Is there anything you can tell us about organizations, for example org buildings, org hangars, or the ability to share ships among org members?
TL;DROrg features such as group permissions, shared locations and fuller integration are on the roadmap and backlog but not finished, with no date, and Roberts says growing game scale slows every new feature.
Yeah, that's on our priority list. That's along the same lines as the stuff I was talking about for multi-crew gameplay. It also factors into the FOIP stuff. Right now we still haven't got the proper full functionality, because say you're doing FOIP or VOIP, you should be able to walk into a bar and everyone in your vicinity can hear you, but you can also be on a comms channel to your buddies, like over radio. But right now you're either in one or the other, and it's kind of a bit clumsy. So these are all things where they have to do some refactoring on the backend services to allow multiple channels at once, but we'll fix that. And on the org side, it's having permissions on a group basis. So we have a whole bunch of plans for that, like, okay, if you're a member of this organization, you'll have access to this location. Or, hey, as an organization we could purchase a place, and then all the other people that are part of the organization are given access to it, which is again not dissimilar to the way I was describing the multi-crew ship captain behavior. So we want to fully bring the org stuff across into the game. That's always been the goal. The first step was getting Spectrum partly integrated with what we did, and we haven't finished it off yet. So that is on our roadmap. It's on our backlog.
And again, it's just we have 540 people and it doesn't seem like it's enough, and they've all got loads of work. And it does become more complicated, because as the game becomes bigger and has more features, just adding new ones becomes more complicated, because you've got to test it with more things and you've already got an existing game. So in some ways, the trajectory of how long it takes to get a feature in is longer now than it would have been, say, four or five years ago, when you didn't have this whole inertia and momentum of the current code base and the current functionality. Just think about it: if we change one aspect, say on a ship, right? Like we say, oh, you know what? We want to make the thruster effects better. Let's redo our effects manager for the thrusters. There are 80 plus functioning ships right now. So that effects team has to go into every one of those ships and change it out. It's the same if we change how landing gear works. That's what happens as the game gets bigger: you change a system over or you improve a system or add a new system, you have to also make sure it works with this huge amount of stuff that's already there. And so the testing takes longer. A lot of the work takes longer than you would think because of the sheer scale. So in some ways, we're prisoner to our own, I don't know whether you'd call it success, but our own ambition there. But I feel like all these things we're talking about, we have them on our roadmap, they're in our backlog, and we're just knocking them out. I wish we could knock them out a little quicker, but at this point the trajectory is the trajectory.
I mean, you can even see now that 3.5 has actually a lot of stuff in it. We have a female player, which had a huge... I know you could say, oh, well, it's just a different character, but it's not, because the dimensions are different. Usually in a lot of games, the female character and the male character are exactly the same size. It's the same skeleton. It's just a different skin. That's not the same for us. We changed the proportions and everything to be more accurate to the differences between male and female. And so that had a whole bunch of knock-on effects. So we had to deal with cockpits, or sitting down and using things, because it's a matter of reach. And that's why you have sliding seats in cars and stuff like that. And so that took a lot. And then, of course, there was all the equipment or the armor you had that all had to be changed to have a version that would fit on a female character versus a male character. That's a massive amount. And then there's ArcCorp, which is obviously a whole new planet, and there was a bunch of new tech for the buildings, and we're still not even close to how we want to end up on that. And then the DNA, which is a massive thing, the face customizer, completely different. You may think, oh, I've seen that in other MMOs, but the system underneath it is a completely different approach than almost any other MMO uses at the moment. And it has one process where it's all blended together. And so you don't have the crazy monster creatures that you sometimes see people throw up on YouTube and stuff. And we've actually got some improvements, like we can do asymmetry with it. You can't do it right now, but in 3.6, very likely we can make you do asymmetry. So you can make some ugly people, but they would be plausibly ugly people. Sloth in The Goonies. But yeah, so you have that. So that's massive. The flight model, that was a huge engineering effort. And then speaking of ships, a lot of the fallout on some of the flight model stuff is that we've changed the flight model and everything has to be redone and rebalanced. And then of course, the heat management and all these systems and all these items. So you're talking hundreds, if not thousands of items and almost a hundred different ships. So not only do you change it, but then you have to redo it and rebalance it. So that's a lot to deliver. So I'm really proud of how much everyone's delivered for this quarter. It's really impressive. And they've added a bunch of extra mission stuff. I think maybe today's PTU even has new spoofing bounty hunting mission stuff that wasn't in any other PTU. There's a lot of gameplay, there's a lot of functionality that's going into this. And of course, we're also making quality of life and visual improvements. So I feel like we have a good team and we've got a good pace. We're still trying to bring more people on board to help shore up some of the areas where we know we need some help. But it's kind of exciting. Honestly, I would say look at other games that are doing live release updates, and are they really doing as much as we're doing every patch in terms of content and features? And I would say probably not. Of course, not many other people have 500 people working on it, but it's good. So we've got a pace. Like I said, I wish it was a bit quicker, but I think it's what it is considering the scale and the complexity and the detail of what we're working on. And everyone loves what they're doing and they're working really hard to deliver it. So hopefully you guys enjoy it.