01.25.2011 05:11:58 You can now purchase a reserved slot on all our game servers for just $5/month. Your $5 donation will reserve your slot on ALL of our servers for 30 days. This means no more waiting in line to play. No more wasted time. Not only that, but your donation will go toward paying our bills and will continue to enable TKC the ability to provide quality servers for the PC community.
To purchase your reserved slot just click the "Donate" tab above, then either find your nickname or type in your EXACT solider name (WITHOUT clan tag) in the box provided. Then for donation type be sure to select that you are purchasing a reserved slot. To purchase multiple months just donate the appropriate amount, i.e. $15 for 3 months.
Serious gamers don't wait in line, purchase your reserved slot today and prove to the world that you're no noob!!
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 anime-themed rouge-like dungeon crawler Nigate Tale is coming to PC via Steam in Q2 2021
02.25.2021 14:00:11 "The China-based indie games developers 2P Games and Hermit Games are today very glad and excited to announce that their anime-themed rouge-like dungeon crawler "Nigate Tale" is coming to PC via Steam in Q2 2021." - Jonas Ek, TGG.
02.25.2021 14:00:11 Nice to have some news for fans. Techland invites players to celebrate the 6th anniversary of Dying Light with a limited-time in-game Zombie Hunt Event, where players must help survivors of Harran fend off a group of undead GRE operatives.
Dying Light 6th Anniversary Starts Today With Zombie Hunt Event; New Weapon Bundle Out Now
As expected given the Dying Light title update that went out yesterday, Techland has announced the details regarding the Dying Light 6th year anniversary! There’s a new event that’s live starting today, a new weapon bundle and more!
Check out the trailer for today’s new Zombie Hunt event, and read on below for the details.
Time flies when you’re having fun, and so the last six years of Dying Light passed by at the double. Thank you for being with us! We’re not slowing down, though, as we plan to deliver even more hours of joy, starting right away. Pop the champagne and celebrate six years of Dying Light with a free weekend on Steam and the Zombie Hunt event!
If you or any of your friends still haven’t tried Dying Light, there couldn’t be a better time to fix that! From February 25, you’ll be able to play Dying Light for free on Steam for the entire weekend. Explore Harran, the post-apocalyptic city taken over by zombies. Master parkour and combat skills, learn crafting and fight the infected, as you unravel the mysteries of a deadly infection. Want to play with friends? Try the co-op mode! Test it out, and if you enjoy the game and choose to continue your adventure, you’ll keep all the progress you’ve made!
Although we’re celebrating, the citizens of Harran are still in grave danger. A while ago, the GRE sent their agents into the field, equipping them with special boost potions—the “GREcipe”. Unfortunately, the mission didn’t go off as planned and the operatives died. Now, they walk around Harran as undead, terrorizing the city and wreaking havoc among survivors. And that’s not all. Since the “GREcipe” caused mutations in their bodies, they are not just some regular undead, but tough and strong freaks of nature. It’s going to take skill and wit to hunt them down, but the bounty is generous.
First, find and pacify Hothead Joe, an undead HTU officer. You’ll recognize him by his size and the HTU helmet. Defeat him, and you’ll be free to loot his “HyperArgument” hammer as well as other higher-level items. Being a special goon, he’ll also grant you a significant XP boost each time you kill him! When on your way, make sure to also help the survivors scattered around Harran. Assist them, and if the community reaches the goal, you’ll be rewarded with a gold weapon! You’ve got one week to deal with Joe and save the survivors, as another freak of nature is already approaching, and he’ll be here soon.
Excavator Mike is another one of the undead GRE agents we’ve managed to pin down. Big and strong, he’s trying to finish what Joe started—destroy both the city and its survivors. He also happens to be carrying a recipe for the GRE potion responsible for his mutations. Luckily for you, you’re very much alive and able to use the “”GREcipe”” to your advantage. [b]Kill him to get a blueprint for the special mixture[/b]. For a short time, it will grant you infinite stamina and boost some of your stats. With its help, you’ll hunt the infected down even more efficiently. While looking for Mike, you might spot some of the supply drops the GRE distributed in an effort to mitigate the damage done by the mutants. Help other players retrieve enough of them and get a King Mod as a thank-you!
As for the event, expect it to run for two weeks! Check out the week #1 and week #2 objectives below.
Schedule: Week #1 runs from Feb 25 through Mar 3
Week #1 Objectives
Help save 100,000 survivors from Demolishers
A Gold Weapon
Take out Hothead Joe (a Super Goon)
New Hyperargument Hammer
Week #2 Objectives
Schedule: Week 2 of the Zombie Hunt event starts on Mar 3 and runs through March 10.
Retrieve 1,000,000 airdrops
Kill Excavator Mike
GREcipe blueprint (this is a blueprint for a booster that when taken gives you infinite stamina and boost some other stats for a short time)
How to find Freaks of Nature enemies:
They will be random around the maps, so hunt them down and take them out!
There’s also a new weapon bundle out now called the Harran Tactical Bundle! This is also available now on all platforms for $2.99!
Join the Harran Tactical Unit with this new bundle and help your team members pacify the zombie situation!
Here, only the best will make it. Become a part of an elite police unit and investigate the dangers lurking in Harran. Form a team with your friends to make sure you’re covered!
The zombies refuse to give up; in fact, their numbers are rising as we speak. With the situation in Harran getting worse by the hour, we’re left with no other choice but to send a Harran Tactical Unit into the city. Become one of these elite officers and give the infected a taste of what happens when professionals enter the scene]. Which you’ll do at roaring speed in your new buggy, the Four-Wheeler. By the time zombies see your lights flashing, it will be too late for them to retreat. Clear your way with a special HTU hammer that’ll send your enemies flying with its [b]permanent hypermode effect. Then, open fire before they rally and pick them off with your new rifle or shotgun. Do whatever’s necessary, but remember: the operation must not fail.
The bundle contains:
Protector – a Harran Tactical Unit armor skin
Dispatcher – a Harran Tactical Unit shotgun
Guardian – a Harran Tactical Unit rifle with burst fire
HyperArgument – a Harran Tactical Unit Hammer with permanent hypermode effect
Four-Wheeler – a Harran Tactical Unit buggy skin with police lights effect
Bugsnax's Ending Was Originally Even Darker, Here's Why It Changed
02.25.2021 12:00:11 Even from its initial reveal trailer, Young Horses’ charming first-person adventure Bugsnax clearly had something darker looming in the shadows of Snaktooth Island, literally and metaphorically. And fans with a sneaking suspicion were correct, as Bugsnax revealed a more layered world, not just in some of its darker twists but also in its nuanced approach to the ensemble cast and their respective lives.In the earliest draft of Bugsnax’s script though, that revelatory ending was very different, both on narrative and mechanical levels. Trust us - we’ve read the script.
In speaking with Bugsnax Creative Director Kevin Zuhn, who shared the original script with IGN, it’s clear that the changes to Bugsnax’s ending not only allowed for a more emotionally resonant conclusion but also one that helped solve for gameplay, lore, and resolution issues from earlier versions. And one of the biggest changes from which many of the other alterations stem is a drastic change of fate for one character.
Spoilers for Bugsnax’s original and actual endings follow! Do not read on if you intend to play - and to find out why you might want to, be sure to read IGN’s Bugsnax review.
You can check out the full run-down of the ending in our Bugsnax wiki guide, but in short, here’s how the adventure actually wraps up: Players discover Lizbert Megafig (who invited the main character to Snaktooth Island in the first place) has now assumed a controlling role over the Bugsnax, but that hold is waning as the body-consuming parasites grow in power. Lizbert and her love Eggabell remain in the UnderSnax to keep the parasites at bay while the player, along with Filbo, head back to the surface to save all the other Grumpuses and escape the grasp of the Bugsnax. Players then go through a bit of a gauntlet, fending off the snax while saving the island’s denizens to make a daring escape back to the mainland safely with either some or all of the Grumpuses. Before returning to regular life, the player has a chance to speak with each surviving Grumpus about what’s happened, and what they hope to do now. There’s also a post-credits sequence, but we’ll get to that in a bit.
The bones of this ending are in the original draft, unlike the bones of the boneless Bugsnax, but much of how it plays out is drastically different, simultaneously darker and sillier in many regards. But undoubtedly the biggest change from Bugsnax’s original version to what all of us actually played, occurs before you even get to the UnderSnax (which didn’t even exist in that first draft - it’s just some cave Lizbert is in). And that’s the fact that Eggabell died on her and Lizbert’s adventures up the mountain – and in a gruesome fashion.
Lizbert explains how Eggabell missed a jump as they were scaling the island’s peaks, and when Lizbert managed to pull her up, her Bugsnax-addicted love had become something else, something almost zombie-like in how fully the Bugsnax had taken over. After an altercation, where a clearly not-in-control Eggabell attacked Lizbert, the latter pushes Eggabell off of her, and off of a cliff, to her doom. And rather than even having a body to bury, Eggabell splits apart into a host of other Bugsnax.
Now, obviously, none of that happens in the actual game. Eggabell, in fact, is paramount to the third act. Very much alive, she helps players understand more about what’s happened and, functionally, set players off on a quest to open a mysterious door into the heart of the island.
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For a number of reasons that Zuhn dove into as we spoke, he succinctly explained how that original version of events, sans Eggabell, in his own words, quite simply “sucked.”
“At the time that draft was written, I knew that Lizbert's partner had died before I knew who her partner was. I didn't know that much about Eggabell as a character because of the way that story was structured. With the caveat that it sucked, all of it sucked,” Zuhn said.
One solution that came in between the first and final versions of the story was to add the videotapes players can collect around Snaktooth, which give a glimpse into Eggabell and Lizbert’s relationship. But Zuhn really emphasized that, while Eggabell remained dead, even that level of showing still felt more like telling.
“If [the relationship is] too abstract, you understand someone is sad about losing a partner, but you can't be sad about it if you don't know or feel anything about that relationship,” he explained. “And that's why we created those video diaries to show what it was because it's easier to show that than it is for Elizabeth to just tell you what a great relationship it was. That's not good storytelling, though.”
Yet still, Zuhn and the team understood that a story that had Eggabell dead from the start wasn’t quite conveying the emotional connection players needed to care about finding Lizbert. Eventually, the realization came that Eggabell, while an integral part of the game’s backstory, needed to also be an integral part of its present story.
“After that point was when I was confronted with the fact that this story would be better if Eggabell was a character who got to be in it instead of falling into a trope hole.”
[poilib element="quoteBox" parameters="excerpt=%22I%20was%20confronted%20with%20the%20fact%20that%20this%20story%20would%20be%20better%20if%20Eggabell%20was%20a%20character%20who%20got%20to%20be%20in%20it.%22"]That “trope hole” Zuhn is referring to is realizing he had inadvertently played into the Bury Your Gays trope in his original draft. In part, he attributes that realization to teammates like story editor Sage Coffey and others, who helped Zuhn realize the script played into a trope that sees LGBTQIA+ characters having love interests killed off as little more than motivation to another character in larger numbers than cis-gendered characters. By recognizing that the script played into that trend, which Zuhn of course wanted to avoid and move away from, Zuhn emphasized how it only made everything about Bugsnax’s story better to bring Eggabell more concretely into the game..
“Some of the members of my team had already told me, ‘This is a bad trope.’ But when Sage [Coffey] came on as the story editor, the first thing they said needed to change was [Eggabell’s off-screen death]. Sage was like, ‘This is the worst part of the story. You should do something different.
“That [original ending] by itself was a real nasty bummer of a story, but also in the context of the wider media landscape, is a thing that happens too much. And here, the story itself became stronger and better when I avoided doing that.”
How Story Informed Gameplay, and Gameplay Informed Story
Making Eggabell an active, independent participant in the events of Bugsnax’s current narrative translated into several major creative changes that allowed for a much more cohesive third act, one more connected to the DNA of the entire game. One of those changes was a huge structural shift, because if it weren’t for Eggabell’s proper introduction, players wouldn’t necessarily have that much to do in the last stretch of Bugsnax as they reached the Frosted Peak.
“[The Frosted Peak section] was just kind of a big blank hole in the story. You get up there, nothing happens, there's a mysterious door and you don't know what it is or how to open it. And it is almost bizarre the extent to which [I realized] ‘Well, Eggabell is alive, she's there. She can tell you about the door and how to open it and why you should open it because she thinks Lizbert’s behind it.’ Eggabell can explain to you the events that occurred on that mountain that got Lizbert stuck in the UnderSnax.
“And at the same time that really, really changed Lizbert's attitude going forward in the story, because in that first draft, meeting Lizbert, she's really upset and almost angry. There is pretty much no resolution to her story because too much has gone wrong [in the original draft].”
As Zuhn explained, the addition of Eggabell benefitted nearly every facet of the story, the game’s structure, and in offering the player more reasons to actually care about and understand their journey.
[poilib element="quoteBox" parameters="excerpt=%22I%20thought%20of%20Eggabell%20as%20someone%20who%20really%20embraced%20coming%20to%20the%20island%20as%20an%20opportunity%20to%20change%20herself%20because%20that%20is%20what%20she%20wanted%20to%20do%20more%20than%20anything.%22"]“A lot of her struggle is with her feeling of self-worth, she struggles with a lot of depression as many of the characters do. But for her in particular it's more debilitating. I thought of Eggabell as someone who really embraced coming to the island as an opportunity to change herself because that is what she wanted to do more than anything, is to not be herself anymore. It's just that she made the choice of turning herself into Lizbert, which was the wrong choice,” Zuhn said of Eggabell’s characterization.
And as Zuhn began to bring Eggabell to life in later drafts, quite literally, it allowed for the player’s connection to the mystery of Lizbert’s disappearance to become more grounded and understandable in the grander scheme of things.
“In the [final] version where Eggabell is looking for her, they can meet again and they can reconcile the problems they were having. And both of them have the opportunity to move forward, which is a lot more in keeping of where the story actually goes,” Zuhn said, also noting that, for players who think Lizbert and Eggabell meet a grim end, that is not the case.
“After all of that some players are confused and do think that Lizbert and Eggabell die at the end but they don't. They're alive.”
Giving Eggabell and Lizbert the same emotional depth as the rest of the cast ultimately tied into Zuhn’s overall goals in depicting the ensemble battling with their personal demons. From the first to the final draft, all of the characters grow from more archetypal figures to well-rounded, nuanced characters with fuller arcs. Zuhn recalled one experience that really informed this mission.
“We had the early version of the Garden Grove and you would meet up with Wambus and do these quests. [Producer and Programmer] Kevin Geisler's dad played it. Kevin Geisler's dad is a farmer by trade.
“He played it and he made the comment to Kevin, ‘You made the farmer stupid.’ And that hit me, because I thought, ‘Oh well, I didn't mean for Wambus to come off as a stupid character.’ But I understand that I’d written him in a way that isn't empathetic enough to what his problems are and how he feels."
Zuhn explained that he still wanted to make Wambus, and every other Grumpus, fallible, and still bring their unique personalities to the game, but he aimed to do so with more empathy than before.
“I reworked a lot about his character. He's still Texan. He still has a farm, etc. But I wrote in a way to make sure that he was empathetic and relatable because any character that I put in this story, someone is going to relate to them and they don't want to see themselves made fun of.
“I think once I understood that was my mission… they grew. It's not that I had to completely rewrite anybody, but me understanding them better helps the audience to understand them better.”
Return of the Living Bugsnax
The dramatic changes to Bugsnax’s ending kept coming, though. In the original script, one of several endings could occur: the neutral ending sees whatever Grumpuses survive fending off zombified Bugsnax versions of the Grumpuses who do not survive, before deciding to leave the island; the bad ending sees every Grumpus but Filbo transform into a zombie and after a short chase, Filbo sacrifices himself to save the player, who returns home safely, but without much evidence of what has happened; and in the good ending with no zombie Grumpuses, everyone but the player decides to stay on the island and try to make life work, knowing that they just can’t constantly eat Bugsnax as they were. And that major battle in Snaxburg? It didn't exist at first, and at one point even took on more of a tower defense mechanic.
Zuhn explained how these original endings were born largely of the same idea that made it into the final game, but that they didn’t really quite gel narratively and mechanically.
“Our thinking going into this first draft was that we knew the game was going to have a dark ending because we knew that Bugsnax were not good. You should not be eating them and that there would be consequences for having done so. And that was why initially... shit goes bad.
“It goes wild, everyone eats each other at the end, but I think it was apparent pretty early on that, though that is very shocking, it's not fulfilling. It doesn't do anything with the theme.”
[poilib element="quoteBox" parameters="excerpt=%22I%20think%20it%20was%20apparent%20pretty%20early%20on%20that%2C%20though%20that%20is%20very%20shocking%2C%20it's%20not%20fulfilling.%22"]Much of that thematic work was making sure the Grumpuses and the journey you went on with them had some emotional “reckoning” - there had to be a reason you all went through this harrowing ordeal, otherwise it lessed the player’s reasons to care about any of it.
“Everyone just turning into zombies didn't really give any of them a reckoning with their personal demons or put any focus on them as characters,” Zuhn said. “It was just a bad thing that happened to them. And it's antithetical to where we ended up going because Bugsnax, as it is in release, is so much about the characters and their journeys as people. I wanted to do a version of the ending that actually involved that.
“And granted, they do come after you at the end of the game right now, but that's a physical manifestation of [Bugsnax’s true nature],” he explained. “What really matters is that if you take them, you'll lose yourself. And the zombie thing, the threat of this is that they were zombies, that they'll bite you, and that’s nothing.”
That nothing became very much something that tied into the entire journey that preceded it - with the introduction of the UnderSnax and the added focus on Eggabell, Zuhn and the team figured out how to weave the ending more directly into the emotional patchwork of this ensemble story.
“The way to get at the heart of it was to say any physical change happening on this island is a result of the Bugsnax themselves. They are the heart of everything on this island, and that helped shape the way the ending happened because one, Bugsnax come out of this underground. They can be everywhere. There's kind of no escaping them. And because there's this big underground network of Bugsnax, Lizbert has a connection to them throughout the island. This explains how she's been able to keep them in check this whole time. And then, also this speaks to the aspect of willpower having an effect on them,” Zuhn noted, reflecting on the willpower most of the island’s denizens didn’t have to stop consuming Bugsnax at that point."
Another major aspect of solidifying not just the ending, but of the entire game, was in deciding who the player character actually was. The original draft sees the player as no one in particular, and various other roles were attempted, including making the player related to Lizbert. But as Zuhn noted, that didn’t leave much room for mystery.
“We wound up at journalist after trying these other ideas because we thought it was the right career for someone who is going on an investigation, who will say, ‘Oh, there's a mysterious island and a bunch of mysterious characters that I want to know about,’” Zuhn explained.
“You're not just a journalist, you're a journalist who is in a lot of hot water and really needs this to work, to kind of also nail in that part where you two are like the rest of the characters in this story. Someone who has come to the island trying to make up for something in your life.”
All of that motivation, Zuhn said, cleared up a lot of playtesting misconceptions about why this journey mattered and, again, aimed to bring more emotional resonance and importance to every interaction. That included the interviewing mechanic - while, yes, the game previously had dialogue interactions, the concept of really digging into these characters “crystallized around your role as a journalist.”
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Giving the player more reasons to care and learn about the Grumpuses throughout the story, to better understand their personal trials as well as the greater stakes at play, as well as to realize just how much of a threat Bugsnax actually were, Zuhn realized through production how those bad and neutral zombie endings offered little in the way of emotional catharsis, and the good ending flew in the face of what the Grumpuses should have learned by that point.
“At the time [of the original draft], a big calamity is going to happen but nobody has eaten enough to transform into a zombie and they're like, ‘Well, nothing bad actually happened to us, so I guess it's fine and we can just stay here and will be careful about those Bugsnax because we know they're dangerous now.’
“I get why I put that on paper, but as yet another symptom of not having gotten the theme yet that Bugsnax represent your personal demons, you can't just sit and eat some of them, some of the time and be fine. No matter what happens in the ending, they have to leave this place."
That realization, of ensuring that the Grumpuses had to leave the island, led to the creation of Bugsnax’s denouement, where the Grumpuses that did escape, along with the player, ruminate on what’s transpired and look toward what the future might be. This scene largely came together, Zuhn explained, once the final battle in which you hold off Bugsnax attacking the Grumpuses, came together.
“Because that ending final battle thing coalesced, that inspired me to then make what the epilogue is,” he said. “I think that scene is way better than any scene where they stay there. We had finally figured out what shape the gameplay would take, and that gave me the ability to move forward from there, because sometimes it can be very difficult to write a future scene without knowing how the game could impact it. Anytime I did that previously, I would turn out to be wrong, I would be presupposing too much.”
[poilib element="quoteBox" parameters="excerpt=%E2%80%9CEvery%20running%20joke%20is%20an%20opportunity%20for%20more%20storytelling.%22"]That scene became more than that, because for players who manage to save every Grumpus, a post-credits scene teases that, perhaps, there are more in the world who know of Bugsnax and what they’re capable of. The entire game, Snorpy speaks of the Grumpinati as some shadow organization, but it could be viewed as just a silly conspiracy theory. Until that scene, of course.
But Zuhn cautions that you shouldn’t believe everything every character says, while also noting he was very intentional about what clues and teases ended up in the story.
“Every running joke is an opportunity for more storytelling,” Zuhn said. “I don't see any reason not to explore the idea. At the same time, everybody should really take what Snorpy says with a big grain of salt. Just because a character in the story thinks something is true doesn't mean that their opinion is good. But at the same time, clearly there is something going on that Clumpy knows more than she was letting on at the start of the game. And I wanted to do that at the very end of the story to give you something to wonder about, to re-contextualize some things you might have been thinking.”
And it's clear that Zuhn was able to re-contextualize much of the work in his original draft into something more emotionally resonant to the themes at work and considerate of its characters to craft the stirring ending present in the final release. Were it not for the addition of Eggabell into the present story and the move away from the zombified endings, it's impossible to say how players would have received the ending. But as it stands now, Bugsnax offers a more well-rounded conclusion, and just enough dangling questions to leave players, this writer included, hungry for more.
Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.
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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