
Q31: How are you going to implement the controls?
Development Director: That's one of the hot topics within the development team. We are still in discussion whether to include skill-keys or make a separate keys. What we definitely know is that the game will not have skill-window on the bottom of the screen like other MMORPGS.
Q32: How do you move the character? With WASD keys or mouse?
Development Director: Both
Q33: There was a scene of a player using flying skill (qinggong). Can players use all the background objects?
Development Director: The first thing I wanted to avoid was the wallpaper like background which you can see but not explore. I hate the concept of players following a predetermined path. I want the environment to be accesible and interactive with players. We are making areas where you can only access with the flying skill.

Q34: What type of quests are in Blade & Soul?
Development Director: Goals and scenario make up the quests. Many MMORPGs have "vending-machine" quests: "kill X number of mobs." This is boring. Blade & Soul will resolve the problem of "I want to follow the story line, but why am I talking to this vending machine." I want the game to overcome that limitation. It's one of the topics of discussion within the team.
Q35: Would you say that there's less emphasis on gears?
Chief Art Designer: There would be a different implementation of gears, not less.
Q36: In order to be a master¨Can experienced martial artist¨Cone must train. How is this interpreted in game?
Development Director: In martial-arts genre, there's always a master¨Ca sensei/teacher¨Cwho teaches you the skills. I would like to recreate that experience of "learning." I don't like the idea of "buying" skill books.
Q37: How about the game economy?
Development Director: We never thought about it in detail. We are, at the moment, focusing on the action and combat aspect of the game. Game economy has a low priority in the development. We could work on it later in the development cycle.

Q38: Is this game for solo play oriented? or party play?
Development Director: There are differences among classes. However, unlike the classic RPG class structure, I would like to overlap the archetypes for the classes in Blade & Soul. Solo play is not always fun, there will be some parts of the game which needs party play to enjoy.
Q39: In Lineage series, siege battles were the attraction. What features are in Blade & Soul?
Development Director: I came up with the idea of siege battles and structured it. I know the good and bad sides of it. Blade & Soul will not have siege battles. They tend to exclude a portion of the player base except a few. The game must be enjoyable for everyone.