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    Event: Summer is coming!

    By miraro3,


    Boys and girls, the summer is coming and that is something we need to celebrate!

    @Niki invites all of us to gather one last time on the server before the summer takes off officially. We shall have drinks, we shall have laughs and more importantly we shall sweat a lot while gaming through the night!

    The event is planned on the 23rd of June (that's next friday!) and will start at 7pm GMT. Those who want can join earlier, but the festivities will not start before 7! Those who are late will be forced to buy a beer for the whole group during the upcomming TeamMuppet meetup in Bruges! :D

    For those of you with traveling plans, please postpone those plans untill after the event. Book new tickets for the airplane if needed. This event is to be taken seriously because I want to see all of your lovely faces on the server that night! <3


    New map Dingenskirchen Beta 2

    By MiniMuppet,

    This is a new map and we were wondering if you guys would like to give it a try on the server. The download is pretty big at 60mb so we have already added the map to the download list.


    The end of an era

    By MrMuppet,

    Dark Alchemy Gaming Community closed soon


    Dark Alchemy 2005 ~ 2017 - 12 Years of Gaming

    Dear Regulars, Members and Followers, unfortunately we have to announce that on 31 March 2017 Dark Alchemy will be closed permanently.

    This difficult decision was taken after a long period of observation, which led us to the conclusion that nowadays the Enemy Territory community is increasingly shrinking, and that for a community like ours, this reduction generates an activity equal or less than 20 % compared to a few years ago, when to enter the server you had to wait a few free slot.

    Since 2005 we have been pioneers and have set an excellent base that allowed us to have fun and entertain many players for over 10 years.

    Today we are able to decide to close with pride, avoiding to let the time and the lack of players to force us to do so.

    For all the work done over the years, and all the players, the members, the former members and donors, who have honoured us with their presence, I express best thanks, hoping that all these years alongside Dark Alchemy, have left in you something pleasant and positive.

    Quote: Old-Owl

    da logo





    By MrMuppet,
    From Trackbase regarding the next release from ET:Legacy.
    No more XP save!
    Let's measure your skill instead

    Wolfenstein: Enemy Territory is a free and open source multiplayer first-person shooter set during World War II and heavily focused on teamwork. More than a decade after its release, after spending countless hours of escorting tanks and trucks, stealing gold and radar parts and transmitting confidential documents, there comes a project which aims to relaunch and dust off a game which consistently refused to go down.

    What are XP?
    Enemy Territory implements XPs, which measure player scores based on specific actions, such as kills, construction, or revive. They are also used to control the various skill levels, similarly to a RPG. While not part of the original game, the ability to accumulate XPs indefinitely, as known as "XP save", has been a popular addition in many mods. We all know it: players crave for their XPs. Players accumulate XPs like coins map after map, and they love exhibiting XPs on servers to show how hard and how long they worked to earn them.

    The downside of XP save
    However, XPs don't give any indication of the real global performance of a player. At best, they merely give a hint about the time the player has played on a specific server. Saving XPs also create some imbalance by enabling special abilities given by skill levels permanently, such as adrenaline for medics which directly leads to the infamous "Rambo medics" that everyone hates. This has never been accounted for in the original game balance, where XPs were reset at the end of matches or the end of campaigns.

    With Legacy mod aiming to stay close to the original game design, it makes sense to not encourage the use of XP Save as so many mods do.



    Starting from the next 2.76 release, only the XPs earned in the current map or campaign will be displayed.
    Instead of the total accumulated XPs, we're introducing a new metric, known as "Skill Rating".

    The Skill Rating has been gradually implemented in the past Legacy release, with the final version being currently tested on our official test server.
    Connect now to etlegacy.com to have a preview of the system!

    The idea is simple:
    Skill Rating is a new, proven metric that can be used to compare skill of players over time. As FPS require skills in multiple areas like reflex, planning, tactical analysis or teamwork, with the relative importance of these skills depending on the map, game mode, player roles or team compositions, a skill rating can be defined as a measure of "all parameters of a player that help his team to win" and calculated using a statistical approach.

    The idea of using statistics to estimate the skill of players isn't new. ETPub implements such a metric with its "Player Rating" that gives a normalized skill score. However, "Skill Rating" of Legacy mod is modeled after TrueSkill, a more modern algorithm that has been developed by MicroSoft for its XBox matching service.

    • It has many advantages over the ETPub's PR, and is very well documented.
    • It has been extended to take map bias into account.
    Ranks will also be adjusted to reflect the rating of the player, instead of reflecting the skill levels and XPs.

    The better you perform the faster you'll rank up. However beware, several 'bad' matches and you might lose a rank again.

    And now fire up the game and /connect etlegacy.com to give the system a test-run on our official test server.
    Feel free to join our Discord voice chat for proper teamplay.


    What is Skill Rating?
    It is a value between 0 and 50 assigned to each player. It represents its ability to help his team to win the map. Rating will be updated after each map played at intermission. New players will have a rating of 0, and it will increase over time. The rating value determined by using the strength of the team, time played in each team and the map. The performance of disconnected players is taken into account.

    What do I need to do to have a good Skill Rating?
    Do whatever is necessary to win the map.

    What are the percentage numbers displayed on scoreboard (using double Tab)?
    The first value represent the real time estimate of each team winning the map, while the second is the map bias.

    The numbers show that the current game is unbalanced!
    The rating system takes balance into account when updating rating. It is thus "fair" to lose an unbalanced map. Winning a map against a much weaker team will not increase your rating much, but losing against a weaker team will make your rating drop sharply. Conversely, to increase your rating quickly, join the weaker team and win as an underdog!

    Where do I learn more about this Skill Rating system?
    For interested people that want additional details, see the related wiki document and implementation ticket.

Portal by DevFuse · Based on IP.Board Portal by IPS