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Flyff (FLF)
Aeonsoft | Play Now
MMORPG | Genre:Fantasy | Status:Final  (rel 12/25/05)  | Pub:GalaNet
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:Free
Desktop Client | System Req: PC 

Flyff - Q&A With Joon Kim

MMORPG.com's Joe Iuliani recently had the opportunity to talk to Joon Kim, the Assistant Producer of the MMORPG, Flyff about the upcoming version of the flight-based game.

MMORPG.com:

Can you describe the process of becoming a Master and Hero?

Joon Kim:

The first step in becoming a Master class is to attain level 120 with a standard job class. Once the user achieves level 120, they can venture into V10’s new area, Volcane Dungeon, to unlock the Master Quest. After completing Mastery, the user can unlock the Hero Quest (also within Volcane Dungeon) and embark on a journey to become a hero of Madrigal.

MMORPG.com:

It appears that you are reset from level 120 back to level 60, what was the rationale behind this?

Joon Kim:

To clarify, it is only Mastery that reduces one’s level back to 60, Heroism does not. As to why we did this? There are several reasons as to why, but one of the most significant reasons was to preserve the party system for Masters and Heroes. Benefits of the party system include group buffs and a bonus to EXP; aspects critical for leveling and battles. If a Master or Hero started maintained their 120 status, they would progressively find themselves with less and less leveling partners, thus denying them a substantial aspect of the game

MMORPG.com:

Is the leveling to 120 quicker now, for those who may want to join Flyff?

Joon Kim:

The pace of leveling has definitely picked up. In addition to providing new areas for leveling and increasing spawn rates, we’ve also added items and events specifically catered to multiplying EXP.

MMORPG.com:

How will the casual gamer fare in Flyff version 10?

Joon Kim:

Flyff has always catered to the casual and hardcore user alike and V10 is no different. While the hardcore users are busy exploring Mastery and Heroism, the casual user can still enjoy Flyff at their own pace, and if so desired, can forge way towards 120.

MMORPG.com:

Do paid items give players an unfair advantage?

Joon Kim:

Some of the items obtained from the premium shop do indeed provide advantages and such is the intention. Some items will multiply a user’s EXP, some items prevent weapons or armor from breaking during upgrades, and some will even help you pick up item drops faster. Now does this provide an unfair advantage? If the aforementioned items were exclusive to the premium shop, one might argue this point, but such is not the case. Flyff was designed knowing that items from the premium shop would flow into the economy and help create a virtual marketplace. With that being said, almost any item found in the premium shop can be found within the game. If one can’t afford to buy gPotatos (currency used for purchases in the premium shop), one can farm and save Penya (in-game currency) and make their purchases that way.

MMORPG.com:

Has the North American market influenced Flyff?

Joon Kim:

The North American market has definitely had an impact on Flyff. Although originally developed in Korea with Asia’s market in mind, the Flyff you see before you caters to the Americas. While the game in itself may not be different than its Asian counterpart, the events, promotions, and game items are tailored specifically for the Western audience.

MMORPG.com:

Will the Hero Classes have an impact on the job system?

Joon Kim:

The Master and Hero classes will be working in tandem with the old job system and will not result in any conflict. The only foreseeable change to the current job system would be the emergence of more and more powerful players as time progresses.

MMORPG.com:

How has the job system been advanced in version 10?

Joon Kim:

Mastery and Heroism both provide additional abilities and growth points, which contribute to a character’s overall strength. So as a character advances through Mastery and Heroism, they will become more and more distinct from the average player’s character.

MMORPG.com:

Can you tell us a little about the end-game dungeon and boss?

Joon Kim:

Without spoiling anything, know that Red Meteonyker is a formidable dungeon boss… a boss of bosses, a king if you will… and what do kings do? Why they ‘summon’ their subjects of course… what’s it like to be subpoenaed by a giant red dragon? You can tell me, heheh.

MMORPG.com:

How much co-operative play between players for end game bosses?

Joon Kim:

End-game bosses cannot be undertaken alone and require a great deal of coordination and cooperation. You must rely on the combined efforts of your friends and comrades-in-arm to overcome these great adversities. The risk is great but so is the reward.

More Flyff Features:

Flyff - A Beginner's Guide Guide added on Friday July 24
Flyff - V13 Launch and Screenshots Media added on Thursday June 18

More Interviews:

WildStar - Troy Hewitt Interview Interview added on Monday February 13
Repulse - Interview with Scott Hartz Interview added on Friday February 10
DC Universe Online - MMORPG.com Community Interview Interview added on Monday February 06

More Features:

Guild Wars 2 - Micro-Awesomeness Column added on Tuesday February 14
The Free Zone - Is F2P Ruining Korea’s Youth? Column added on Tuesday February 14
 
 
RZetlin writes:

Version 10? The interview is several months out of date.
Flyff is heading to version 11 now.


 

Joon Kim:

The North American market has definitely had an impact on Flyff. Although originally developed in Korea with Asia’s market in mind, the Flyff you see before you caters to the Americas. While the game in itself may not be different than its Asian counterpart, the events, promotions, and game items are tailored specifically for the Western audience.

 




If Flyff is aimed at the North American markets, I wish the developers would listen to the users more carefully.


Version 9 and 10 is a failure in the eyes of Flyff players.

Examples of failures:

-Taking away the Server 4 PK server in V7 and then making all the servers PK. A total mess with people kill stealing and destroying people's fun.

-Then making all the servers non-PK and making only one server PK. Turning Flyff to a "care bear" game.

-Just give us the PK system in V7.

-Giving us pets that die so easily.

-Nerfing classes like knight (like pain reflector) making them useless.

I hope that V11 which is coming out in a several weeks will fix up the mistakes.

 

New Post Quote
1/28/08 9:59:36 AM
 
kitsunegirl writes:

I played Flyff before v7, and there was only one PK server. They might have done something different after that, but there were still like 4 pve and one kill-steal servers.

 

Sometimes I want to go back and play the game... I must have liked it, I got to level 60, which wasnt no easy feat... but Gpotato really screws the game up... if I knew Japanese better, Id go play that version.

New Post Quote
1/28/08 2:39:38 PM
 
RZetlin writes:


Originally posted by kitsunegirl

I played Flyff before v7, and there was only one PK server. They might have done something different after that, but there were still like 4 pve and one kill-steal servers.


V9 got rid of those types of servers.

When V9 was introduced all the servers were PK which was a bad thing.

People could kill you without warning. No permission was needed to fight you.

Magicians were the worst offenders of PKing because of their powerful range attacks.

The outcry against the PK was so great that all the PK was removed from the servers in less than a week V9 was released.

Only one server has PK (Demian).

New Post Quote
1/28/08 4:14:39 PM
 
kitsunegirl writes:

Ah well thats a good thing... I cant stand PK... worst idea for a game ever. PVP is a whole different kettle of fish, and can add to a game... but PK just lets people be an asshat...

New Post Quote
1/28/08 7:22:27 PM
 
wobsorc writes:

I also wondered why they talk abotu v10..

The PK everywhere system was actually OK, but it would be better if people who are attacked without reason wont lose EXP. If you are a heavy PKer you should lose EXP upon death. PK everywhere was in that way a good thing, that some people maybe would learn to respect other players.

New Post Quote
2/05/08 8:49:52 AM
 
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