Dev Talk - QnA
[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 Volume of Servers Prepared[/h3]
Among games that earned great interest from users, there have been cases where the servers literally exploded, preventing the games from securing more users.
Of course, I hope that this would not be the case for NAKWON, but to prevent similar issues from happening I believe it would be best to prepare a volume of servers.
However, I am also curious to know what the developers estimate for the number of users in this upcoming Pre-Alpha Test, and how many servers will be prepared.
A. We have set the servers so that it accommodates the number of people that join, but in the case that an issue similar to what you have mentioned takes place, then we would have to take immediate action.
It would be great if our project gains that much traction, but as we are not doing this test with an almost complete game, rather it is more like a sample test, combined with the fact that it hasn’t even been a year yet, we believe the situation would be quite different.
Of course, we are doing our best to prevent situations where users cannot access the game due to server issues.
[h3]Q. Exchange of Items between Groups and Multiplayer Mode[/h3]
I think cooperation among survivors is important, as seen in other works with apocalyptic themes.
It would be great if easier survival could be achieved through the exchange of consumables or currency between groups.
If multiplayer is supported, I'm curious about the maximum number of people that can form a group, or whether it will be a completely single-player experience without the ability to form guilds or groups.
A. External activities among players (such as a marketplace, trading, etc.) will be possible for all users.
While the introduction of advanced community features like guilds has not been discussed yet, it is something to consider in the future development.
For cooperative multiplayer, in the standard exploration (PvPvE) mode, you can form a party of up to 2 players, including yourself.
In cooperative exploration (PvE) mode, the plan is to allow parties of 1 to 4 players to explore together.
In PvPvE exploration, you may encounter other players, but in PvE exploration, only you and your
friends will be present (although rewards will be adjusted based on the difficulty level).
However, in this test, only the standard exploration mode is supported, and other elements are planned for future development, subject to potential changes.
[h3]Q. What aspects do you want to focus on in this alpha test? [/h3]
Is there an internal priority for the areas you want to check?
If there is, could you share within the scope that can be disclosed?
A. The primary objective of the current alpha test is to assess the public's response to the gameplay.
Considering the unconventional approach compared to existing major markets or genres, the team finds it crucial to validate how the audience perceives the enjoyment of the unique farming-escape rules, as exemplified by Tarkov.
Issues like servers, optimization, and technical aspects are considered secondary for now due to resource and time constraints.
Ultimately, the goal is to evaluate how many people resonate with and find enjoyment in this distinctive gameplay experience.
[h3]Q. Homemade Firearms In the Game[/h3]
There have been instances where individuals crafted homemade firearms, which were even reported in the news. Would it be possible to craft homemade firearms within the game?
A. If we consider realism, it could be created, but from a gameplay perspective, it's a challenging aspect.
While it may make sense in the setting, its position in gameplay is ambiguous.
In a scenario where there are firearms (revolvers, etc.), the position of homemade firearms might be 'inexpensive but less effective long-range weapons,' but this overlaps with bows, crossbows, and the like.
The consideration for homemade firearms has been present since the beginning of the project.
However, they will be introduced only when their position is clearer, and if people can derive more enjoyment from them.
We plan to address this in the later stages of development.
[h3]Q. Character Separation between Servers / Regions[/h3]
In some games, if you switch servers, you must start over or level up your character from the beginning.
I was wondering if there are any plans for patches where the terrain (map) might be different on each server like in ARK, or if characters' items would transfer when switching servers.
A. As our format is similar to MMOs with a central server rather than multiple server-based games like ARK, it seems unlikely that character separation will occur within regions based on connection-specific servers.
Regarding the possibility of transferring characters to servers in different regions, various considerations are needed.
While it is not available by default, there might be room for consideration based on future circumstances.
However, discussing this is a bit premature at the current stage of preparing for the Pre-Alpha Test.
We will revisit this topic at a later time.
[h3]Q. The Number of Zombies[/h3]
How about increasing the number of zombies gradually from the outskirts rather than using toxic gas?
In escape-oriented games like this, the playtime naturally extends when engaging in combat and stealth.
Given that, trying to complete missions, farm items, and engage in combat within 20 minutes seems too short.
Therefore, the recommended escape time of 20 minutes could be set, and afterward, the number of zombies could gradually increase, intensifying the difficulty of farming, combat, and missions.
This way, players might organically think, "This is getting too difficult, let's escape!" while still allowing those willing to take the risk to continue playing.
A. We considered the suggested approach as well, and I do agree it's a good idea.
However, the challenge lies in technical limitations, making it impractical to implement.
Currently, the server load is significant with several hundred zombies generated per session.
Introducing more zombies, especially at a density to drive players away, poses optimization and server issues that are challenging to address at this stage.
Regarding playtime, we will continue testing to adjust accordingly.
We have observed that shorter sessions may last around 10 minutes, while longer ones can extend to a full 20-25 minutes, with inventory limits leading to the conclusion of farming within that timeframe.
Increasing zombie numbers to evoke a sense of difficulty for players has been replaced by the current gas mechanic.
Please understand that optimization for zombies and the game is essential, but it requires significant effort and time from the development team.
Given our early stage, there are limitations to expanding the zombie count rapidly, and I appreciate your understanding.
[h3]Q. The Approach of Zombies[/h3]
Then how about having zombies that were wandering around their designated area gradually approach in response to the sounds of users heading towards the exit?
It might be okay to add them in a way that doesn't significantly burden the server and make them slowly encircle from the outskirts towards the inside.
This could serve a role somewhat like the force field or toxic gas, don't you think?
Users who hide and wait for zombies to pass by would naturally find it harder to escape due to the zombies circling the vicinity of the exit as well.
A. This approach is also difficult for the following reasons:
Therefore, after a certain amount of time, there has to be a method to bring users to the exit, but it is difficult to do so in waves of zombies and just an average amount of zombies won’t do the trick.
I do believe that once you actually face zombies on the map, farm and escape, more thoughts will form.
We would appreciate any additional feedback after experiencing the Pre-Alpha Test.
[h3]Q. The Pre-Alpha Test period seems too short; will you consider making it longer?[/h3]
A. The purpose of this test is to see if you enjoy the game.
We're aware that it's still in the early stages of development with many bugs and issues.
Nevertheless, we'd like to get your feedback during this test.
We believe this duration should be sufficient unless you indicate otherwise.
If the time provided is not enough for you to try out the game thoroughly, please feel free to let us know!
[h3]Q. Suggestion about Escape[/h3]
I heard that as the escape time approaches, the toxic gas will cover the map faster. I think this forces too much PvP.
Instead, please consider allowing players to check the time with a clock or other equipment, and if the time exceeds, the NPC that initiated the exploration withdraws, making escape impossible, with remaining players treated as missing.
Alternatively, you can assign additional missions to those who couldn't escape, so that only a few individuals who successfully carry them out can survive. What do you think of this approach?
A. We believe the current system will work similarly.
Please try it and let us know after if it feels like what you have described above.
[h3]Q. What languages will the game support? [/h3]
I hope it will support many languages so my community can play as well.
A. We will only support 2 languages (Korean, English) for the Pre-Alpha Test because we don't have enough time for development.
Sorry for that.
But we'll support more languages after the test.
This Q&A list was written based on your questions on Discord.
Visit our official Discord and join the discussion.
[h3]Q. A Volume of Servers Prepared[/h3]
Among games that earned great interest from users, there have been cases where the servers literally exploded, preventing the games from securing more users.
Of course, I hope that this would not be the case for NAKWON, but to prevent similar issues from happening I believe it would be best to prepare a volume of servers.
However, I am also curious to know what the developers estimate for the number of users in this upcoming Pre-Alpha Test, and how many servers will be prepared.
A. We have set the servers so that it accommodates the number of people that join, but in the case that an issue similar to what you have mentioned takes place, then we would have to take immediate action.
It would be great if our project gains that much traction, but as we are not doing this test with an almost complete game, rather it is more like a sample test, combined with the fact that it hasn’t even been a year yet, we believe the situation would be quite different.
Of course, we are doing our best to prevent situations where users cannot access the game due to server issues.
[h3]Q. Exchange of Items between Groups and Multiplayer Mode[/h3]
I think cooperation among survivors is important, as seen in other works with apocalyptic themes.
It would be great if easier survival could be achieved through the exchange of consumables or currency between groups.
If multiplayer is supported, I'm curious about the maximum number of people that can form a group, or whether it will be a completely single-player experience without the ability to form guilds or groups.
A. External activities among players (such as a marketplace, trading, etc.) will be possible for all users.
While the introduction of advanced community features like guilds has not been discussed yet, it is something to consider in the future development.
For cooperative multiplayer, in the standard exploration (PvPvE) mode, you can form a party of up to 2 players, including yourself.
In cooperative exploration (PvE) mode, the plan is to allow parties of 1 to 4 players to explore together.
In PvPvE exploration, you may encounter other players, but in PvE exploration, only you and your
friends will be present (although rewards will be adjusted based on the difficulty level).
However, in this test, only the standard exploration mode is supported, and other elements are planned for future development, subject to potential changes.
[h3]Q. What aspects do you want to focus on in this alpha test? [/h3]
Is there an internal priority for the areas you want to check?
If there is, could you share within the scope that can be disclosed?
A. The primary objective of the current alpha test is to assess the public's response to the gameplay.
Considering the unconventional approach compared to existing major markets or genres, the team finds it crucial to validate how the audience perceives the enjoyment of the unique farming-escape rules, as exemplified by Tarkov.
Issues like servers, optimization, and technical aspects are considered secondary for now due to resource and time constraints.
Ultimately, the goal is to evaluate how many people resonate with and find enjoyment in this distinctive gameplay experience.
[h3]Q. Homemade Firearms In the Game[/h3]
There have been instances where individuals crafted homemade firearms, which were even reported in the news. Would it be possible to craft homemade firearms within the game?
A. If we consider realism, it could be created, but from a gameplay perspective, it's a challenging aspect.
While it may make sense in the setting, its position in gameplay is ambiguous.
In a scenario where there are firearms (revolvers, etc.), the position of homemade firearms might be 'inexpensive but less effective long-range weapons,' but this overlaps with bows, crossbows, and the like.
The consideration for homemade firearms has been present since the beginning of the project.
However, they will be introduced only when their position is clearer, and if people can derive more enjoyment from them.
We plan to address this in the later stages of development.
[h3]Q. Character Separation between Servers / Regions[/h3]
In some games, if you switch servers, you must start over or level up your character from the beginning.
I was wondering if there are any plans for patches where the terrain (map) might be different on each server like in ARK, or if characters' items would transfer when switching servers.
A. As our format is similar to MMOs with a central server rather than multiple server-based games like ARK, it seems unlikely that character separation will occur within regions based on connection-specific servers.
Regarding the possibility of transferring characters to servers in different regions, various considerations are needed.
While it is not available by default, there might be room for consideration based on future circumstances.
However, discussing this is a bit premature at the current stage of preparing for the Pre-Alpha Test.
We will revisit this topic at a later time.
[h3]Q. The Number of Zombies[/h3]
How about increasing the number of zombies gradually from the outskirts rather than using toxic gas?
In escape-oriented games like this, the playtime naturally extends when engaging in combat and stealth.
Given that, trying to complete missions, farm items, and engage in combat within 20 minutes seems too short.
Therefore, the recommended escape time of 20 minutes could be set, and afterward, the number of zombies could gradually increase, intensifying the difficulty of farming, combat, and missions.
This way, players might organically think, "This is getting too difficult, let's escape!" while still allowing those willing to take the risk to continue playing.
A. We considered the suggested approach as well, and I do agree it's a good idea.
However, the challenge lies in technical limitations, making it impractical to implement.
Currently, the server load is significant with several hundred zombies generated per session.
Introducing more zombies, especially at a density to drive players away, poses optimization and server issues that are challenging to address at this stage.
Regarding playtime, we will continue testing to adjust accordingly.
We have observed that shorter sessions may last around 10 minutes, while longer ones can extend to a full 20-25 minutes, with inventory limits leading to the conclusion of farming within that timeframe.
Increasing zombie numbers to evoke a sense of difficulty for players has been replaced by the current gas mechanic.
Please understand that optimization for zombies and the game is essential, but it requires significant effort and time from the development team.
Given our early stage, there are limitations to expanding the zombie count rapidly, and I appreciate your understanding.
[h3]Q. The Approach of Zombies[/h3]
Then how about having zombies that were wandering around their designated area gradually approach in response to the sounds of users heading towards the exit?
It might be okay to add them in a way that doesn't significantly burden the server and make them slowly encircle from the outskirts towards the inside.
This could serve a role somewhat like the force field or toxic gas, don't you think?
Users who hide and wait for zombies to pass by would naturally find it harder to escape due to the zombies circling the vicinity of the exit as well.
A. This approach is also difficult for the following reasons:
- The number of Escape Routes: There are 4 Public Escape Routes and 16 Personal Escape Routes, so a total of 20, which makes it difficult to implement.
- Will not function properly as a session limitation: If a user chooses to remain in the session indefinitely, the above method cannot stop said user from doing so. Any form of timer or forced exit is needed.
Therefore, after a certain amount of time, there has to be a method to bring users to the exit, but it is difficult to do so in waves of zombies and just an average amount of zombies won’t do the trick.
I do believe that once you actually face zombies on the map, farm and escape, more thoughts will form.
We would appreciate any additional feedback after experiencing the Pre-Alpha Test.
[h3]Q. The Pre-Alpha Test period seems too short; will you consider making it longer?[/h3]
A. The purpose of this test is to see if you enjoy the game.
We're aware that it's still in the early stages of development with many bugs and issues.
Nevertheless, we'd like to get your feedback during this test.
We believe this duration should be sufficient unless you indicate otherwise.
If the time provided is not enough for you to try out the game thoroughly, please feel free to let us know!
[h3]Q. Suggestion about Escape[/h3]
I heard that as the escape time approaches, the toxic gas will cover the map faster. I think this forces too much PvP.
Instead, please consider allowing players to check the time with a clock or other equipment, and if the time exceeds, the NPC that initiated the exploration withdraws, making escape impossible, with remaining players treated as missing.
Alternatively, you can assign additional missions to those who couldn't escape, so that only a few individuals who successfully carry them out can survive. What do you think of this approach?
A. We believe the current system will work similarly.
Please try it and let us know after if it feels like what you have described above.
[h3]Q. What languages will the game support? [/h3]
I hope it will support many languages so my community can play as well.
A. We will only support 2 languages (Korean, English) for the Pre-Alpha Test because we don't have enough time for development.
Sorry for that.
But we'll support more languages after the test.