It's definitely not sitting around and playing the game all day. As new features and new content come online every day, as the developers check them in, we're constantly getting new builds, making sure that things are working. We do a lot of performance testing, a lot of functionality testing, for anything that comes online, just to assure that it's of a high quality and standard. We'll be submitting issues, but it's up to production to decide whether they want to release with those issues or not. Yeah, we break things. It's kind of a similar process to what a lot of you are getting to experience in the Issue Council. A lot of trying to repro issues and decide their priority. And we can always entertain Jared with our funny ones.
We hear that a lot, that the contact list doesn't always display properly. But we know they're definitely working on it. I can check the bug. There's a lot of bugs. We'd have to go look at it and pull it up. I don't have it in front of me.
I guess that's really up to production. Right now, we're basically focusing on 2.0. So I think we're really going to try and focus and get that out. And if that comes out, then any fixes for a patch would just be rolled into 2.0.
If you try to land on a planet, first you'll get a message saying you're entering the gravitational field, and then if you fly far enough, you'll end up dying, and then you'll have to respawn.
Yeah, it takes a long time. You'll get the message, and then you can keep flying for, I don't know, 45 minutes or an hour. It'll take forever. I think Robert in ATX was doing the math that if you used your cruise speed, which is very fast, it would take like four and a half days to get to the point where you actually hit the planet.
We try to get a nice variation, so we get a good mix of AMD GPUs and NVIDIA GPUs and also AMD processors and Intel processors. The IT team here in Austin and LA and also in Manchester and Frankfurt are really good about making sure we have all the machines we need. We also have a good selection of HOTAS and controls.
Oh yeah, that's a big one. We definitely added that to our must-fix list. Hopefully it'll be fixed for 2.0, but yeah, it's definitely on everyone's radar, to hopefully get those dead zone settings back in the game as soon as possible.
Well, we get a build, and then we go through all the different checklists we have, which includes testing the hangar, all the dogfight module maps and game modes, and also the editor, so the developers can keep developing without having any problems with the editor, or hopefully we can catch as many as we can. And then they also help with reporting issues when they're working with the editor too. So we definitely go through testing everything, and sometimes finding issues is like searching for a needle in a haystack. So we have to make sure and check everything.
Well, I got into the industry originally working at Blizzard. I worked there for four years and I obtained the level of specialist investigator, and I primarily worked with account administration and compromised account investigations. And then after that, I transitioned into QA by joining the team at Portalarium, Richard Garriott's company. And that's where I would test a poker application, and they also had another game they were working on. And that's where I got my feet wet.
So I actually met Justin, John, and David at Portalarium. That was my very first game industry job. And before that, I used to work at Capital One in the fraud department. I used to stop bad guys.
I'm most excited with just how Arena Commander can simulate what the Persistent Universe will kind of look like. So when everybody's flying around, you can kind of feel like you're actually in the Persistent Universe. And also, I'm looking forward to the leaderboards on the website. It'll definitely provide some extra engagement and fun to the actual experience, so I'm definitely looking forward to all that.
Just that we're laying the groundwork for the PU, for the Persistent Universe. I think that's pretty exciting. It's like we're doing all the hard parts right now. Well, some of them.
So the plan is to have a core group of community testers. We're going to maintain what we have right now, which is the bug reporting subcategory of our website. So anybody will be able to report issues, but we'll have a core group, and they'll have special direct access to the QA team. And they'll be able to report issues and be the voice of the community, so to speak. And they'll be able to ensure that all the important issues are addressed.
Well, we had some issues where the character swap, the outfit swap: the character, when it was wearing the Privateer outfit, didn't have hands. The Avenger wasn't in the hangar yet. The LCD screens weren't in there yet. But the fish tank was. We did have a fish tank there.
Yeah, there was no buggy track at that point. It was being worked on, but it wasn't in the actual release yet. And there were some issues with the Constellation that popped up afterwards that weren't in the last patch, with getting in the turret, and the offsets. There were some animation offsets that were not supposed to be there.
Highwinds is the outsourcer that's in charge of the movement of the download through our patch system. It's called the Content Delivery Network. CDN for short.
I think they love it so far, especially the new Avenger. It was a shame that we weren't able to show actually getting into the ship and getting into the cargo bay for the live demo. But once we got the patch out, they were able to do that, and I think they're definitely loving the...
Oh yeah, definitely. I'll be focusing on testing mostly. We're developing a working relationship with a very professional QA operation, and it's going to be really lucky for us to leverage their resources for our compatibility testing so we can identify any hardware conflicts and also nail down exactly what our minimum specifications will be.
Right, and we're going to be using some of the fans out there to help us test in some regards too, like we did with the website. Because without them, there's not us.