76.
Here's How Much Faster Fallout 76's Load Times Are Versus Fallout 4's
11.16.2018 23:00:11 Author writes "Bethesda has earned itself an unwanted reputation over the years for bugs, glitches, and so-called "jank." Fallout 76 makes some improvements over its single-player predecessor, but not as many as it should."
Fallout 76 Savage Divide Bobblehead Locations Guide
11.16.2018 23:00:11 Bobblehead is one of the most important collectible in Fallout 76, there are total 20 different Bobbleheads that you can collect across the all 6 regions. If you find one and its not there, it means it has been taken away or not spawn yet so keep checking.
Fallout 76 Power Armor Location Guide: Where To Find Power Armor Early On
As you explore the wasteland of West Virginia in Fallout 76, you'll often happen upon abandoned Power Armor. This high-level piece of equipment is a special armor that can be enhanced further with pieces of armor plating. These pieces are usually around level 40, so you can’t even use them until you're leveled up. But don’t ignore Power Armor entirely because you're a low level! Remove the pieces attached and take the Chassis left over, as even without the armor plates attached, you'll get a bonus to your defense and a boost to your carrying capacity.
It's also worth noting that once you hop into a Power Armor chassis, it's yours for good just as long as you store it in your inventory or place it in your Stash. You'll want to start compiling Power Armor pieces early on so that you can be prepared to use them when you reach the appropriate level.
Power Armor is such a boon to your stats both early and later on, so it's well worth taking the time to seek them out. To help secure you a set, we've gathered below Power Armor locations that are nearby Vault 76 and easy to get early on. It's worth noting that while these locations are set, sometimes there won't be Power Armor. This is because the game's world is persistent, so if a player has picked up that armor recently, that means it'll be gone. Lucky for you, a Power Armor set does respawn after a while. Remain steadfast and you'll grab one for yourself in due time!
Be sure to check back often as we highlight more easy-to-find Power Armor sets. If you're looking for more Fallout 76 guides, check out our survival guide, as well as our guide offering tips you should know before starting. You can also check out our feature showcasing all the Perk Cards we've found so far. If you're more curious about how the game is, we'll be putting out a review in progress sometime in the days ahead.
Portside Pub / Mama Dolce's Processing Plant
This set should be the first one you check for if you're keen on grabbing some Power Armor right away. It's located east of Vault 76; you'll see an area that looks like a train yard on the map. You can find the Power Armor in a warehouse located south of Portside Pub, which is a smidge westof Mama Dolce's Processing Plant. Refer to the map screenshot below for the exact location.
This warehouse is booby trapped, so you're going to want to be careful in your approach. Fortunately, you can take a staircase to enter the building from the roof to avoid most of the danger. Simply head up the stairs, making sure to steer clear of the explosives traps as they'll likely trigger as you pass through. Once you're inside the warehouse, drop down to find the Power Armor. If you need more visual direction, refer to the screenshots in the gallery above.
The Morgantown Trainyard is just northwest of Portside Pub at the point on the map that appears as, well, you guessed it: a train yard. This Power Armor set is another one of the easier ones to grab, so you're more than likely to show up and find nothing. But don't give up!
When you arrive to the train yard, look out for a train carriage labeled as "USA Star." There are a couple in the yard, but the one you want is located just below a rusty crane nearby the east side of the main warehouse. The Power Armor suit is inside the carriage to your left.
This next Power Armor is at the Gorge Junkyard, which is directly east of Vault 76. If you've just started, you'll want to put off getting this set, as it requires a level 3 lock-picking skill. If you want to up your ability to open those pesky locks, try putting points into Perception as much as possible, and if luck is on your side, you'll receive a few Picklock Perk cards, which should get you to where you want to be.
Once you meet these requirements, head to the junkyard and find a green truck trailer amid the junk for the Power Armor. It should be south of the red beached ship on the northern side of the yard near a tiny shack. Refer to the map above for an estimate of where it is, as well as the shots in the gallery for a more visual look.
This Power Armor location has a more lenient lock to pick coming in at a lowly Level 1--that said, it still requires you to have better lock-picking skill than zero, so don't go here unless you've leveled that up! Anyway, this location is a bit further out at the Aaronholt Homestead, which is located northeast of the ferris wheel on the map.
You'll find the set tucked away in a shack beside the three large silos. Be wary of the giant bugs in the area, as they're likely to be a nuisance to you if left unattended when you pick the lock.
Fallout 76 Perk Cards Guide: Every Perk Card We've Found (So Far)
Fallout 76’s new leveling system is very different from previous games. This time it's based around Perk cards, which you earn after leveling up or completing challenges. Every time you level up, you can put a point into one of the seven S.P.E.C.I.A.L. skills that make up your character's stats, and then pick a card to equip for the skill. The number of points you have in that skill determines how many cards you can have. For example, if you have four points in a particular skill, you can unlock four Rank 1 cards, or two Rank 2 cards, or one Rank 3 card and one Rank 1 card. A Perk card always starts at Rank 1, but if you want to upgrade its rank, you need to combine it with variable duplicates of the same card.
There are a bunch of cards to collect, and you get them at random. What you get is more reliant on luck than anything, but if you're curious what's out there, we've got your covered. Below we've compiled every card we've earned so far and have broken them all down into their specific categories. Be sure to check back often as we update this feature with even more Perk cards.
If you're hungry for more guides, check out our in-depth feature highlighting essential tips you should know before starting. You can also read our survival guide for details on locations to visit first, as well as a basic rundown of the game's systems. If you're curious about our thoughts on the game, be on the lookout for our review in progress in the days ahead.
In the meantime, got any super useful Perk cards that don't see here? Be sure to tell us all about them and how great they are for your current character build in the comments below.
Many of the Strength Perk cards we've found help you dish out extra damage with the different weapon types, such as Slugger and Gladiator, which affect the damage of two-handed and one-handed weapons respectively. Others increase your ability to withstand the weight of your weapons and equipment. There's plenty for you to play around with if your objective is to utterly devastate enemies and players.
Accuracy, firearms damage, and environmental awareness is the name of the game for Perception. You'll want to net these bonuses if you're more an exploration-focused player whose also a fan of picking locks effectively and keeping your distance from enemies.
It's not easy living out in the wasteland. Endurance Perk cards are going to increase your ability to resist diseases and radiation, as well as increase the effectiveness of your health items, and expand your repertoire of ways to get back into tip-top shape--for better or worse (refer to Cannibal).
Charisma won't mean much if you're not the type to join up with friends. Most of the Charisma Perk cards we've found help heal teammates and offer bonuses to their statistics. But don't ignore Charisma Perk cards entirely, as there are some that help out solo players too, like Field Surgeon, which makes it so Stimpaks and Radaway work much quicker. There's also Bloocksucker, which makes drinking blood a totally viable way to quench your thirst! We're still debating on whether or not that's either creepy or charismatic..
As you'd expect, Intelligence Perk cards improve your ability to craft weapons and armor. They also offer bonuses to hacking, health gain, and explosives damage. There's plenty more that we've yet to find here, but these are the sorts of cards you'll want if you're more of a methodical tactician and tinkerer.
Agility Perk cards add some finesse to your survival, offering you bonuses to Action Points and your overall physical ability. Whether it's reducing the weight of food and drink or just making you better at sneaking, you'll want Ability Perk card bonuses if you favor
While Battlefield V’s official release date is November 20, DICE’s latest shooter can be played now via early access on PC and Xbox One, and via the Deluxe Edition on PS4.
Thanks to EA, we now have quite a number of Battlefield V digital codes for PC and PS4 to give away! How to win? Super easy! All you have to do is leave a comment telling us what you like the most about Battlefield V, and why we should give you a code. Also specify which platform you want the game for as well. Winners will be chosen this coming week, and will be notified via email (the email address they’ve registered their Disqus account to).
Make sure to read our Battlefield V review to see why it’s a game worth playing. We’ll be pumping out guides, and other noteworthy articles regarding Battlefield V in the coming days and weeks, so make sure to bookmark our Battlefield V hub page.
Remember: read the instructions, leave a comment, and we’ll reach out to winners soon!
Pokemon Let's Go: How To Get The Original Starter Pokemon
While they aren't direct remakes, Pokemon Let's Go Pikachu and Let's Go Eevee closely follow 1998's Pokemon Yellow, in which you started the game with Pikachu. Instead of Red and Blue's choice of Bulbasaur, Charmander, or Squirtle, you start Let's Go with either Pikachu or Eevee, depending on your version. However, just like in Yellow, you'll be able to get each of the three original starter Pokemon if you know where to look.
There are two ways to get the Gen 1 starters: You can catch them in the wild, or you can receive them as one-time gifts from NPCs. The NPC route is the easiest, since the starters can be somewhat hard to find in the wild, and the Pokemon you receive as gifts will always have relatively good stats. All you need to do is catch enough Pokemon total to meet the NPCs' requirements--this includes repeats of Pokemon you've already caught, so it's all about quantity.
Bulbasaur: Given by a woman in a house in Cerulean City once you've caught 30 Pokemon total
Lvl 12; knows Tackle, Growl, Vine Whip, and Leech Seed
Charmander: Given by a man on Route 24 north of Nugget Bridge once you've caught 50 Pokemon total
Lvl 14; knows Scratch, Growl, Smokescreen, and Ember
Squirtle: Given by Officer Jenny in Vermillion City once you've caught 60 Pokemon total
Lvl 16; knows Tackle, Tail Whip, Bubble, and Withdraw
Additionally, you can capture the starters in the wild. We've seen Bulbasaur in Viridian Forest, Charmander in Rock Tunnel, and Squirtle on Route 24 and the Seafoam Islands. We will update this article with any other locations they've been found, so let us know if there's anything we missed.
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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