1. NAKWON: LAST PARADISE
  2. News

NAKWON: LAST PARADISE News

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. Inquiry about Classes in NAKWON[/h3]
If NAKWON is considered a hierarchical society, are there any fun elements beyond the benefits given according to one's class?
This could include the ability to exercise power over players of lower classes or the opportunity to elevate one's own class and become a member of the NAKWON Governing Committee.

A. There are currently no plans to introduce such aspects.
I believe that allowing direct influence between players based on their class could potentially cross the line into stress and discomfort.

However, there might be elements that allow users with the highest citizen class to have some influence over the overall management of NAKWON.
It is still too early to discuss this in detail, and we will consider this further in the future.


[h3]Q. Multi-queue squad system[/h3]
To ensure the game's growth and sustainability, having a significant player base is crucial, and enabling players to enjoy the game with their friends becomes a key factor.
While I understand the concerns surrounding the multi-queue squad system, maintaining a healthy player count, especially since the game is free to play, is essential.

Could you consider formulating strategies to address these challenges, such as implementing systems that evoke sufficient fear and risk associated with the multi-queue, and exploring the addition of a multi-queue play mode to accommodate more players?

A. As you mentioned, the scale of squads can ultimately influence the game's reach.
Hence, I understand that having an appropriate number of players is advantageous.
However, it's crucial to note that having more people on a team is good only when the game is fundamentally enjoyable.
If the game itself becomes less fun due to an increased player count, it would defeat the purpose.

Currently, the exploration in PvPvE mode is limited to 2 players, but this might change through various tests.
Additionally, apart from the PvPvE exploration, we are considering several other modes, including a 1-4 player co-op mode where teammates can engage in PvE exploration without any PvP elements, which I believe could somewhat fulfill the needs you mentioned.
While this mode might constrain the fun of farming for progression compared to PvPvE exploration, it provides a much easier and safer experience, allowing friends to enjoy playing together without the PvP aspect.

We plan to introduce this mode in the future. Supporting parties of three or more in PvPvE exploration might be challenging at the moment, but we will continue to consider it.


[h3]Q. What is the average playtime per game? [/h3]
Does the average playtime differ greatly?

A. According to the rules, it is difficult to standardize the playtime as it is possible to escape right from the start.
However, depending on player behavior, there are roughly three categories, as identified during the internal testing phase.
  • Escape within 5 minutes: Only completes missions (and such) and escapes right away.
  • Escape within 10-15 minutes: Completes missions, gathers items, and escapes.
  • Escape within 15-20 minutes: Maximizes earnings and then escapes.
Playtime per each session is estimated to be around 20 minutes.
In the current version, the game initiates the poisonous gas after about 15 to 20 minutes, gradually pushing players out of the map.
We are continuously testing formats that guide players through the map naturally without causing stress during the farming phase.


[h3]Q. A suggestion about penalties based on infection[/h3]
Instead of using toxic gas to induce escape, it seems like a good idea to encourage escape through actions such as picking up and dropping items, and engaging in combat with zombies, which could raise the player’s infection rate.
Once the infection rate reaches a certain point a time limit can be posed in which the user must escape.
If the infection rate becomes high upon escape, implementing penalties such as treatment costs or purification time might be interesting as well.

A. We have considered the concept you mentioned early on in our internal discussions.
It seems quite attractive in the sense that players should naturally seek an escape as they explore.
This aspect could be effectively utilized when we introduce various types of exploration environments in the future.

However, if the contamination level doesn't continuously increase automatically, it might lead some users to simply wait it out at a low contamination level until the other users have left, thereby enabling definitive farming.
Therefore, even if we don't utilize toxic gas, incorporating some form of a time limit role on the map might be necessary, in addition to the concept you proposed.

Our main goal is to guide players naturally toward the exit, so any method that achieves this seamlessly will be considered.
We are developing the game with the approach of first establishing the rules for gameplay and then adjusting the settings accordingly, so we are open to making any necessary changes.


[h3]Q. I hope there is at least one way to kill zombies, whether it is difficult or easy. [/h3]
The current method where zombies always resurrect regardless of whether you shoot them in the head or continuously strike them with melee weapons seems rather peculiar.
The response to zombie resurrection in NAKWON related communities has been quite negative.

It might be a good idea to have a method such as making them pulp with melee weapons or making them impossible to resurrect by incinerating them.
Making pulp from a knocked-out corpse could make a lot of noise and take a long time, while incineration could be expensive but quick.

If that's not feasible, delaying resurrection by striking the body just before revival or setting the zombie's health low upon resurrection could be ways to go about this as well.

A. I understand there is a lot of debate surrounding zombie resurrection.
Apart from the fact that it will take more than 5 minutes for the zombies to get back up and will not affect players on an individual level, it seems that the discontent is due to not being able to reduce the number of zombies on the map, and questions on why we should kill zombies if they would get back up again.

We are trying to find better ways through testing of this current version.
We hope that you share your opinions after the upcoming test so that we can make changes to improve our game. (The game must be fun, first and foremost, and the rest, such as lore, can be made to fit the gameplay.)

The current setting where zombies come back to life is because we decided that we needed such a system to utilize zombies in a PvPvE environment.
If players who enter the map keep killing zombies that would mean that towards the end, no zombies would be left and people would be playing as PvP.
That would diminish the zombies’ roles to ‘extras’ on the map, and ultimately would leave people to just fight each other.
Of course that is also a fun concept, but many other games already exist that do this.

We wish to provide a never-before-seen experience, something like this;
In normal PvP games, players camp at a certain area, or hide around the exit.
In PvPvE, you can perhaps throw a brick towards an area where a camper might be hiding out, luring zombies toward the noise and check if a player is really there.
Or if you are chased by a player that you cannot take down, you might be able to set off alarms of cars around you to bring zombies towards both you and that player, and create a chance to escape through the chaos.

To maintain the strategy, variables, and the fundamental tension of the game as above, it was necessary for the zombies to persist to some extent even in the latter stages of the game.
Therefore, a system was required where zombies are reintroduced based on the number that have been killed, or where previously deceased zombies are resurrected.
However, introducing new zombies had the potential for some illogical situations, as spawning zombies suddenly where players are located would not make sense(they would have to spawn randomly in areas where there are no players).
As a solution, we have opted for a system where dead zombies are resurrected after a certain period to maintain the number of zombies in the map.

However, as the intention is not to disrupt individual farming, we are providing a sufficient time interval for the resurrection.
Additionally, since the primary goal is not to kill zombies but to accomplish the player's objectives (such as clearing an area for farming), while zombies may resurrect later, we believed that this shouldn't be an issue.
We were able to confirm that the system is currently functioning as intended, but we would like to receive feedback from more users.

We have been establishing rules for better gameplay and fitting the settings around it.
We understand that the current setting of resurrecting zombies may not be appealing to everyone. However, we introduced this system under the belief that the game would be more enjoyable with this rule in place.

We welcome your feedback after experiencing the game, and we will continue to explore entertaining directions based on your input.
If we come to the conclusion that zombies should not be revived, we can certainly consider various approaches, as you suggested.
We will contemplate different methods, including those with high risk but low cost, and those with low risk but high cost. We appreciate your detailed suggestions.


[h3]Q. Server Population[/h3]
The Dev Talk primarily addressed the potential challenges in gameplay due to ping differences across various servers.
This has raised some questions for me.
South Korea boasts a vibrant gaming market, and some games have a bigger following among international users.
Having been a gamer for nearly 16 years, I've noticed that a game's success abroad doesn't always translate to a similar experience for Korean players.
Sometimes, we end up playing on foreign servers or feel somewhat excluded when playing with foreign gamers due to the scarcity of Korean players.
Additionally, the introduction of an in-game microphone feature could potentially compound these challenges.

While my question might appear broad, I'm interested in understanding how you perceive the issue of server population while developing the game.
Although it's still in the early stages of development and it may be too soon to think of these issues, as someone who loves games, I hope that projects I am interested in can be developed well and be loved by many users.
While I understand that it may take time to release, I hold the hope that such concerns will be effectively addressed until then.

A. As matching will be disabled if the distance between servers is as large as to have different in ping, most Asian countries will be able to match with each other.
We anticipate that the servers on the opposite side of the globe will not be matched due to ping issues.

However, we expect that countries within the same region will likely be matched together. Nevertheless, providing a definitive answer on this matter is challenging without accumulating data through actual testing.

Regarding country-specific matchmaking pools or restrictions, these aspects will be carefully considered and adjusted based on the player pool situation if the game proves successful.


[h3]Q. A suggestion and question about traps [/h3]
If I spot another scouter without the opponent seeing me, I would like to take advantage of the situation instead of just forcing a fight, and maybe set a trap.
I would try to set up cable traps (bomb type/noisy type), bear traps so he can't move for a few seconds while he tries to release himself from it, or attract zombies towards him in some way (for example throw glass bottles in the area, or maybe throw an item such as meat that zombies can smell).
Would a similar system be added?

A. I think traps that can be placed on the map, like bear traps, would definitely add a sense of tension and strategy to the game and make it more interesting.
We had the same idea and have some ideas for objects that can be placed on the map (like the traps you mentioned) that we will be working on in the future.
Unfortunately, due to our development schedule, we didn't have anything like that planned for this pre-alpha, but it's something we'll be working on in the future.


[h3]Q. Obstacles interacting with the environment on the Escape [/h3]
I am sure that there would be situations where I am surrounded by zombies, or fighting with another scouter(s), and I notice that I am no longer in condition to put up a fight.
I would try to run and close doors or gates behind me, so the Zombies/Souter(s) have it more difficult to reach me (maybe using padlocks/chains).
If I went through a window, maybe I could block it with a wood plank if nearby (obviously they could break the doors/chains/windows, but it would buy me time to escape).
Do you plan to add interactive features with the environment as such?

A. We also agree with the idea of objects blocking your opponent's path (ex. doors), and all doors will be available for use in this pre-alpha as well.
I often use them to outrun zombies.
However, if it's something weak like a glass door, the zombies will soon break it and follow.

We've also planned for doors that can be locked from the inside, but we ran out of time and didn't make it into the upcoming pre-alpha test.
We'll be working on those features in the future.
Thanks for the great ideas.


[h3]Q. How many people are there in one Scouting?[/h3]

A. The setting in the pre-alpha is for a total of about 16 people, including yourself.
This includes duo players, meaning if everyone were in duos, there would be 8 teams.
This setting is subject to change based on the results of future tests.

Unfortunately, in this test, we did not separate the matchmaking pools for singles and duos.
Since this is our first test, we weren't sure how many people would join, and if the matchmaking pools were separated, it would likely take too long to find matches.
Therefore, we had to allow singles and duos to meet in the same matchmaking pool for now, but we plan to separate them in the future.

Guide for City Events

[h3]< Overview >[/h3]

This guide has been created for Survivors who have recently joined NAKWON, helping them develop the essential basic knowledge required for Survival.

This section will briefly showcase Events that may happen while you stay in the city.


[h3]< Daily Life in the City >[/h3]

As you live in this City, NAKWON, Scouting and executing various missions become a part of your daily life.

You can choose whether to go Scouting, sleep, or do other activities during the day.


[h3]< Events in the City >[/h3]

Many things can happen while living day by day.

Unexpected situations can come your way, such as being pickpocketed, welfare aid coming in, or someone's request begging for money.

You must make a choice in these situations, but keep in mind that you must also deal with the outcome of your actions.


[h3]< Events Example >[/h3]

For example, a foreigner, who is a complete stranger, may ask you for an identity guarantee.

It's your choice whether to stand surety for them so that they can get a job or not.

You may be rewarded for doing so, or a different result may be waiting when you choose not to, but nonetheless, the consequences are yours to face.

Many things can happen and each time you'll find yourself at a crossroads of choice.

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.

Scouting Missions Guide

[h3]< Overview >[/h3]

This guide has been created for the Survivors who have recently joined NAKWON, helping them develop the essential basic knowledge required for Survival.

This section will briefly showcase the Missions you will receive during Scouting.


[h3]< What is a Mission >[/h3]

The NAKWON Governing Committee conducts various business for citizens' safety and peace.

However, we’re always understaffed since the workload is heavy and diverse.

Due to this reason, we request part of the work to citizens in Scouting to fill in what is lacking.




[h3]< Distribution of Missions and Execution >[/h3]

Missions are distributed according to the personnel’s situations during Scouting.

However, the execution of the Mission is not a duty as it may be difficult or impossible depending on the circumstances of the site.

You may decide whether to complete the Mission depending on your condition.




[h3][/h3]

Missions come in various forms.

They vary from collecting more than a certain amount of Money, Site Maintenance, to obtaining an item and more, and some Missions contain rather dangerous tasks.

Even if some of the Missions seem strange, they are all for the good of NAKWON, and we ask for your active cooperation.


[h3]< Mission Rewards >[/h3]

When you return safely from Scouting after completing all Missions, the reward will be sent.

However, if you fall behind and fail to make a safe return, the rewards will be annulled as it is difficult for us to determine whether the Mission has been fulfilled.

Even if it is later verified that the Mission was completed, the reward will not be distributed.

Be aware that safe Scouting is of top priority.

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. I have questions about the game UI.[/h3]
Please inform us about the UI placement, whether it will be minimized like EFT or not.
Such as the HP, stamina, weapon types and durability costs.

A. Currently, we are planning to show all essential information the player needs to survive.
However, we will hide or replace other elements that might spoil the gameplay.
e.g.: HP, stamina, and all available means with an immediate impact on survival will be shown.
But other elements that can be replaced by being displayed in another way such as a mini map, will not be included.


[h3]Q. I have questions about the item preservation.[/h3]
Will there be any insurance feature that allows you to get back the items even if you die, such as a secure container like EFT?

A. First, there will be no insurance system in the pre-alpha version. It means, you would lose everything you took with you if you died during scouting.
However, this is not the final specification.
We will keep on considering additional developments based on the user experience during pre-alpha session and the direction that suits our gameplay.
The system in EFT that you mentioned might be a reference for us during the development process.
But we want to avoid adding a definite method to obtain resources every time without having to lose anything.


[h3]Q. I have questions about scouting.[/h3]
“All citizens must join scouting regularly. It is possible to rest without scouting, but the number of Scouts that one may skip differs according to the Citizen Grade.” - from the scouting Guide for Novice Survivor.
Will I get some kind of penalty if I exceed the number of ‘rests’ allowed? (e.g., citizen class demotion, fines, etc.)
I want to know if real-time will be applied in the game (so scouting will be a daily mission) or will there be any other concepts of time in the game.

A. Here is the answer for your questions about scouting and concept of time in the game.
First, below is an explanation of the concept of time.
  • Concepts of time:
    It won’t be related to real-time. Each player will have their own ‘date’ in the game.
    It will not flow in real-time, and it will only flow every time you do any act of spending the day.
Currently, there are two activities available for players to spend a day.
  1. Scouting: One day will pass after scouting.
  2. Sleep: One day will pass upon sleeping.
By choosing to sleep, you will pass a day, which can be used to recover an injury (e.g., broken ankle cures after 3 days, etc.) or other things that needs recovery too.
But your Fullness will decrease each day and food intake is required.
  • Number of scouting:
    To prevent the act of only sleeping by saving a large pile of food,
    we made a rule where you are allowed to do other activities without scouting for certain number of days, after you completed one scouting.
However, this feature may not be added in pre-alpha version.


[h3]Q. I have questions about secondary creation (fan creation).[/h3]
Can I make any fan creation such as fan fiction or fan art based on the revealed story and information of NAKWON and post it in this Discord server or any other communities?
I will identify the source and will not use it for commercial purposes.

A. About this one, we will need time to discuss about it internally since this has not been discussed yet.
However, I personally doubt whether if any fan creation would be meaningful for the time being since we have yet to reveal all information and worldview, or let you experience the game properly.
Also, due to the worldview and story of NAKWON is rarely include in pre-alpha version, I think it would be better for fan creations to be made after the game is further developed with more organized worldview/information.


[h3]Q: I have questions regarding future plans related to rent, commission, consumption, and server wipe/reset?[/h3]
In EFT and Rust, since goods or supplies are piled up excessively, they reset the progress every six months.
I want to know if there will be server wipe/reset system.
Since if you are going to add server wipe, a lot of central systems would be necessary.
E.g.: If the rent is not paid, NAKWON's base facility will be locked and unavailable, or players will be kicked out from the base with a box filled with their items.
In any case, I wish there will be a balanced system in goods consumption.
For long-term returning players who got overdue rent and locked base, I think they should get some kind of protection.
Also, the durability and maintenance of the base could help in the continuous consumption of goods and items.
Such as aging facilities where pipes get old, so players would need new pipes or duck tapes.

A: Here is the answer about the direction of the housing and server wipe.
  • Server wipe:
    The cycle of resources acquisition/consumption is critical in games where players can preserve and accumulate resources.
    Since the motivation will get weaker as the time goes, if resources accumulate indefinitely.
    Therefore, many of the Loot-Escape genres, including EFT, provide the motivation to play by periodically wiping players' resources.
    However, I think there are many cases where you feel progressing the game is meaningless due to the forced wipe and results in quitting the game.
    So we're approaching in a way that material assets should not be wiped, and we are trying to create lots of cases where players may choose to consume resources for gameplay progress. We are trying to make sure consuming resources to be reasonable and provide benefits accordingly.
  • Housing:
    I'm thinking of housing as one of the consumption factors of resources.
    We are considering a structure where each player can choose the type of accommodation they can stay for a certain period of time, so that they can endure the benefits/cost of housing according to their own choice.
    Therefore, players will need to choose whether to stay in an accommodation where rent is free with only minimal function or an accommodation with many benefits and functions but expensive rent has to be paid up front.
    This way, players will need to consume and collect resources during the process.
    It's very similar to your concept that the base facility will be locked and unusable if the rent is not paid, with all their items being put in a box.
    If you are in a good accommodation where you can place a lot of furniture and then moved to a cheap accommodation because you cannot afford the rent, you won't be able to place all your existing furniture which means you won't be able to activate some of the effects.
    However, even if you didn't login to the game for a long time, you won't be behind on your rent.
    This game has nothing to do with real time and time will not pass if the player didn't act.
    The goal is to make sure that everyone can enjoy the game either for a short time or long time without the pressure of time attack.


[h3]Q. I have questions about poisonous gas.[/h3]
I want to know the purpose of poisonous gas.
If it's a time limit during a game session, I want to know when the poisonous gas spreads.

A. The role of poisonous gas is the time limit.
We had various ideas to create a time limit until the escape. We conclude that pushing players out of the map by spreading poisonous gas is more suitable to our game instead of just a plain countdown clock.
If there was a countdown clock, players may feel anxiety throughout the game keep thinking about 'when' they should depart to the exit to make it on time.
Due to the nature of the game, you will need enough time to move and reach the destination.
But often, it's impossible to arrive at the exit using the rest of the time depending on the situation.
So, we visualized the time limit into a form of poisonous gas, inducing a natural escape by slowly pushing players from a random position at the end of the map each time.
Since we want this to work as a concept of the time limit, we have balanced this poisonous gas to spread slowly enough so you will have time to farm items.
At the beginning of the scavenge session, you will be informed which direction the gas will spread. Poisonous gas will start spreading very slowly which will get a little faster towards the end.
After 25 minutes, the poisonous gas will cover the whole map. It will be balanced through tests.


[h3]Q. I have questions about the communication system.[/h3]
Can players use voice chat? If voice chat is available, I want to know how much it will affect the zombies since they are sound-sensitive.
How about emotes? An emote system would be great for some players who don't want to use voice/text chat during gameplay.
Also, when selling items at the trading center, will it be a simple way to register items for sale?
Or will it be the same as real-life trading, by writing a post describing an item for sale and contacting the buyers directly for a transaction?

A. Here is the answer to your questions.
  • Communication system:
    No related features have been implemented in the pre-alpha version.
    We are still considering adding voice chat, but we haven't discussed this in depth.
    Also, 'voice chats affecting zombies' is certainly interesting but on the other hand, we are worried that it could be too stressful and being abused. We are going to discuss regarding voice chat after the pre-alpha session.
    Also, we don't intend to include text chat during scavenging, which means there won't be emotes either.
    Instead, we are thinking of adding body movements to communicate. However, it is not confirmed because we have not discussed this in depth either.
  • Trading center:
    This is scheduled to be developed after the pre-alpha session so the direction has not been confirmed yet.
    However, I have been thinking of applying an easy way so many players can use it comfortably (registration/search/transaction for sale, etc.).
    Even though it would be more realistic if you do the transaction directly, I think the discomfort will increase as you play.
    The trading center will be developed after pre-alpha, so the possibility of a change in direction is always open.


[h3]Q. Will it support Xbox Controller, DualSense/Shock, Pro-Controller, and SteamDeck interface in the future?[/h3]

A. Here is the answer to your question regarding the support of various devices.
  • Console: Unfortunately, we don't have enough time to support this in the pre-alpha session.
    Also, since we need to develop the game even more after the pre-alpha, it's difficult to answer when it will be supported.
    However, since the UI was designed in consideration of consoles from the beginning, there is a possibility that consoles will be supported if the circumstances allow.
  • SteamDeck: Same as above. It is currently not supported.


[h3]Q. I have questions about growth factors in the game.[/h3]
Since this is a survival game, I believe there are some factors that will change with time as the player progress.
I want to know whether if the character growth will be same as RPG games, where players can choose which one to master upon leveling up, or will the character naturally improves based on the activities done, or will there be a different/new method.

A. We haven't discussed this in depth, but our goal is to make growth factors to not feel unreasonable/unfair.
I think it's closer to the former since some players who are not good in activities wouldn't be able to grow in the latter case.
We want to make sure players have chances to grow even if they don't have skills.
We are going to discuss this in depth in the future.


[h3]Q. I have questions about body parts HP and penalty due to injury.[/h3]
Are you going to add body parts HP and debuffs depending on injury severity, like EFT?

A. There will be only one HP bar, but injury may occur at different body parts.
Currently, we don't have plans for HP for different body parts, but we are considering condition abnormalities caused by the injury at each body part (e.g., damage on the leg caused leg fracture debuff)
However, body part condition abnormalities have not been developed yet for pre-alpha.


[h3]Q. I have questions regarding stats and abnormal condition types.[/h3]
There are lots of different abnormal condition types in survival games such as DayZ, EFT, Don't Starve, and This War of Mine. EFT has the most types.
I want to know how many stats and abnormal condition types will there be for NAKWON.

A. Our goal is to make the game easy to understand in the beginning. So available stat are Fullness, HP, and Stamina.
However, we are planning to add more abnormal condition effects in buffs and debuffs form in the future so that you can experience various situations.
Abnormal condition (example): Hunger, fracture, exhaustion, cold, flu, etc
Hunger stat will be available in pre-alpha session.


[h3]Q. I have questions regarding the cost of this game.[/h3]
Do I need to buy this game, or can I play this game for free?
If I have to buy this game, I want to know how much will it cost to purchase the game.

A. So far, we are considering this game to be free to play with BM, such as battle pass. It's a bit different from the past, so I think players would be reluctant to play if they need to pay to play the game.
However, this is not confirmed yet.
Either way, there won't be any pay-to-win element in this game. We hope many people will enjoy this game.