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NAKWON: LAST PARADISE News

Introducing the New Official Channels for NAKWON: LAST PARADISE

[h3]Hello, this is the NAKWON Governing Committee.[/h3]


NAKWON: LAST PARADISE has a new official website and YouTube channel to share with you.


We look forward to connecting with you through these new channels as well as our existing channels.

Thank you all for your interest and support.

Dev Talk - QnA

[h3]Dear Survivors, this is the 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. Weapons[/h3]
Will guns be more readily available? or easier to get, since they were hard to find lol it was like all melee weapons.
Originally posted by Dev
A. Guns will be harder to come by, as they cause unpredictable and unavoidable deaths.


[h3]Q. Free to play or a paid game on release?[/h3]
I need to know so i can save money to buy this wonderful game! loved the playtest even tho i encounter cheaters and bad server connection
Originally posted by Dev
A.We haven't decided yet. Sorry about that.


[h3]Q. Pre-Alpha Test experience question[/h3]
During the Pre-Alpha Test, there was excessive lag when entering the Momo Hotel.
Did other users report experiencing lag as well?
If so, has the lag issue at the Momo Hotel been fixed?
Originally posted by Dev
A. We are not sure why you experienced lag specifically at the Momo Hotel, but we will make sure to optimize the game to prevent such issues in the official release.


[h3]Q. Plot question[/h3]
I'm a writer and a voice actor for audiobooks.
I want to write a short story about Nakwon, just out of fandom, and I have a few questions about the plot of the game.
  1. Is the game setting about the Zombie virus outbreak occured between 2024 and 2025? Or is the exact year not mentioned?
  2. Managing gas and electricity would also be an issue in the outbreak. Is the internet still working in the game? If so, Im thinking there would be a lot of illegal sites than normal ones, would Instagram still work?
  3. If bitten by a Zombie, do we get infected immediately? Or only upon death?
Originally posted by Dev
A. The settings are subject to change, so we cannot provide specific details at the moment.
Also due to potential spoilers, it is unclear what can be disclosed.
We will answer these questions if possible in the future. Thank you for your interest.


[h3]Q. Future test schedule inquiry[/h3]
I understand that the future test schedule may change depending on the current development status,
but can you provide a rough schedule for the first test, even if it is subject to change?
And if the test starts, will we receive a notification on this Discord Server?
Originally posted by Dev
A. We expect it to be in the second half of this year or early next year, but it is not confirmed yet.
We might conduct an internal test first, after that an external test will follow.
If we do have an external test, we will probably notify everyone here by announcement. Thank you for your patience. We are working hard to make the game enjoyable for everyone.


[h3]Q. Will there be any countermeasures for camping?[/h3]
During the Pre-Alpha Test, experienced players camped in places like the corner of the second floor of the police station, ambushing other players.
Will be there any countermeasures for this, or is it considered as strategic element of the game?
Originally posted by Dev
A. Camping is initially a strategy spending time to gain an advantage over others, so the fact of it being advantageous is not a problem in itself.
But if the rewards are too high compared to the time spent, it becomes a balance issue.
Nakwon is melee focused, so we expect less of these issues, but the third-person perspective still has an impact.
We do recognize camping as a valid strategy, but we are considering ways to counter it with Zombies, consumables, or skills. For example:
  • Zombies: More Zombies will be placed in & outdoors, especially in key areas.
    There might be special zones where Zombies continuously spawn, which can be used to counter or deter camping.
  • Consumables: We might consider items that help detect players, such as pepper spray that causes players in the area to temporarily cough.
    But other players might set traps in response, so it could lead to resource and strategy battles.
  • Skills: Future active or passive skills may include abilities to counter camping.
    Like the "listening mode" to detect Zombies or players behind walls in "Last of Us", there may also be skills that lure Zombies to certain locations, allowing players to clear the area before they enter.


[h3]Q. Worried about changes[/h3]
After the latest Mintrocket YouTube video we noticed the game will move up in the "Nexon chain".
Are you going to keep working on it and move outside of Mintrocket or it will be completely managed by new people?
Hope you guys are doing ok and the change didn't upset you- Wish you the best
Originally posted by Dev
A. Although the development team has grown in size, what we need to create has not changed.
The fun of the game is still our top priority, and we plan to develop it exactly as we had in mind.
We're glad that, thanks to the company's support, we have the possibility to put everything We've been thinking about into the game.
There is no need to worry as there has been no change in the direction and plan of the game that has been continuously announced on Discord and Steam.


[h3]Q. Are there any future focus group test schedules?[/h3]
I participated in a focus group test before.
About 50 people gathered in one place, played for about 2 hours and provided feedback.
Is there a plan to conduct such group tests for Nakwon? Or is the possibility of group test also uncertain at this time?
Originally posted by Dev
A. It's still up in the air.


[h3]Q. Any plans for destruction and utilization of terrain features?[/h3]
Are there any future plans to destroy walls or use special items like makeshift ladders to gain geographical advantages, such as climbing to high ground?
Originally posted by Dev
A. Destroying terrain features is unlikely.
However, we are open to the idea of using items such as stepladders to utilize terrain creatively and have discussed it as an idea.
However, we are undecided on whether or not to implement it.


[h3]Q. Question about Boss Zombies[/h3]
I'm wondering if the boss zombies you mentioned in the recent dev talk are special and one per match, or if they are extra strong regular zombies that roam the zone.
I'm also wondering if there is a rate at which boss zombies appear, if they appear regularly each match.
Originally posted by Dev
A. Your questions are being discussed and we don't have an answer yet.
There's a good chance we'll probably go with one per game, but we'll have to discuss it further as we test it in practice.
Boss encounter probabilities are also TBD and we will be able to provide an update when we have a direction.


[h3]Q. NAKWON map question[/h3]
There was only one map, NAKWON Arcade, during the last test, but I wonder if more maps will be added in the future.
Also, it would be interesting to add a housing system to Yeouido where the survivors live, do you have any plans to add that to the game?
Originally posted by Dev
A. For now, we plan to keep the main map centered on Jongno 3-ga.
This is because splitting the map into multiple maps would split the matching pool.
Instead, we plan to expand the area from the center of Jongno 3-ga to include access to the Jongno 3-ga subway station and the nearby Hanok Village.

The housing system will be added.
We're considering a system where you live in your own home, and based on your civic rank, you'll be assigned a better home where you can furnish, decorate, work, or grow plants.
However, you won't be able to travel outside of your home.

Dev Talk: Combat Work in Progress

[h3]We're sharing some progress.[/h3]


We're reworking the combat system, which was one of the most common complaints in the previous Pre-Alpha Test.

In fact, in the previous test, we ran out of time and just made the combat itself work.

Now we're laying the groundwork to make even basic combat fun.


It's still early stage, but here's a quick update on what we're working on.

* Many of the motions in the video are temporary.
Once we have the general underlying action system in place, we'll be re-creating the motions around it.


  1. A system for hitting while moving

    • Previously, when you attacked, your motion was fixed and you couldn't move, but now you can move as you wish while still attacking with your upper body.
      This means you can chase and hit your opponent, or back up and hit them, or whatever you think is more comfortable.


  2. Zombie knockdown system

    • We're adding a system that allows you to knock down Zombies without killing them.
      Depending on the situation, you can knock down a Zombie and run away, or knock them down and follow up with a stronger attack.

[previewyoutube][/previewyoutube]

DevTalk - QnA

[h3]Dear Survivors, this is the 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. Fog Mechanics[/h3]
In ⁠#dev-talks⁠ you mentioned the addition of fog, reducing visibility of Zombies.
Does this mean players view Zombies at decreased range/clarity or Zombies view players at decreased range/clarity, or both?
Originally posted by Dev
A. It means both.
The fog will significantly reduce the player's sight range, but the Zombies will also have reduced visibility, so they won't see you if you're far away.
We wanted to encourage Survivors to prepare a different strategy than what they would normally use, because both sides will have reduced visibility.
Foggy weather is one example, but we're also considering rainy weather, sunny days, and more.


[h3]Q. Will there be ‘grades’ in weapons/armor/clothes?[/h3]
Originally posted by Dev
A.There will be grades.
Gear with higher base stats will be of higher grades, and gear with higher grades have a chance to have better random options.


[h3]Q. Stat building[/h3]
Is there going to be stat building such as stacking health and speed on your gear?
Originally posted by Dev
A. Yes, you'll be able to attach additional options to your gear, some of which will include things like health and movement speed you mentioned as examples.
We're also planning to allow attaching options for a variety of other things, such as the speed of opening chests, throwing distance, and increasing the amount of weight you can equip.


[h3]Q. Disadvantages coming from the weight of gear equipped was mentioned, but will there be an encumbrance system for farmed items as well?[/h3]
Originally posted by Dev
A. Only the weight of equipped gear will be considered. In terms of farming inventory, the inventory space/slots will be the only restriction.


[h3]Q. Then, will there be pros/cons depending on the weight of armor as well?[/h3]
For example, if fire suits are to be added, they will be heavier and slow down the movement speed, but in turn the defense can be higher.
Originally posted by Dev
A. A similar system will be added.
The movement speed will depend on the weight of equipped gear, so armor and weapons will have characteristics like what is mentioned in the example above.


[h3]Q. Won’t people with shields gain an absolute advantage?[/h3]
If shields allow users to attack enemies while blocking the enemies’ attacks, this would grant an absolute advantage.
Therefore I believe that people who have shields should also have some sort of disadvantage as well.
This issue would be more prominent in the case of stronger weapons, and I am curious to know how this will be addressed.
Originally posted by Dev
A. Shield Balancing::
With the following points, we plan to balance different weapons/equipment.
  • Controls: The blocking mechanism works when the attack is actually blocked with the shield.
    When blocking with the shield, one would have to move the shield up and down to block attacks, so blocking requires controls.
    Of course the shield might still block attacks while just holding it and walking around.

  • Durability: Not only shields but for every armor and weapon there is ‘durability’.
    When it depletes the equipment will break, but we are thinking of leaving the broken equipment as an item so that it can be fixed and used again.
    Likewise, the shields would also have durability levels so it can’t be used forever without breaking.

  • Stamina: Stamina will decrease every time an attack is blocked with the shield.

  • Weight System: The total weight of equipped gear will affect the movement speed.
    For example, a shield that is sturdy and large enough to block attacks easily would be heavier, which means that walking or running would be that much slower.
    As the map is widespread and farming is the main objective, having a large shield that would slow one down doesn’t always have the upper hand in comparison to moving around the map quickly with short blades in each hand.

  • Equip Limit: Currently, shields can only be equipped to the left hand.
    Therefore only one one-handed weapon can be equipped to the right hand.
    Two-handed weapons will leave no hand to equip the shield to.


[h3]Q. Will there be different types of shields?[/h3]
Currently we see a shield that looks similar to a riot shield, and I would like to know if other types of shields are to be added in the future.
For example, a pot lid can become a shield, and in the WebToon the characters use a refrigerator door as a shield.
The structure of a shield is very simple, so I think there is definitely a possibility where players can gather wood on the field and create makeshift shields of their own.
Originally posted by Dev
A. Types of shields:
The points you mentioned can be summarized with the points in the list below.
With different combinations of the following elements, I believe various types of shields can be created.
  1. Size: The bigger the easier to block attacks, and the smaller the more difficult it would be. (Smaller shields would require more skilled controls)

  2. Durability: A shield with higher durability can be used for a longer time, and a shield with low durability will break easily (needs to be fixed more often).

  3. Weight: If the shield is big and durable, it’s probably going to be heavy. But if a shield is small and less durable, it will weigh less.

  4. Rarity: If there is a newly developed shield that is large and durable, and also light, then it would be very very expensive and hard to find.
    Normal shields would be easier to find.
    In other words, shields that are easy to find will have something lacking in either size, durability or weight, and if it was very difficult to acquire it will have significant advantage in size/durability/weight.


[h3]Q. Is there a disassembly system to take apart crafted items?[/h3]
Originally posted by Dev
A. Though we are open to this in the future, currently we don't have any plans to add such features.


[h3]Q. Can you add different materials to weapons to combine them?[/h3]
For example, there could be a system where you can add nails to a wooden weapon to create something like a 'nailed bat', and this could affect the weapon's damage and durability.
Originally posted by Dev
A. As of now, there aren't any systems to combine/alter weapons as mentioned in the question.


[h3]Q. Can we modify armor or shields?[/h3]
I think it would be fun if we can add a holster to arm guards, or lock backpacks so other people can’t open it unless they have a certain item or achieve a certain condition.
Originally posted by Dev
A. We have considered modifying, but considering the cost, currently we are not.
The level of modification you mentioned would probably be added very far in the future.


[h3]Q. Number of people in one game[/h3]
During the Pre-Alpha there were around 20-30 people in one game. After the game is developed enough for an Open Beta, the map will be bigger, so will there be more people in one game?
Originally posted by Dev
A. The maximum number of players for the map has not yet been determined and depends on the size of the map.
Currently, we are considering dividing the zones based on difficulty, so if the map becomes less spread out then the number of players may decrease as well. (Dividing the entire map into sections according to difficulty)
The important thing is ensuring that the frequency of player encounters during the game and the possibility of escape are balanced appropriately. We plan to continue developing the game, making sure we don’t have any issues in these areas.


[h3]Q. New weapons[/h3]
A lot of new weapons have been added, and I wanted to know if tasers or electric weapons will be added as well.
Originally posted by Dev
A. We don't have any specific plans for taser-type weapons yet, but as long as they don't instantly kill the opponent, we're always open to the possibility of ranged weapons, including the type you mentioned.

Dev Talk: Sharing the Current Development Status

[h3]It's almost springtime.[/h3]


The development team has finished its internal reorganization and reorientation and is at the beginning of the next phase of development.

We're still in the early stages, so there are few visible changes.

As we get closer to the end of the next development cycle, we'll have a lot more to show you.

For today, I'd like to share a quick in-progress.
(All are screenshots of work in progress, and the final product may be different.)

  1. New Zombies
    - We're working on some new, powerful boss-level Zombies.


  2. New Weapons
    - We're adding new weapons.


  3. New Lobby
    - We're reorganizing the lobby and its UI.


  4. New spaces in the map
    - We're adding more new areas to the map.

    For example, a new floor of NAKWON Arcade will be opened, which will be bigger and more maze-like.

    All configurations are temporary and no objects are placed yet.

# Note 1: This is a test video of walking around the map, so there are no Zombies in it.
# Note 2: We have temporarily removed a significant number of objects (eg. vehicles) to make way for the new map configuration.
[previewyoutube][/previewyoutube]