GunZ The Duel

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GunZ: The Duel
image:gunzforumlogo.jpg
Developer(s) MAIET Entertainment
Publisher(s) MAIET Entertainment
& Netmarble
& Level Up! Games
& ijji
Designer(s) Venister
Engine GunZ Engine
Release date(s) June 2005 (Beta Edition)
June? 2003
& November 2006
Genre(s) Third-person shooter/RPG
Mode(s) Online Multiplayer
Rating(s) N/A
Platform(s) Windows
Media Internet Download
System requirements Windows 98/2000/XP
DirectX 9.0c+
Pentium III 500 MHz
256MB RAM
Direct3D 9.0 Video
Direct3DSound Sound
Input Keyboard / Mouse

GunZ the Duel (Korean: 건즈 더 듀얼), also known as GunZ, is a Third-Person Multiplayer Online Shooting Role Playing Game (MOSRPG), created by Korean-based MAIET Entertainment. International GunZ, in its beta, is currently free to play, and is planned to remain free after its official release. Though the International Edition is still in its beta stage, the Korean version is considered complete.

The game allows players to perform exaggerated, gravity-defying action moves, including wall running, flipping, tumbling, and blocking bullets with swords.

Contents

[edit] History

A little known fact about the storyline and history of GunZ is that the background story is actually from GunZ's absolute first incarnation: a single player, turn-based combat RPG. [citation needed]

In the early stages of the International Edition, GunZ had problems coping with the mass influx of users. Five additional match servers were added, leaving the total at 6. However, in February, MAIET closed down one match server, leaving the current amount of match servers at 5. [citation needed]

On November 8th, 2006, the Closed Beta for the North American version of GunZ was released at 11:00 PM GMT/UTC on the game portal site ijji. Ijji held a leveling contest, in which the exp and bounty gain rate was 1.5. Prizes given out, where the top 3 ranked users who would win an nVidia GeForce 7900 GT video card or the equivalent. Additionally, if a user's account has one character which clears level 10, they would be eligible for a random drawing to win a Geforce 7800 GT (or equivalent). All players who are ranked 100 or higher will receive the privilege of reserving their Game ID for Open Beta. [1] Rankings were based upon the level or experience points gained, kill/death ratio and time played.

Upon release, the game surpassed Gunbound, ijji's most popular game. Gunz: The Duel totalling about 5,000+ players, more than Gunbound on average, while Gunbound has dropped its player average to about 900+. The closed beta did not include Clan War, nor did it include all elemental swords, only including some premium items. Gunz: The Duel's closed beta ended November 15th, 2006, at 11:00 PM GMT/UTC. [citation needed]

The ijji/North American GunZ live service was released on November 29th, 2006.The live service included clan wars and quest mode, with premium items planned for release in late December. [2] [3]

[edit] Kill system

Scoring kills in GunZ earns a player "bounty", which enables one to buy new clothes, weapons and accessories. Weapons include dual firearms, katanas, daggers, kodachi, and grenades. Other items which directly affect the player's attributes are also sold, i.e. rings (providing HP and/or AP or additional weight) and health/armor packs. Currently, in the Korean version, many items such as "eyes" and hats are sold; however, they have not appeared in the North American version, and will not until the end of December.

Players acquire EXP, or Experience Points, by killing other players. These points contribute to the progression or advancement of a player's 'level'. Higher levels allow players to wield better weapons and wear better armour. The amount of EXP, as well as bounty, a player receives for a successful kill depends on the level of the enemy defeated. However, suiciding or accidental death results in EXP subtraction past level five. When a player's EXP drops to the point in which a character has negative EXP, it is possible to delevel, or move back one level. In addition, when a low level player kills a player level 21 or higher, the latter loses EXP (in the range of 7 level difference or more).

The various kill symbols (or auras) found in GunZ: The Duel.
Enlarge
The various kill symbols (or auras) found in GunZ: The Duel.

In GunZ, when a player achieves a kill, they may receive one or more of five animations:

  • Excellent — When a player deals excessive damage to multiple targets at the same time and kills several other players, a golden pair of wings is displayed above the player's head.
  • Fantastic — When a player deals the majority of the damage to a single target, a pair of purple arch-like auras is shown above the player's head. The player does not have to eliminate the target; another player can finish the target off, and both players will receive the aura. It will also be displayed to the last-hitting player if the target commits suicide, regardless if the target has taken substantial damage.
  • Unbelievable — When a player deals excessive damage to three or more targets in a very short period of time, a blue hammer is shown above the target's head. It is also displayed when the target has sustained excessive damage and commits suicide.
  • Headshot — When a player eliminates a target by shooting or striking them in the head, a red circle with an eagle is shown above the player's head. Headshots can be achieved by all weapons, including grenades.
  • All Kill — Occurs only in team-based game modes. When a player eliminates everyone on the opposing team, a spiked green circle appears above the person's head. If the player eliminates the entire opposing team besides one person, and the last person is heavily damaged by that player, but another teammate inflicts the killing blow, the first player will still receive an All Kill.

[edit] Weapons

In the game, there are 7 types of ranged weapons, 3 types of melee weapons (2 additional versions yet to be released), 3 types of grenades, and 5 types of accessories (24 if one includes every elemental variant; one type of accessory is unreleased, and the level one elements are only available in the Korean and Japanese versions):

[edit] Guns

  • Pistols: Pistols are a good all-purpose weapon, with a quick rate of fire, good accuracy, and low weight. However, pistols are ineffective in close-quarters, as they do not do much damage in comparison to other weapons and their bullets do not spread like a revolver or shotgun. Pistols are the second most accurate weapon in the game.
  • Revolvers: Revolvers have a relatively slow rate of fire, and a small cylinder size. However, they deal extraordinary amounts of damage and are quite light. Much of this damage is dealt straight to the health of an opponent due to the incredibly high Critical Rate (See end of section), possibly killing them off when they still have a large amount of armour left. They are useful at all ranges, making them more popular than pistols. Revolvers are the third most accurate guns in the game.
  • Shotguns: Shotguns are capable of dealing the most damage of any gun, but they can only hold a small amount of ammunition. Shotguns fire 12 pellets per shot, and if a full blast hits, a shotgun can easily take most or all of an opponent's health and armor. However, each individual pellet is comparatively weak. A shotgun's pellets spread randomly around the aiming cursor, which makes it ineffective at long ranges. Among players who use Korean-Style, shotguns are the most popular and arguably the most effective weapon for the style, because the gun works well at mid-range due to the spray and can combo with the style's attack methods to do enormous amounts of damage quickly.
  • Rifles: Assault rifles are one of the easier weapons to use for new players. Their automatic fire, best accuracy in the game, and good magazine size make them a desirable weapon among many types of players. However, rifles deal the least damage of all automatic weapons, and it is difficult to use at close range; its lack of spread makes it difficult to hit the opponent with many shots.
  • Submachine Guns: Submachine Guns (SMGs) have the highest rate of fire of all weapons in general, and have the highest damage of all automatic weapons, making these weapons have enormous damage potential. They are, however, much less accurate, and heavy. SMGs are the heaviest weapons in the game (with the heaviest weapon in the SMG sub-class weighing 32 WT, in comparison to the heaviest rocket launcher, which weighs 30 WT). SMGs are most popular among those who frequent Deathmatch or Berserker modes, but they are a comparative rarity in team games. SMGs are also a favorite among new players, as all but two of the starting packs of equipment contain Renard(s), the weakest SMG. They are also very forgiving of bad aim because of their enormous spread.
  • Rocket Launchers: Rocket launchers do the most damage for a single "bullet" among all guns (a shotgun's 12 bullets does greater damage with a full blast, however), with a staggering 55 damage for the strongest version. Rockets travel at a set speed, unlike bullets which will instantly hit the target. Rockets create an explosion upon impact, which can deal damage to blocking opponents. The explosion will deal splash damage to all opponents within the range of the explosion. The closer the target is to the point of impact, the more damage they receive. Rocket launchers reduce movement speed by 10% and prevent the beginning of a wall run when in use; however, if another weapon is used to begin the wall run, the player may switch to a Rocket Launcher to continue it.
  • Machine Guns: Machine Guns are automatic weapons that do a decent amount of damage and hold the most amount of ammunition per magazine of all guns. They have a slower rate of fire than the SMGs, with a set delay of 100 on all Machine Guns. All Machine Guns have a set weight of 28. The spread of the shots is quite large, which limits their use to short to mid range, making them the second most inaccurate weapon at long range. However, they weigh less than most dual Submachine Guns, and can sustain their fire for much longer. Machine Guns reduce movement speed by 10% and prevent the beginning of a wall run when in use; however, if another weapon is used to begin the wall run, the player may switch to a Machine Gun to continue it.

Pistols, Sub-machine Guns (SMGs) and Revolvers can be bought either in sets of one or two. Single sets reload twice as fast and are more accurate, while double sets are heavier and stronger. When dual handguns are fired, the damage of the weapons shown in the Shop or on the Equipment screen is only done if both bullets hit.

A function of both melee and ranged weapons is Critical Rate. The game does not provide any graphical evidence to indicate a successful critical hit. A successful critical hit results in the ignoring of enemy AP, and dealing all damage of the attack to the HP of the enemy. Revolvers and Daggers have the highest critical rates, and shotguns and (Large) Swords have the lowest.

[edit] Melee

  • Katanas/Swords: Katanas/Swords deal the greatest damage, and have the lowest attack speed of the current three types of melee weapons. The secondary attack is an uppercut which knocks the opponent into the air, capable of knocking them off edges or leaving them open to attack. It is possible to recover from the uppercut by pressing the jump button at or before the peak of the flip. Katanas can block, blocking bullets and melee attacks by using the default shift button or by holding both mouse buttons. If a melee attack is blocked, the blocked attacker is thrown off balance, and the defender gains an instant Massive Strike (see later in the section). Blocking cannot protect the lower body, and blocks fail after a certain period of time or amount of bullets.
  • Daggers: Daggers have the longest delay of the melee weapons, but also do the least amount of damage. The secondary attack is a forward thrust that pushes the player forward and can knock down an opponent. The forward thrust suffers from start-up and recovery time. It is possible to recover from a thrust by pressing the jump button before falling (the window of opportunity is smaller than that for katanas/kodachis). A unique feature of a dagger is the ability to attack while running, which no other melee weapon possesses. Daggers of any kind are incapable of blocking. They are also the lightest melee weapons, making them ideal for users of heavy ranged weapons. Unlike the other melee weapons, a dagger's attack is not done in combos; a player can attack repetitively without extra delay. In effect, daggers attack the fastest, although they have the highest shown delay.
  • Kodachis: Kodachis do more damage than daggers and are faster than swords, although they are heavier than both. The final attack in a ground combo deals double the normal damage. Their secondary attack functions the same as the sword, but the animation is longer, and it is harder to hit with. However, a player can carry their momentum while using it, unlike the sword. Kodachis can block as well, though a different animation is used. Kodachis are not popular among players due to their low damage compared to swords and low slash frequency compared to daggers, along with their higher weight.
  • Dual Daggers: Weapons that have been coded into the game that have yet to be added. Currently, Dual Daggers have no attack animation for ground, air, or massive strike. The secondary attack is similar to kodachis, a spin with both blades. Visually, dual daggers make the user look hunched over with arms and legs spread, breathing heavily. When walking, the user takes long, light strides. Aside from aesthetics, the posture has a unique feature; it shortens the height of a player's hitbox by 25%, reducing the likliness of receiving a headshot from enemy fire. Like Daggers, Dual Daggers can move while attacking, and the secondary attack does damage. More information as it comes, as Dual Daggers are only partially coded. Please note, though the blocking animation for dual daggers exists, it is not yet known whether or not they will be able to upon release.
  • Large Swords: The absolute strongest melee weapons, the weakest one doing 18 damage per hit. Incidentally, they are also the heaviest and slowest. The weight equals the attack power, and the delay is always over 250, the lowest being 260. The normal attack executes a standard four hit combo like with swords. The secondary attack is a slow spin and a half, which launches the opponent into the air. The unique aspect of large swords aside from the slow speed and insane power is the Parry Blocking. Parry Blocking is executed when the block button is released, and shows a quick flick of the sword. During this flick any bullets are blocked, as well as melee attacks. Unlike the swords and kodachis, a successful block with the large sword does not throw the opponent off balance, but it still grants the blocker an instant massive charge. Wall running is disabled with large swords.

All melee weapons have the ability to charge up if the left mouse button is held. Once charged, a white glow will appear around the blade of a player's weapon. Tapping the button again releases a Massive Strike which damages and stuns the opponent. In a fight, this can also be done by successfully blocking a slash from the opponent, but the glow will not last as long. The glow goes away if unused or the player switches weapons, and the user is vulnerable to attack after using it.

[edit] Grenades

  • Fragmentation Grenade: Thrown and explodes after a set amount of time, regardless of contact with the ground, dealing damage to anyone within its blast radius. Normally used for unexpecting campers, for a group of people in a crowded area, and to make sure an area is safe before going in. In the game, they are known as FG[#].
  • Flashbang Grenade: Thrown and bursts into a flash of light after a set amount of time. An affected player will not be able to hear anything and cannot see anything around them for a set amount of time. The person must be looking at the grenade when it explodes for it to take effect. Flashbangs will affect any player, including teammates in team games. Also, it has been known to cause strange "color" errors in cases where minimal quality graphics cards are involved in which the character models become glitched. In the game, they are known as FB[#].
  • Smoke Grenade: Thrown and explodes after a set amount of time. They release a cloud of smoke, creating a visual barrier around the grenade. Three smoke grenades are needed to fully conceal an area. They are notorious for creating lag for other players, especially when multiples are in effect. In the game, they are known as SG[#]. NOTE: The smoke can be hidden by a change in graphic settings.

[edit] Accessories

  • Rings: Rings have a varied effect. They can add AP, add HP, or even increase weight capacity. Rings have two of their own separate sections on the Equipment screen, and two identical rings can be held at the same time.
  • Med Kits: Med Kits can be used to restore HP in increments of 10. They are available in sets ranging from 2 to 4. Special, unreleased medkits can heal in greater increments.
  • Repair Kits: Repair Kits can be used to restore armor in increments of 10. They are available in sets ranging from 2 to 4.
  • Bullet Kits: Bullet Kits are unreleased but fully coded items. Like the on-stage ammo pickup (yellow bullet), they restore ammo of the currently held gun (or Gun I if melee is currently being used). Unlike the on-stage ammo pickup, it only adds one full magazine to the player's reserve.
  • Elements: Elements are magical attributes applied to the user's melee weapon. Only one may be equipped at a time, and it must be in the Item I slot. To activate an equipped element, simply gain a Massive Strike by blocking or charging. There are four elements, with four varying effects. Note: Elements are only available in the Japanese and Korean version of GunZ The Duel.
    • Fire burns for five seconds or more depending on item level, and removes opponent's AP; once AP is gone, it begins to burn HP. Fire has a flaming red sprite on both the weapon and the victim.
    • Ice slows the opponent down, and removes their ability to dash or wall run for a short period of time. Ice has a blue snowflake sprite on both the sword and the victim.
    • Lightning stuns the opponent in the air for a brief time, damaging them slightly as they are stunned. A note, after the stun animation ends, the opponent will be unable to move from their current position, but will be able to attack or defend. This lasts until the lightning effect is complete. Lightning has a bluish gray static-like sprite on the weapon and an electrocuted animation on the victim.
    • Poison drains enemy HP slowly and has a bubbling green sprite on the weapon and a greenish tinge on the victim.
Elements have five levels. At the first level they last for the shortest time and do the least damage. At level 5, they are the strongest and last for the longest time. Note that there are graphical changes to one's melee weapon; the streaks that follow the player's blade when they slash are colored to match the element. When a melee weapon is charged, the element surrounds it in varying degrees, as well as when the blade is uncharged at level 2 and 3. Note that there are two intensities of level one (Coin and Hand Stamp) and level two (Medal and Jewel). Coins can be bought at the GunZ cash shop on Korean and Japanese versions. [citation needed] The rest can be acquired through Quest Mode only, but have not been released.

[edit] Miscellaneous items

  • Quest items: There are two kinds: one that can be acquired through the shop to raise the quest level, and those that can be acquired in game. In a quest game room, players may place up to two offerings; if the combination is correct, the two pedestals will glow in blue.
    • Purchaseable: So far, three items can be purchased, which are currently 3 kinds of Torn Scrolls.
    • Acquireable: So far, three meat items can be acquired, which sell for different amounts of bounty depending on their rarity.

[edit] Basic and core techniques

One of the key features of GunZ is the ability to execute many different acrobatic stunts featured within the game. Some of them, however, are completely impossible, such as dashing in mid-air.

Guard 
While holding either a sword or kodachi, press the guard key to deflect enemy bullets or melee attacks. This does not protect the lower half of the body.
Vertical Wallrun 
While running straight against a wall hold forward and press jump.
Horizontal Wallrun 
While running at about a 15 to 45 degree angle to a wall hold forward and jump.
Wall Jump 
While in the air next to a wall press jump.
Wall Hang 
While in the air next to a wall and equipped with a melee weapon press and hold right click to cling to the wall. Hold forward and jump again while holding right click to scale the wall.
Safe Fall
While being uppercutted into the air, tap the space bar to recover and land upright.
Tumble 
With a ranged weapon equipped double tap forward, sideways, or back to perform a tumble in that direction.
Dash 
With a melee weapon equipped double tap forward, sideways, or back to dash in that direction.

[edit] Korean-style techniques

Expanding on the original techniques, what is commonly known as the Korean Style (K-Style) of play is a style of play mostly based on a programming oversight within GunZ: the ability to cancel certain moves. Much like in Fighting Games such as Street Fighter, this allows a player to cancel a move into another, or even allows a player to repeat actions when they shouldn't be able to, thus creating complex combo moves. Because it's based on a programming oversight, people using K-Style were often considered to be cheating, but this opinion has since changed, as the GunZ 2005 trailer features Korean players actively using K-Style. [4]

However, there are also other types of styles and gameplay methods that are not listed here. They include European-Style (E-Style) and Dagger-Style (D-Style). K-Style, however, is the most popular fighting style in GunZ in the later levels; nearly every game room has a player who uses K-Style, either in full or the use of certain moves. Most new players by default are E-Stylers, relying more on the core techniques to avoid damage. Though an experienced E-Styler can avidly compete with a K-Styler, newbies using this style are sometimes called "sprayers" due to their lack of skill, and therefore lack of aim; a "sprayer" may also refer to one using automatics, although it is deemed incorrect by many veterans.

Gear Taps are common variations of the entire bunch of slashshot steps. The difference in Gear Taps (name is derived from the Korean GunZ website [citation needed] ) is that the dash and the jump are switched. Rather than jump, then dash, then perform the rest of the step, in Gear Taps the dash is performed before the jump. There are all Gear Taps as there are regular steps, IE Half Gear Tap, Half Half Gear Tap, Full Gear Tap, etc.

[edit] Gameplay

[edit] Official gameplay modes

[edit] Released in International GunZ

  • Deathmatch - The standard game type found in many shooters. All players fend for themselves. The first person to reach a specified number of kills wins. The game ends when a player reaches the number of kills equal to the number of rounds. The symbol of Deathmatch is a skull.
  • Deathmatch + Berserker - The first person who gets a kill at the start of the game is selected as the Berserker. The Berserker can be easily identified by him or her glowing blue. This player's guns will be more powerful during this mode, but their health will slowly drain during the match. The Berserker must defeat other players to regain health. Any player that defeats the Berserker will in turn become Berserker and regain full health. The previous Berserker will become a normal player upon respawning. The symbol of Berserker is a skull with flames in the eye sockets.
  • Team Deathmatch - Players are divided into two teams in which they work together to defeat the opposing team. Each round, both teams fight each other - if a player dies, they can not respawn until the round is over, where their team or the opposing team is defeated. There is no specified kill limit. The symbol of Team Deathmatch is two skulls.
  • Gladiator - Same as Deathmatch, except players are only allowed to use melee weapons. The symbol of Gladiator is a vertical and diagonal sword clashing together.
  • Team Gladiator - Team Deathmatch with Gladiator rules. Bow rules are not uncommon. The symbol of Team Gladiator is a vertical and two diagonal swords clashing together.
  • Assassination - Similar to Team Deathmatch, however, one person on each team is randomly selected as a target. A team must defeat the targeted player on the other team to win. The symbol of Assassination is a purple circle with two orange borders, resemblant of an aiming reticle.
  • Training - Similar to Deathmatch, but no experience or bounty is gained from kills, and experience is not lost through suicides or from level difference. The symbol of Training is an arm.

[edit] Released in North America GunZ

Note: North America GunZ includes all the game modes of International GunZ as well.

  • Team Deathmatch + Extreme - Players are divided into two teams in which they work together to defeat the opposing team. Victory is obtained by the team who reaches the objective number of kills (which can be set at the beginning of the game) first. Unlike Team Deathmatch, players do not have to wait until the round is over to respawn. The symbol of Team Deathmatch Extreme is a single skull, followed by a pile of skulls behind it.
  • "The Duel" Mode - Players are involved in a tournament setting, where players actively fight 1 vs 1 (one-on-one) battles, and move up the ranks until the objective amount of kills is obtained. The symbol for Duel Mode is a pistol pointed to the right. Observers cannot talk to the current duelists.
  • Quest - A gameplay mode available only on Quest Mode servers. It is not fully available in any GunZ version yet. It pits players in a team of up to four against NPC monsters which get harder as players level up. Currently there are around 23 monster types; the only ones currently being tested, however, are five types of Goblin. The progression of standard scenarios is very straight-forward; destroy every NPC in a room to advance to the next room. After all rooms have been cleared, items gained throughout the mission are distributed to each participant remaining. In addition to standard scenarios, there are more difficult special scenarios, gained through the sacrifice of quest items in different combinations in the waiting room. Special scenarios involve fighting bosses and much harder enemies. NPC attacks in any scenario can be physical or magical depending on the monster, with magic abilities having various effects, from healing NPCs, to slowing down players. Currently, from stage 4 and onward (regardless of quest level), the team can acquire pieces of meat (raw meat, seasoned meat, and steak) in Quest Mode. Items that may drop later range from quest items, to Monster Bible information, to event items, to equipment.
  • Clan War - A gameplay type available only to specific Clan War servers. This pits clans against equally numbered and similarly leveled clans for ranking. There are seven rounds of three minute games in a Clan War. When playing a Clan War game, players do not lose experience from being beaten by those that are much lower level than them; they also get 1.5 times the experience as normal. When starting a Clan War, the map is selected at random.

[edit] Planned for release in North America GunZ

  • Classic - A gameplay mode being developed. It is the exact reverse of Gladiator; guns only. There are no item-packs like in Gladiator, as well.
  • Team Classic - The team version of Classic.
  • Survival - A gameplay mode being developed. It pits a team of players against wave after wave of Quest Mode monsters. Rewards of EXP and bounty are given after each survived wave. The symbol for this is a Goblin's face.
  • Ladder - A gameplay mode being developed. This mode's details are entirely unknown, except that it contributes to personal ranking rather than clan.

[edit] Player-made game modes

Player-made game modes are simply that: game modes organized and made by players themselves. In any player-made game mode, players that ignore these rules usually are kicked or forced to leave the game.

  • Attack and Defend - Played in a Team Deathmatch or Assassination game. Teams take turns "attacking and defending". The attacking team leaves their spawn point and travels to the other team's spawn point and begins attacking them. The defending team must stay at their spawn point and defend themselves from the attackers. The attacking and defending teams switch every round. This type of game is commonly played in the map Mansion. If the attacking team fails to attack the opposing team's base after a certain amount of time, the defending team may issue a countdown; after that, the defending team team may leave their spawn and attack the attacking team head on. This tactic is often used if the attacking team are trying to win using the game's time limit if they have more players than the defending team.
  • Attack and Defend Extreme - Played in a Team Deathmatch Extreme game. Rather than taking turns "attacking and defending" team spawn points, one team stays the attacking team and the other the defending team the entire game. The defending team must stay at their spawn point and defend from their attackers. This type of game is commonly played in the map Mansion.
  • Rejoin at ## Kills - Played in a Deathmatch or Berserker game. The ##s are replaced with a number lower than the amount that ends a game (ex. 95 in a 100 kill limit game). The point of these games is for players to gain large amounts of EXP without being interrupted by the game ending and/or waiting for other players to start the game.
  • Naked - Played in a Deathmatch or Berserker game (often combined with a "Rejoin at ## game"). Players are expected to join the game without any armour, equipment or rings with Armor Point bonuses. This allows for easier kills and faster rates of gaining EXP.
  • Bow Rules - Common in Team Gladiator matches where the player must use the "/salute" or "/bow" emote before a 1v1 match with another player, and in Team Deathmatches where there is one player fighting against two or more enemies. Upon completion of a bow rule match in a Team Deathmatch where the single player wins, the remaining players on the other team may give medkits to the opposing player and/or allow that player to use medkits, and the match resumes.
  • Swap - Sometimes called "kill swapping" (or "mamuteo" thoughout the Hispanic/Latin community of GunZ), this is commonly a Team Deathmatch or Assassination game where one player usually gets ## kills and the other player gets ## kills, and they continue to take turns in this way. In fact, this is not generally thought of as a game mode by some people, rather as a way for lazy and most commonly unskilled players to gain experience points and bounty without having to use effort in an actual game. It is frowned upon by most, if not all, of those who do not do it, and ijji has made many announcements that they intend to punish those who "play" this way in the North American version. The current punishment if caught swapping is suspension for three days;a second offense is another three days and a third offense will result in the player being IP banned.
  • Line Swap - A form of swapping that also commonly takes place in Deathmatch or Berserker game where a group of players (usually four) take turns killing each other for experience. The swapping is done in a line where the one in front will get killed, followed by the second, third, and so on. In a Berserker game, the berserker is at the front of the line with someone behind waiting to kill him/her. This allows for the next person to be "marked" as the last-killing person because they have the Berserker aura. Line swapping is common in the Expert and Elite channels, because these are the only channels that the game mode "Berserker" is enabled [citation needed]. This, like swapping, is also frowned upon by those who do not swap.
  • Unofficial Clan War - Two clans fight each other in a normal Team Deathmatch, normally played in the map Town. The game is usually passworded, and takes place in one of the clans' clan channel.
  • Hide and Seek - Normally played in Deathmatch game in which one person is the "demon" who chases the "runners". The "demon" is supposed to eliminate another player in order to pass on the "demon" status. A variant of this game can also be played in Berserker mode, where the "runner" is the single person with the blue aura and the "demons" are the other players.

[edit] Localized versions

There are currently localized 5 versions of GunZ available (excluding International Edition), available in the following countries:

  • Japan - (Full Release) Sponsored by NetMarble.
  • Korea - (Full Release) Sponsored by NetMarble.
  • India - (Open Beta) Sponsored by Level Up!.
  • Brazil - (Open Beta) Sponsored by Level Up!.
  • North America - (Open Beta / Live Service) Sponsored by NHN via their game portal ijji.
  • Philippines - (Unreleased) Sponsored by Level Up!.

[edit] See also

[edit] External links

In other languages