
Dear Survivors,
This Q&A has been compiled based on questions and suggestions uploaded in the official NAKWON Discord during this September.
Please note that the development details and content plans may change depending on the progress of development.
Our Discord continues to host vibrant community discussions and original content, so we invite all survivors to join the conversation!
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Q. Are there plans to introduce more variety and unpredictability when fighting regular zombies?
(Disguised Aberrant infected - Aberrant infected that appear identical to the regular ones making them difficult to distinguish at first glance / More diverse attack patterns - Expanding the behaviors of the infected beyond simple bites to include actions such as grabbing, scratching, and shoving / Fallen players turning into infected - Fallen players returning as infected with a small chance, potentially becoming more dangerous based on the equipment they carried before death / Infected that resemble survivors - Infected that appear in survivor-like outfits, ranging from ordinary civilians to heavily equipped individuals carrying backpacks, military gear, or protective equipment, depending on the area's level of difficulty)
A. We are exploring a variety of ways to make encounters with zombies more dynamic and engaging. To address each suggestion individually
- Disguised Aberrant infected
- While this could create interesting moments, we believe it may lead to more frustration than enjoyment if overused. We would only consider implementing this in specific situations.
- More diverse attack patterns
- This is an area we will continue to explore and improve as development progresses.
- Fallen players turning into infected
- This is an interesting idea. However, it conflicts with some gameplay systems we are currently planning.
- Infected that resemble survivors
- The Gatherer from the CAT currently fills a similar role. We also plan to introduce more types of aberrant infected in the future.
Q. Are there plans to expand the cooking system? (Beyond adding more recipes, will there be additional cooking-related features, such as cooking skills or ingredient preparation mechanics that reward precision with extra bonuses)
A. We do like the idea of food providing buffs and are actively considering it. That said, there are still many core features and systems that we need to focus on first, so cooking-related expansions are currently not our main priority.
Q. Could the Box Disguise skill be rebalanced by preserving its potential while increasing its risks? (In a recent Dev Talk, you mentioned that the Box Disguise skill would be balanced by maintaining its looting potential while introducing greater risks and mechanical challenges. However, the actual changes, such as a higher chance of being detected while moving, reduced stamina, and slower movement speed, feel somewhat different from that stated direction. I agree that increasing the detection chance is necessary, perhaps higher skill levels could restore more of the skill’s original potential. To balance that out, the skill could carry greater risks, such as additional penalties when taking damage in Box form, or a short delay when returning to a normal state)
A. The biggest issue with the Box Disguise skill was that players could move almost freely, even while being observed by the infected, without a meaningful risk of detection. The recent adjustments were intended to address that issue by tuning the detection values. As for adding debuffs or other penalties when taking damage while in Box form, that is certainly a direction we could explore. We'll discuss the idea internally and see whether it makes sense for future adjustments.
Q. Are there plans to introduce mode-specific rewards for PvPvE and PvE? (It would be great if each mode offered unique rewards that encourage players to experience both. For example, exclusive housing materials or mode-specific equipment could be obtained from each mode. PvE rewards could focus on gear with bonuses against the infected, while PvPvE rewards could provide advantages in encounters with other players)
A. Currently, our plan is for PvPvE content to always have the potential to drop slightly higher-tier gear than PvE content. Even if the maps are of the same difficulty level, players in PvPvE will have a chance to obtain items that are more valuable. We have not specifically considered separating gear stats between the two game modes. While that approach is not necessarily a bad idea, we are concerned that it could cause players to become overly locked into a single mode. If equipment is distributed in that way, the barrier to entry for a particular mode could grow over time, making it more difficult for players to switch between the two game modes.
Q. Will it be possible to create characters from a wider range of ethnic backgrounds? (I understand that the game is set in South Korea, but it would be great if players could create characters representing different backgrounds, such as Black, White, or other ethnicities)
A. We’ve been working to provide more customization options during character creation. Players will now be able to customize a wider range of features, including: Gender, Skin tone, Face, Eyebrow and beard color, Hairstyle, Hair color, Additional features such as scars. Our goal is to give players the freedom to create a character that feels right for them and experience life in this world as they choose.
Q. Will the Alignment system affect matchmaking as well? (In previous Q&A, you mentioned that there would be a hidden MMR system. Once Alignment system is introduced in the future, will it also have an impact on matchmaking and how players are grouped together)
A. The Alignment system will not affect matchmaking. We did have an MMR system in place during the CAT, but it was intentionally tuned very lightly at the time to prioritize faster matchmaking. Personally, I believe the game is most enjoyable when players of similar skill levels are matched together, regardless of their preferred playstyle or gear setup. Whether players have different equipment or different alignments, a fair and engaging experience ultimately depends on the participants having comparable skill levels. The Alignment system is intended to add variety to player interactions once players of similar skill levels are brought together. It will help create diverse goals, motivations, and opportunities for conflict or cooperation between players, rather than serving as a factor in matchmaking itself.
Q. Is Alignment tracked individually during cooperative play, or is it shared across the team? (For example, if a Lawful Good player and a Chaotic Evil player are in a team, would actions taken by the Lawful Good player, such as helping a stranger, have any impact on their teammate's alignment as well? Or is alignment calculated separately for each player based on their own actions)
A. lignment is determined by an individual player's actions. Your teammates' behavior will not influence your alignment in any way.
Q. Could the world of NAKWON expand beyond South Korea in the future? (If NAKWON is successful, is there a possibility of exploring other regions around the world, such as Italy, Japan, or Norway, either through future titles or as part of an expanded universe)
A. It would be great if we could eventually portray different countries in our game as well. That said, it would likely only be possible if the game becomes a major success. We'll keep working hard to make the game as fun as possible!
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.