First off, we'd really like to thank Venister for taking the time for the interview. Venister is a developer for Gunz: The Duel and is the Community Relations Manager for the Korean company, MAIET Entertainment. He's a hell of a guy. Here's the interview:
1. GunZFactor:
How many people does MAIET Entertainment have working on GunZ?
Venister:
Just 13 people working. There are 12 developers in MAIET. (6 programmers, 5 graphic designers, and me)
2. GunZFactor:
Are purchasable items going to be more or less effective than bounty-bought items?
Venister:
More effective. Cash items have the following advantages,
1) Light-weight : About 80~90% lesser
2) Sharable : Your characters can share cash items through "Central Bank" what we don't release yet.
3) Design : Cash items are more colorful and viewtiful. Also there are many choices in same levels.
4) Bonus Stat : They have a bit more bonus stat on damage, delay, and etc so on.
5) Cash Item Only Slots : Head items cannot be bought with bounty. Also "Enchant Items" are only available with cash items.
GunZ cash items are recommended for easier game play, but not required. There are many high level players who don't buy cash items in Korea.
Also high-end stuffs only availble with bounty items yet. - like YONG-WAL-RANG.
3. GunZFactor:
When do you plan on releasing purchasable items to the International Edition?
Venister:
Not sure. But I expect that it can be availble at November.
4. GunZFactor:
Will there be a larger variety of items available to buy both for money and bounty when the game is released?
Venister:
Sure. But not so many items for bounty.
5. GunZFactor:
Can you tell us more about the proposed questing system?
Venister:
First you can fight with monsters like goblins, kobolds. Because I really love roleplaying games, and also GunZ originally designed for RPG.... there are background stories, Gods, and etc so on.
But Quest system of GunZ is very simple because we couldn't expect that we could implement the NPC mode. It's very similar with Painkiller's single play mode. -- Though we liked the game, we were disappointed beause it didn't support multiplayer feature what can fight with NPCs.
Basically players can play with basic levels. In basic levels, there is no boss. But players can get XP, bounty and "mystic" items from it.
Some of them are for special scenarios. You can encounter more powerful creatures with sacrificing the items what called "Quest Item".
We already made boss type NPCs like a Goblin King. Also you can encounter gods of GunZ in Quest mode. Because I liked to play EverQuest, I put some gods in the quest mode. But for meeting with them, you have to be a high level. -- Yup, you coudln't enter the planes till you reach to level 51 in EQ. lol
Boss and gods sometimes drop high-end items like "Enchant LV.3"
6. GunZFactor:
Are there any plans for additional channels for higher level characters?
Venister:
Hmmm.... if there are more high level players, we'll make the channel for splitting.
7. GunZFactor:
What other features does MAIET Entertainment plan to add to the International Edition?
Venister:
First, we'll add a Clan-War server in near future. Also we have a plan to enable the Quest mode when it release.
8. GunZFactor:
Is MAIET planning any balance changes with the weapons currently in GunZ?
Venister:
No, I think that its balance is currently not bad. Actually there are some useless items like one hand pistol or one hand SMG. Umm.... I think that they can be changed.
GunZFactor:
What does MAIET mean? Where does it come from?
9. Venister:
It's from TEAM. Yes, reverse the word, then you found "MAET". And I put "I" into the word.
"I" means "Innovative". MAIET means "Team Innovative".
10. GunZFactor:
Is bounty going to be account based when the game is released? Will bounty be transferable?
Venister:
Unfortunately NO. We know that all players want the feature what can trade with others in GunZ. But we'll never make the trade feature for some reasons. --- Actually we cannot make the feature with current system. We maybe have to make a new GunZ again for the feature.
Once again, we'd like to thank Venister for the detailed answers to our many questions. Visit this thread to join the discussion about the interview's answers.