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NAKWON: LAST PARADISE News

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.

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[h3]Q. Question on Ledgers[/h3]
When we open a certain safe, sometimes there is a ledger placed within which is a quest item for a different player. It states, "If someone other than the owner owns this item, it may be tracked, so be careful.”.
Would there be a penalty or a certain event that would happen if I ignored this warning and took it?
Originally posted by Dev
A. We were planning to add a tracking system as you mentioned, but we weren’t able to get to it for the previous test.
There is a possibility a similar concept will be implemented for missions or in-game systems but this isn’t finalized yet.


[h3]Q. Will there be leaderboards in the game?[/h3]
Like ‘the most player kills’ or ‘the most Zombie kills’ etc.?
Originally posted by Dev
A. Yes, there are plans to add a leaderboard-like system in the future, and the intent is to encourage ranked competition for different ways of playing rather than just player or Zombie kills.
But this is still in the planning phase, and it's not of high priority, so it would take some time to implement.


[h3]Q. Do you have plans to make a separate intro video explaining the lore?[/h3]
Originally posted by Dev
A. Yes, we definitely want to in the future if time and resources allow us.


[h3]Q. Will NAKWON be coming to consoles?[/h3]
Originally posted by Dev
A. We're always open to the possibility of a console release, but nothing has been decided yet - we're focused on PC for now.


[h3]Q. I would like to know the date of official release and the price of the game.[/h3]
Originally posted by Dev
A. Nothing is certain yet. We are working very hard on this game, so please bear with us a little more!


[h3]Q. In-game voice chat question[/h3]
Will the voice chat alert the Zombies? Or will the VOIP not have any effect on them?
Originally posted by Dev
A. Our current development plan is to make sure that VOIP doesn't affect the actual gameplay itself, meaning that no matter how loudly you speak into the microphone, it won't affect the Zombies around you.

If we make Zombies react to VOIP, we might expect some players to use external voice chat platforms (like Discord right now) instead of the in-game microphone feature, which would make VOIP itself an unequal playing field, so we want to make sure that the in-game microphone is only audible to the players themselves.


[h3]Q. Do you have plans to make a story-related quest?[/h3]
I am curious to know if you have a story quest or ending planned to be added.
Originally posted by Dev
A. We will add a quest system, and there will be a main quest that follows the main story.
We’re still considering the possibility of an ending.


[h3]Q. What are the plans for Melee and Ranged weapons?[/h3]
I am curious to know if there were any discussions regarding new weapons to be added to the Alpha Test.
For example, there could be a Josun Scythe that fits the vibe of NAKWON, and perhaps a shotgun for new firearms.
Originally posted by Dev
A. For now we aren’t focused on ranged weapons.
We were thinking of developing hunting rifles but that is on hold for the time being.

The reason behind this is that our current focus is on renewing the melee combat system and adding a shield system.

For example, as you can see in the below image, we are currently developing features related to shields.

We are also considering combinations of [shield + knife] or [shield + club].
We are also contemplating making it available to wield two one-handed weapons (one in each hand) but depending on the development process this may be added or not.
These are our main focus, and ranged weapons are of less priority.

Additionally, we are planning various new melee weapons.
A scythe, as you mentioned, was also one of the ideas we had, and many others such as police batons, tennis rackets, wrenches, etc. are being discussed.
Please understand that at this moment we cannot confirm if everything we planned can be developed in time.
When the game is further developed, we will release more information before the test like we did for the Pre-Alpha.


[h3]Q. Do you have any plans to add special types of Zombies?[/h3]
For example, Zombies that run on all fours and climb onto vehicles, or dogs that became Zombies, so once they detect the player, they will follow them everywhere by scent, until one or the other is killed.
Originally posted by Dev
A. Zombies on all fours were excluded from the plans due to high costs, but we still plan to add new types of Zombies.

Currently planned Zombies include the following, which may change during development:
  • Zombies who used to farm for NAKWON, like players: Equipped with equipment from their previous lives.
  • Screaming Zombies: Previously, all Zombies screamed, but now there will be separate Zombies that scream.
  • Armored Zombies: Difficult to kill due to their armor.
  • Runner Zombies that chase Survivors faster.
  • Blind Zombies.
  • Butcher Zombies who were butchers in their previous lives and wield knives.
  • Zombies wearing combat police uniforms, equipped with full riot gear which they died in.


[h3]Q. Question on new Zombies[/h3]
You mentioned "Zombies with the concept of being a former NAKWON Scouter/Explorer". If that is the case, will we get better items if we loot their bodies?
Originally posted by Dev
A. Compared to normal Zombies there probably would be better items.
But this isn’t going to be a boss-level Zombie, so there will be limits to what you will get.
We are going to have better items dropped based on the difficulty of the Zombies.


[h3]Q. Question on “separation of the upper and lower body”[/h3]
“Separation of upper and lower body: players will be able to move and attack as they wish without stopping when attacking.” → Will this apply to weapons like Crowbar or Axe?
I feel like it would be more suitable for only short weapons with light attacks. I am curious to know how it will be implemented.
Originally posted by Dev
A. This will be implemented for all weapons and attacks.
While before it was more like a Soulslike movement where every attack triggered upper and lower body movement (couldn't walk while attacking), the new system will allow the upper body to be able to always attack, and the lower body to be constantly on the move.
It would be similar to Mordhau, Chivalry, or Warhaven action styles.


[h3]Q. If there are a lot of characters, does this mean there will be a gacha system?[/h3]
Originally posted by Dev
A. No, there won’t be. For now, we are considering ‘Unlock Conditions’ for each character.
(ex. Once the main quest for character A is complete, character E is unlocked / Upon reaching a certain Citizen Class, character F is unlocked, etc.)

We haven’t discussed the BM yet but for now, we are considering for it to be in the form of cosmetics or Battle Passes.

We'd like to take a moment to share our development progress.

[h3]The team is still hard at work on our next goal.[/h3]

We're still in the early stages, so there are a lot of things that may be misunderstood when we show them to you (awkward motions, weird wording, etc.).
Also, there were some things that changed from the original plan once we got into the development phase.
So it's not the right time to show everything, but we're still going to share what we can.


[h3]< Development Status >[/h3]
We're still in the early stages of development for the next version of the game, so we're still building the framework (especially the combat rework).
Other than that, we're working on the following two main topics.

[h3]1) Gameplay reorganization (combat rework & mode redesign)[/h3]
  • Separation of upper and lower body: Players will be able to move and attack as they wish without stopping when attacking.
  • Separation of left and right equip slots: Implement separate slots for equipment on the left and right hands so each hand can hold its own equipment. (e.g., one sword on the left and one on the right)
  • Added Shield: Implement separate slots for equipping shields on the left and right hands (e.g., one shield on the left and one on the right).
  • Added Special Actions: Introduce special actions for each type of equipment.
  • Added Knockdown: Implement a knockdown system to incapacitate Zombies.
  • Added Skills: Implement a system to switch between skills, which were previously fixed as active and passive.
  • Changed Rules: Replaced the Poisonous gas mechanic with timed events and made adjustments to the escape rules.
  • Changed Map: Divided the map into multiple zones using bulkheads and increased the spawning of Zombies in key areas.


[h3]2) Growth restructuring (equipment growth & character growth)[/h3]
  • Added equipment options: Implemented a system to randomly generate additional attributes or abilities for looted equipment (similar to item options in Diablo).
  • Added equipment: Introduced more melee weapons and armor options.
  • Statification of Character Abilities: Implemented a system to display and manage all of the character's exploration abilities numerically, akin to stats.
  • Transition to a character-selectable structure: Instead of creating a single character, players can acquire and develop multiple characters from the in-game pool.
  • Level and Talent System: Level and Talent progression for each character


Nevertheless, here are a few teaser screenshots of what's in the works.
These are all very early development samples and may look different in the final product (they probably will).

[h3]1) Using Shields[/h3]
With the addition of a new equipment class called Shields, we're working on the defense system and motion around them.
[previewyoutube][/previewyoutube]


[h3]2) Adding weather[/h3]
We're adding multiple weather types in addition to the existing night.
In addition, we'll be adding foggy daytime, which will reduce the visibility of zombies.



[h3]3-4) More interiors[/h3]
We're expanding the interiors of major buildings.
For example, the NAKWON Arcade will now have multiple floors to access instead of just the first floor, and the entire building will feel like a larger dungeon instead of just the first half.




[h3]5-6) Improvements/additions to existing terrain[/h3]
We're improving the existing map terrain and adding new places to enter.




[h3]7-8) Character system and stats[/h3]
We're redesigning the character system so that you can unlock multiple characters and swap them out at any time to play and grow.
Each character has a personality, unique skills, and a main story quest.
You can't change their faces and hair, but you can swap out their tops and bottoms at will.
We're planning to make them grow as they level up and gain traits.




[h3]9) Character Appearances[/h3]
We're working on several different looks for playable characters




[h3]10) New Zombies[/h3]
In the Pre-Alpha, there was only one type of Zombie in combat, but now we're adding new Zombies.
For example, we're working on a Zombie that has traces of being a former member of the NAKWON Survivors and uses armor and weapons.

We would like to share a brief overview of our next roadmap.

[h3]We needed to take some time to reflect on the feedback from the pre-alpha test and re-evaluate our next steps.[/h3]

Now that the general direction has been determined, we are entering the phase of development where we discuss the details and begin implementation.


The next test will be the Alpha Test, and although the timeframe is expected to be in the latter half of this year, it is not yet confirmed.


If the goal of the Pre-Alpha Test was 'laying the foundation,' the Alpha Test aims to 'build basic completeness' and we plan to proceed with tasks in the following three categories:
  1. Establishing basic service: Enhancing the overall completeness and functionality as a game service.
  2. Incorporating feedback from the Pre-Alpha: Overhauling aspects pointed out as weaknesses or areas for improvement.
  3. Adding basic content: Providing goals to aspire to and various activities.



We are currently organizing detailed task lists for each category.
Among them, we would like to share keywords for the main tasks.
(Note: Please be aware that the following content may be subject to change during development.)


1. Establishing Basic Service:
  • Improving Game Service: Strengthening anti-cheat measures, minimizing server lag, UX redesign
  • Adding Basic Features: Character appearance customization, in-game voice chat, matchmaking based on MMR


2. Reflecting Feedback from the Pre-Alpha:
  • Combat Overhaul: Separation of upper and lower body combat, improvement of impact/contact, separation of left/right-hand slots, natural movement
  • Zombie Enhancement: Adding new Zombie types, enhancing the satisfaction of killing Zombies, increasing Zombie threat level
  • Scouting Rule Improvements: Starting point selection, Exit rule improvements, removal of toxic gas


3. Adding Basic Content:
  • Basic Objectives: Adding main and sub-quests
  • New Mode: Adding PvE Co-op mode (up to 4-player parties, multiple parties can join)
  • Exploration Content: Adding difficulty selection, map changes based on difficulty, applying random weather
  • Farming Content: Adding equipment grades and options, adding equipment skills
  • City Content: Adding costume shop, hair salon, plastic surgery, etc
  • New Items: Installable consumables, shield equipment, etc


The items mentioned above are major components, and there may be less major tasks not listed here (e.g., sound improvement, mail system, etc.).
Additionally, since only the broad direction has been discussed, there is a possibility that these may change during the actual stages of development.


However, for those who have been waiting for and supporting NAKWON after the Pre-Alpha, I wanted to share the general idea of where we are headed as soon as it was organized.


We plan to share as much as possible while developing.
Whenever we can provide more detailed information, we will continue to keep you informed.


The entire development team will put in our best efforts to present an enjoyable game.
Thank you.

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. Is there another surviving island?[/h3]
While the narrative depicts Yeouido as the sole survivor, aside from Yeouido,
there are places in South Korea like Jeju Island and Ulleungdo that are self-sufficient.
Are there any plans to mention these two places as well?

A. The setting is that Yeouido NAKWON is the largest surviving community in Seoul, and we left room to add various other things as well.


[h3]Q. Character skills?[/h3]
Could there be different character types, each with its unique profession and perks, considering that there were skills or something similar below the character?

A. We are considering a system where skills can be swapped whenever (similar to the concept of traits/perks).
The concept of specific roles or professions is still under consideration.
Introducing it would have various impacts, and while we are leaning towards the positive side, there are many aspects to address, so we are currently reviewing it.


[h3]Q. Locked Map[/h3]
During the last test, there were two locked cities. Will they be accessible in the next test?

A. The locked cities were added by mistake, and there are no plans to add additional cities for the time being.
For the next test, we plan to expand the accessible areas within the current map.


[h3]Q. How much of the game would you say is developed so far?[/h3]

A. I would say about 15% to 20% out of 100%.


[h3]Q. Will there be an energy consumption system?[/h3]

A. The Fullness will decrease every session you play, so we aren’t considering any separate energy systems.


[h3]Q. Will each region have different difficulties?[/h3]

A. The difficulty will be based on the player’s level/skill, rather than the regions.


[h3]Q. Will there be a mode where only teams fight each other?[/h3]

A. We aren’t considering a mode only for team fights at the moment.


[h3]Q. I'm curious to know why you chose zombies.[/h3]
Also, as zombies that infinitely resurrect feel more like creatures than zombies, is there a possibility of other forms of zombies appearing, other than human zombies?

A. We chose zombies because they are familiar enough for people to understand and immerse themselves in it well.
However, we haven't considered forms of zombies other than human shapes yet.


[h3]Q. Will there be different grades for bullets?[/h3]
Of course, there are various types of ammunition, but since the setting is in Korea, I mean types such as [baton rounds] or [rock salt shells] rather than bullets in the [live ammunition] category.

A. We haven't considered this, but there is a possibility that it will be contemplated in the future.


[h3]Q. I'm curious if a third force will appear in the future.[/h3]
[ex: People or human zombies from other areas besides NAKWON, non-human animal zombies, or marauder groups.]

A. We have considered it, and there is a high possibility it will be included in the future, but because it is not a top priority, implementation may take some time.


[h3]Q. In the setting of NAWON, what does the weather and date (or season) look like?[/h3]

A. We plan to introduce various weather changes (e.g., rain, thunder).
As for seasons, for now we plan to change them to follow each season, but it is not confirmed.


[h3]Q. Lobby Music[/h3]
Is the main menu music an original soundtrack, or is it from another source as it is still unfinished? Also, could you share the title of the music?

A. It's one of the Mabinogi OSTs, titled 'Macha's Curse.' We used it temporarily for the pre-alpha test, and it has been approved by the Mabinogi director.
You can listen to it here: https://www.youtube.com/watch?v=yaNIq_sWGXg


[h3]Q. Are you considering releasing the game on platforms other than PC, such as consoles?[/h3]

A. We are considering other platforms. However, such plans will likely come after the game is well-developed.

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. How are you going to go about the weapons balance?[/h3]
As of now the crowbar seems to be the strongest, but I believe it would make sense to make stronger weapons more scarce, or nerf them.

A. The overall balance is going to go through lots of changes.
For now, we made the crowbar strong to pay homage to a different game, but it will be nerfed.
We are thinking to lower one level from its strongest point.
First I think we would change the whole TTK of going against Zombies, but as a lot of details are still under discussion, I will share once things are settled.


[h3]Q. How many concurrent users participated in the recent Pre-Alpha Test?[/h3]
I'm also curious about the total number of logins.
While I didn't face significant difficulties with matchmaking during gameplay, it felt like there were fewer players than expected.
Can you provide information on the minimum number of players in a session, especially in cases where only the minimum requirement was met?

A. It was up to about 5,000 on the first day, which you can check on sites like SteamDB.
There was almost never a minimum for a session, and it was always around 16.
If you felt like there were fewer players than you thought, it was probably because everyone kept moving around and didn't meet up.


[h3]Q. The risk of firearms[/h3]
In this test, it seemed like there was so little risk to the guns that you could just shoot a revolver as you’d like once you reached Elite Resident, and I'm wondering how that could be fixed.

A. We practically donated bullets during this Pre-Alpha, but later on they will be harder to find, presenting a significantly different obtain rate than now.
The bullets will be scarce, and there may be a limit to how many bullets you can bring with you in one session. (This is not finalized)

Also, the difficulty of the Zombies will be adjusted according to the skill level of the users being matched.
So in sessions with users who are skilled enough to wield guns, the Zombies will be more threatening, and using guns will not be as risky as it is now.


[h3]Q. Will splash damage be added?[/h3]
It seems odd that whether swinging a hammer or a crowbar, nearby structures take hits, but Zombies don't experience multi-hits.

A. I will consider it.
Allowing structures to be passed through was necessary to enable combat indoors.
Currently, depending on the weapon type, it allows for multi-hits with bladed weapons, but not with blunt weapons.
This was intentional, but we will reconsider this aspect in the future.


[h3]Q. How do you feel about the development of consecutive quests?[/h3]
I would like to ask your thoughts on unique, interconnected quests for each merchant or quests, like Tarkov, that are connected to the story.

Even if they are not interconnected quests, I'm curious if you have any plans to create separate quests for each merchant, story quests, or quests that are initiated in NAKWON and then completed in the game.

A. We haven't developed it in detail yet, but I'm considering a quest structure closer to MMORPGs.
This would involve a main quest with a continuous storyline (potentially progressed through various NPCs) and side quests, which can be repetitive or one-time-only, offered by various NPCs or systems.

I'm thinking more along the lines of typical MMORPG quest structures rather than the Tarkov approach. However, this may change in the later stages of development.


[h3]Q. Item Unlock[/h3]
If we were to develop in a direction similar to MMORPGs, what are your thoughts on items being unlocked not through the current merchant system of 'unlocked by citizen rank' but rather through completing specific quests?

A. Yes, we are considering various ideas, including this as well.


[h3]Q. Is the size of the map we've played on during the Pre-Alpha the final size?[/h3]

A. We'll expand it a bit more, but there's still some considerations.
Rather than expanding flatly, we are considering expanding the space by continuously adding interiors that can be entered.
For example, we plan to implement all floors above the 2nd floor of the NAKWON Arcade and continuously work on allowing access to various buildings that were previously inaccessible.
We believe that expanding horizontally reduces the likelihood of sensing or encountering the presence of others, so we are giving strong consideration to vertical expansion.
However, we will continue to explore better directions through testing in the future.


[h3]Q. I'm curious if there are plans to add content related to status effects in the future.[/h3]
It seems okay to add conditions like fractures.

A. We have plans to add various status effects in the future.
We are considering adding various status effects related to Zombies and PvP, but it is not confirmed yet.
Also, adding conditions like fractures in case of a fall was originally one of the goals of the Pre-Alpha, but it was omitted due to schedule constraints.
We will consider such aspects in the future.


[h3]Q. I saw that there were no crosshair options for the pre-alpha. [/h3]
Will it be added in future tests?

A. This was a deliberate decision, and we do not have plans to add any.
However we will consider it should the need arise in terms of gameplay.


[h3]Q. Will you add items from other games or anime/animations?[/h3]

A. The crowbar was an homage item for the pre-alpha.
We will consider these things whenever we can.


[h3]Q. I'm worried that too many status effects may interfere with gameplay and decrease immersion.[/h3]
Games seem to be more popular and enjoyable when they are slightly simpler rather than overly complex.
I'm curious about how many status effects you plan to introduce.

A. Although there will be many status effects, we are considering simplifying the ways to resolve them.
We don't want the game to become overly complex, so we'll ensure to implement them in an appropriate manner.


[h3]Q. Do you plan to keep the play test active while you further develop the game? [/h3]
Many Devs do and I am hoping that you will also keep the servers open and update the game alongside the player base and their feedback.
If finances are an issue, I'm sure most fans would support you financially.

A. Rather than a financial issue, we have a development issue.
I think it makes sense to do this at least when the game is at beta level.
Right now, it's not beta, it's not even alpha- it's Pre-Alpha, so even if it's open, there's very little to really enjoy, and there's nothing for us to reference in our development.

I really appreciate that you want to enjoy it even if you have to pay for it.
We'll see you again after we develop it better.


[h3]Q. Are you thinking about a title system? [/h3]
Something like where if you kill 50 Zombies you get the title “Zombie Friend”.

A. We haven't considered a title system yet, but we are considering an achievement system in the game.
Apart from Steam's achievements, you can think of it as a similar concept to achievements in MMORPG games, where you can earn rewards for completing each achievement.

However, we're still in the planning stages, so we haven't decided how or when this will work, and it could change at any time.