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MMORPG | Setting:Fantasy | Status:Final  (rel 12/25/05)  | Pub:GalaNet
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Interviews: Q&A With Joon Kim

By Joe Iuliani on January 28, 2008

Q&A With Joon Kim

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.


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

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.

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.

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.

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.

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.

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.

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.

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.