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Dev Talk - Q&A

[h3]Dear Survivors, this is NAKWON Governing Committee.[/h3]

This Q&A list was written based on your questions on Discord.
Visit our official Discord and join the discussion.

[h3]Q. A question about the 'crafting system'[/h3]
As a user who prefers hardcore, realistic gameplay, I beliefe if objects looted within the play field, such as clothing and water bottles, can be used to create armor, tools, weapons, and medical supplies, it can provide another charm beyond simple looting and survival escape.

For example, if you can create items like bandages, splints, makeshift firearms, and reinforced melee weapons (such as a spiked baseball bat) in the field as in Unturned, it would be helpful in any situation.

Do you have any plans to implement such a system, or is it already under the makes?

A. The 'crafting system' will be introduced from the pre-alpha version.
In the pre-alpha version, you can create simple armor anywhere, anytime.
Although the performance may not be as good as the armor available in the store, the point is that you can quickly create and wear it on the spot using materials around you.

We are considering dividing the crafting system into two types: 'field crafting', as mentioned above, and 'precision crafting', which can be done through crafting facilities.
‘Field crafting’ that can be done anytime, anywhere is considered as a temporary measure to immediately respond to situations that arise during the game.
‘Precision crafting’ done through specific facilities in your accommodation, etc., will be considered as rewards based on housing and growth factors in the future.
However, since it is still in the planning stage, this information is subject to change.


[h3]Q. A question about hacks[/h3]
In every game, the presence of hacks is not avoidable, and the extent to which the developer prepares for it determines how much impact it has on honest players.
Given the scarcity of bullets in this game, it seems that esp hacks, which reveal the locations of other players, zombies, and items, will be more prevalent than auto-aim hacks that help to shoot accurately.

In games like Battlegrounds, players can report suspected hackers based on the kill cam footage, but it might be difficult to determine whether someone is using an esp hack in "NAKWON" if they are smart enough to avoid encounters while farming.
Since the game is free to play, there could be an increased risk of encountering hackers.
What are your plans for dealing with hackers in this game?

A. In such a genre, unfair experiences can lead to tremendous discomfort and a sense of loss.
It's not just about dying but also about losing assets.
Furthermore, as you mentioned, various inappropriate programs like esp hacks can greatly frustrate people and drive them away.

Therefore, we consider preventing hacks to be just as crucial as creating the game itself.
There are various ways to prevent hacks.
Apart from using different security programs and operational methods, setting a price hurdle by selling the game in packages can also be a method.
However, regardless of the approach, as popularity and user base increase, the prevalence of hacks tends to rise naturally.
This is because the demand for hacks increases with the growing user base.
Ultimately, the fundamental approach to preventing hacks is to continue investing in manpower to counter them.
Whether it's a game sold in packages or an MMORPG that supports free play, continuously allocating resources to prevent hacks is the fundamental solution to ultimately eradicating them.

We plan to ensure that we have the necessary resources to continue preventing hacks. (Please consider the pre-alpha testing as an exception.)
However, it is a priority to first demonstrate that the game has enough value to do so.
We aim to confirm this during the upcoming pre-alpha testing.


[h3]Q. Will there be some type of proximity communication/Walkie-talkie voice chat?[/h3]
Such a system will allow players to more easily begin clans or alliances with new people, but they would also need to be more cautious of the environment around them in case zombies are nearby.

A. The upcoming pre-alpha test will not include voice chat features.
We recognize that voice chat can add a lot of fun to the game, but there are other issues that come with it (ex. teaming, verbal abuse, etc.).
Also, the mechanic where the zombies around you react to the volume of your voice chat may seem appealing and fun, but I think it can become too stressful as you continue to play the game.
So while we're positive about voice chat, we're not sure if we're going to implement it, and if we do, we're going to do a lot of internal thinking about how to implement it.


[h3]Q. A question about NAKWON IP[/h3]
The backstory and setting is so appealing that I'm looking forward to it.
I'm curious if releasing other media is an option, such as movies or webtoons, using the NAKWON IP, depending on the popularity of the game in the future.

A. Thank you for thinking of our game as appealing.
If the game becomes loved by many people, it seems like various opportunities will open up.
I believe it depends on how much love it receives, so I will do my best to make it enjoyable.


[h3]Q. Easter Eggs[/h3]
A zombie game similar to NAKWON is The Last of Us, which often features Easter Eggs of games from the same developer.
Will we see Easter Eggs in NAKWON as well?

A. We are trying to implement some Easter Eggs, but rather than limiting it to Nexon games, we would probably come up with anything that gamers can see and like.
Currently, we’re more focused on putting in strategies for each space rather than a lot of Easter Eggs.


[h3]Q. Does the game have a main objective? If so, what is the main objective?[/h3]
The main objective of a game serves as an important motivating factor for the players and helps harmonize the game's setting and systems.
Taking the example of Tarkov, the main objective could be "an abandoned mercenary trying to escape from the forsaken Tarkov."
Of course, I am aware that Tarkov does not yet have its main quest implemented.
Nonetheless, understanding that there is a main objective has been helpful in comprehending the world and system of Tarkov.
In this context, I am curious about what the game's intended main objective is.

A. The basic idea is to live well and eat well, but ultimately, we are considering developing the story in some way through the concept of a main quest.
Although it is still too early in the development process to provide a definitive answer, I definitely agree with the note that a major storyline that can serve as a goal is necessary.


[h3]Q. Will there be weapon building like in Escape From Tarkov?[/h3]
And if so, how extensive will it be, i.e, attaching suppressors or wrapping barbed wire on a bat?

A. Weapons customization is something we're considering, and I'd like to make it as good as possible, as we think depth of custom is a great motivator for looting.
However, weapon customization will be developed in the next phase after this test.
We are thinking of upgrading/replacing various parts of the melee/range weapon, but it's not fixed.


[h3]Q. Are there any plans for character customization?[/h3]
Appearance/Skills like in tarkov, and if so, how will you be able to manipulate the growth of a skill?

A. Character customization aims to allow swapping out faces/hair/basic outfits/etc, but it is not developed at this stage. It will be developed later.


[h3]Q. Will the servers be based on continents like "Asia server, America server" or will the game be distributed only domestically?[/h3]
Also, I would like to ask if it is possible to play on the same server even if my Japanese friend and American friend wish to play co-op.

A. Playing may be difficult if the countries are different due to ping issues.
We expect to prevent playing together in this test if there is a large difference in ping.
Resolving this issue would require significant technical costs and time, so we anticipate addressing it in later stages.
I apologize for the inconvenience.


[h3]Q. I believe that zombies don't necessarily have to be invincible.[/h3]
In fact, I think that such a feature could make the game less engaging and reduce the fun.

Even if you manage to knock down the zombies, they eventually revive after a certain period and attack the players, which makes it not much different from playing a stealth game.
I think it wouldn't be a bad idea if zombies could be defeated after a certain number of hits or if specific body parts were destroyed after accumulating a certain amount of damage.

If the game requires something like an 'inventory Tetris' as in Tarkov, enabling players to ultimately eliminate zombies under strict conditions might have a more positive impact on the game, both in the short and long term.

I am curious about the developers' opinions on this matter.

A. The intention behind the revival of zombies is to maintain a certain level of tension throughout the game with the continuous presence of zombies.
However, creating experiences where zombies come back to life on an individual level is not our intention.
Therefore, we aim to adjust the balance to minimize situations where zombies revive while you are farming.
We plan to provide sufficient time for farming, and the situation where the zombie a user killed gets up in them is something we want to avoid.

Inventory Tetris is not part of our game.
The system is somewhat different; the inventory continues to expand without the need for slot management.
When you stuff items into the bag, it automatically expands to accommodate them.
So, apart from organizing it for your convenience, there is no need to manage the slots to maximize the space.
Our inventory's slot limit is purely based on the number of slots occupied by the current items, and any empty spaces in the inventory are not counted.
For instance, if you have a 36-slot bag, the inventory space automatically expands and adjusts to accommodate the items until they fill up the 36 slots.
Therefore, you do not need to move items to fit the shape of the inventory.
We introduced this system to eliminate the stress of Inventory Tetris while still encouraging efficient farming based on slot efficiency.

Additionally, while there is a system in place for overburdening based on weight, we are still debating whether there should be penalties associated with it.


[h3]Q. In "Escape from Tarkov," there is a system where players can farm hard-to-obtain keys to unlock locked rooms.[/h3]
I would like to know if a similar system exists in NAKWON.

A. Yes. In landmarks such as big buildings there will be such features.
We are placing a lot of those strategic elements in each location and trying to put items only achievable in said locations.
We will try our best to make this come alive for the upcoming test.


[h3]Q. Audio features[/h3]
I believe that OST and NPC dialogue performances play a significant role in enhancing the atmosphere and fun of the game.
I would like to know the following details about the game's audio features:
  1. Are NPC dialogues and interactions displayed only in text form, or are voice outputs used with voice actors?
  2. What are the plans for sound design when it comes to basic exploration, apart from the somber BGM? How will the sound design be handled during pursuits (being chased by zombies) or during combat with zombies/other players?
A.
  • Dialogue : In this version, there is no dialogue or interaction between characters at all. It is anticipated that any future dialogues with NPCs will likely be presented in text form, possibly due to cost considerations.
  • BGM : Currently, there is no BGM during Scouting. It is believed that the absence of BGM allows players to better hear surrounding environmental sounds and zombie noises without interference.
    However, there is still room for further consideration and feedback on whether to include BGM in the future.
    During internal playtesting, the current absence of BGM is considered more natural and preferable. Sound effects such as actual human actions, door sounds, footsteps, zombie sounds, and vehicle alarms are emphasized to enhance tension, rather than adding separate BGM.


[h3]Q. A suggestion about the Zombie revival[/h3]
It would be a good idea to make Zombies not revive within approximately one block radius of the player that took them down.
They can gradually revive once the player leaves that area.
It might be preferable to have a resurrection system based on the player's location rather than a time-based revival.
It was mentioned that the game would use toxic gas to naturally encourage escape rather than impose a time limit, so a time-based zombie regeneration might indeed cause stress as players would have to constantly calculate time while farming.

A. As our goal is to make Zombie regeneration unnoticeable to users, this is a very plausible idea.
The fact that the location of each user must be checked constantly may interfere with server optimization, but this is still an idea worth discussing with the team.
When we develop further on regeneration we will refer to this idea as well.
Thank you for the great idea.


[h3]Q. Would NAKWON have testing kits?[/h3]
If so, can we test zombies and/or collect samples from zombies for points/items?

A. There are no testing kits in NAKWON yet.
We may consider them as some sort of reward or item to create a different strategy.
But we're still in the early stages of development, so we'll think about it later.

[h3]Q. As per YouTube, there will be ‘Citizen Classes’. I am curious to know what they are.[/h3]

A. Currently there are a lot of classes including Illegal Settlers, but we might have to go through many changes before we decide on the final names.
We would appreciate it if you can see them in the game and provide feedback.
A lot of names/images/balancing can be changed after the test.

[h3]Q. Like Project Zomboid, do we get to choose careers such as Thief, Survivor, Police, etc?[/h3]

A. In this test, there is no character customization feature (such as abilities, settings, appearance, etc.) at all.
We didn't have the time to create it.

However, we are considering allowing players to select various characteristics during character creation, as you mentioned, during future development.
We are unsure whether it will take the form you suggested or if it will be a completely different form (although the desired functionalities will be similar).
Since we are still in the very early stages, we would appreciate your patience regarding the aspect of character customization.


[h3]Q. Test Period[/h3]
Once the test period is set, how many weeks prior to the test would we get to know?
And how many weeks would the test be?

A. The detailed schedule for the test will be announced in the near future.
I don't have the authority to disclose it personally, so it's difficult for me to provide any more information.
I apologize for the inconvenience.