November Q&A
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[/p][p][/p][p]Dear Survivors,[/p][p]This Q&A has been compiled based on questions uploaded in the official NAKWON Discord this month.[/p][p]Please note that the development details and content plans may change depending on the progress of development.[/p][p]Our Discord continues to host vibrant community discussions and original content, so we invite all survivors to join the conversation! [/p][p]Join the Discord [/p][p][/p][p][/p][h3]Q. Will items have rarity tiers like Common, Rare, Epic, and Legendary?[/h3]
[/p][h3]Q. Is there a system where zombies are drawn to loud noises made by the player through the mic?[/h3]
[/p][h3]Q. For greater immersion and tension, could you please consider implementing a first-person view?[/h3]
[/p][h3]Q. Will items have rarity tiers like Common, Rare, Epic, and Legendary?[/h3]
[/p][h3]Q. (Regarding controller support) I prefer using a controller over a keyboard and mouse. Are there any new updates on this matter?[/h3]
[/p][h3]Q. Suggestion for Implementing Factory-Made Firearm Imports[/h3][p]We understand the setting where factory-made firearms cannot be brought into NAKWON, but this may feel somewhat disappointing to players in terms of gameplay flow. We suggest maintaining the basic prohibition rule yet adding an option to attempt smuggling if players are willing to accept high risk. This would create a more engaging structure. Various approaches seem possible. For example, players could bribe a Committee employee, secure a smuggling route through a broker or NPC collaborator, or bring in the weapon by disassembling its parts. Given the existence of dangerous quests in NAKWON, a system offering appropriate risk and reward for these illegal routes would fit the game's atmosphere well.[/p]
[p]Yes, there will be a rarity tier. However, rather than stats being tied to the rarity, it functions more as an indicator to help distinguish an item's scarcity and value at a glance. Expensive or important items, as well as high-tier equipment, will be marked with a high rarity, while items of relatively lower value will be labeled as Common. We are preparing this system so that you can quickly judge an item's value just by looking at its rarity.[/p][p]
[/p][h3]Q. Is there a system where zombies are drawn to loud noises made by the player through the mic?[/h3]
[p]The system where zombies react to real sound input is not currently implemented. We determined that if mic audio were to affect zombies, gameplay would shift towards using external voice channels (e.g. Discord) instead of in-game voice, which could fragment the game experience. [/p][p]Instead, the game provides tension and strategic elements by allowing you to generate noise using surrounding objects or environmental factors to attract the zombies' attention.[/p][p]
[/p][h3]Q. For greater immersion and tension, could you please consider implementing a first-person view?[/h3]
[p]We are well aware that there are opinions preferring the tension and immersion that a first-person view provides. However, we believe that the true enjoyment comes not only from brief moments of tension but also from a well-balanced and cohesive experience that engages players throughout the entire game. While first-person might have slight advantages in terms of momentary tension, we believe that the third-person view provides a more stable foundation for the breadth of survival choices and gameplay flow, especially considering threats coming from multiple directions in an open-world environment. [/p][p]NAKWON's goal isn't simply to adjust the camera view, but to create an environment that continuously generates tension. We are currently maintaining the third-person view as it is the method that can most consistently realize this experience.[/p][p]
[/p][h3]Q. Will items have rarity tiers like Common, Rare, Epic, and Legendary?[/h3]
[p]We are fully aware that cheating can cause particularly severe damage in this genre.[/p][p]Beyond simply implementing anti-cheat software, we are actively designing fundamental systems and infrastructure to reinforce security.[/p][p]We will prepare as thoroughly as possible to ensure a stable gameplay environment.[/p][p]
[/p][h3]Q. (Regarding controller support) I prefer using a controller over a keyboard and mouse. Are there any new updates on this matter?[/h3]
[p]Currently, there are no newly confirmed details regarding controller support. We recognize the need for this feature and are internally reviewing the possibility. However, there are more urgent development tasks at the moment that take precedence. We will provide an update immediately if there are any changes in the future.[/p][p][/p][p][/p][h3]Q. Is there a plan to introduce blank rounds?[/h3]
[p]Currently, there are no confirmed details or specific discussions regarding the introduction of blank cartridges. However, since it is possible to implement equipment in the form of blanks using the game’s firearm system, we will also review this possibility during future development.[/p][p][/p][p][/p][h3]Q. Do you have any plans to introduce in-game voice chat?[/h3]
[p]Yes, the in-game voice system is currently developed. We believe it is a necessary feature to provide a more immersive survival experience.[/p][p][/p][p][/p][h3]Q. Observations on the Latest Trailer: Aura, Grappling Hook, UI, and More[/h3][p]Watching the trailer, the "Aura Vision" felt a bit excessive. I am concerned that providing too much information might reduce the tension and dilute the game's core experience of "playing through careful observation." The new Grappling Hook and Climbing systems were interesting, but the risks associated with using them felt too high. It would result in more balanced gameplay if there were options to stabilize the initial grip or a way to safely bail out mid-climb. Also, the scene where the zombie suddenly bursts out of the corpse pile looked a bit unnatural. On a positive note, the minimalist Ammo UI fits well with the mechanic of checking your inventory. The overall atmosphere and visuals are impressive, but I think the visual effects for Bleeding/Infection and screen desaturation could be toned down a bit from their current state.[/p]
[p]1) Regarding Aura Vision[/p][p]NAKWON is built around an experience in which Survivors sense and respond to their surroundings directly. Aura Vision is being tested as an optional skill that supports this experience, balanced by requiring the sacrifice of other skills when equipped. We will continue to review its functionality and actual "feel" to ensure it does not compromise the game’s immersion.[/p][p][/p][p]2) Climbing Mechanism[/p][p]We fully understand your concerns regarding potential exploitation. However, due to the rarity of firearms in the game, the scenario shown in the trailer is unlikely to occur frequently. We are currently improving rope usability and related character progression elements. We will also consider your suggestions for different climbing methods in future updates.[/p][p][/p][p]3) Zombie Spawns in Corpse Piles[/p][p]The version shown currently uses test assets. We will continue to polish this mechanic to ensure the presentation looks natural and seamless.[/p][p][/p][p]4) Screen Effects[/p][p]We are constantly adjusting visual effects to find the right balance between immersion and gameplay convenience. Thank you for your feedback.[/p][p][/p][p][/p][h3]Q. Suggestions regarding NAKWON specifics or gameplay direction[/h3][p]Instead of a method where the session area shrinks like a magnetic field, I think a wave system where zombies slowly swarm in from a specific direction over time fits the atmosphere of NAKWON better. Through this, gameplay involving escaping or inducing combat seems possible. Also, a structure where a session doesn't end in a single round but continues on a daily basis, re-entering after the wave, would be interesting. It would be a fun element if there were a quest where a user who died during this process could request other players to retrieve their gear. Furthermore, if a guild system is introduced, communication in a guild hall or a function to invite non-guild users would seem useful.[/p]
[p]The magnetic field feature offered useful functionality but was removed after the pre alpha phase due to its negative impact on immersion.[/p][p]As you mentioned, we are continually discussing ways to implement a similar function in a way that doesn't disrupt the game's atmosphere, perhaps by utilizing zombies or other elements. That said, the specific method suggested carries a high level of implementation difficulty, making immediate application challenging at this time. We are also considering community features like a Guild System and will review them once we have the necessary resources and conditions in place.[/p][p]
[/p][h3]Q. Suggestion for Implementing Factory-Made Firearm Imports[/h3][p]We understand the setting where factory-made firearms cannot be brought into NAKWON, but this may feel somewhat disappointing to players in terms of gameplay flow. We suggest maintaining the basic prohibition rule yet adding an option to attempt smuggling if players are willing to accept high risk. This would create a more engaging structure. Various approaches seem possible. For example, players could bribe a Committee employee, secure a smuggling route through a broker or NPC collaborator, or bring in the weapon by disassembling its parts. Given the existence of dangerous quests in NAKWON, a system offering appropriate risk and reward for these illegal routes would fit the game's atmosphere well.[/p]
[p]We agree with the idea of a structure where players can choose to take a risk. However, internal testing showed that starting with a firearm led all players to base their entire approach on having a gun from the beginning, which significantly altered the intended experience of NAKWON. [/p][p]Therefore, we are currently focusing on limiting early-game firearm possession. We believe your feedback after experiencing this in future tests will be extremely helpful for development.[/p][p][/p][p][/p][h3]Q. Are there plans to introduce a vehicle and transportation system?[/h3]
[p]Considering the current game structure and flow, we have determined that introducing transport methods like cars is currently difficult. However, we are keeping the possibility of lightweight transport options, such as bicycles, open for the future. We will re-evaluate this based on our future development status.[/p]