[So your work covers] the systemic services, like the day-to-day operation of life in the Persistent Universe?
TL;DRPersistent-universe services are being handed to a new group, and back-end bottlenecks have been eased enough to confidently support at least 20,000 concurrent players, with server meshing still on the horizon.
Yeah, there's multiple aspects of that. Historically, it's been a lot of focus on the persistent stuff that's now starting to shift over to a new group that's basically going to take it and run with that. And we're going to basically effect a handover transition and we're basically taking some of those existing resources and we're going to retask them with helping to add some additional bandwidth into some of these areas that we've been wanting to flesh out for an extended period of time. But there are always so many other higher priorities. And we think, as of pretty recently, like within the last month or so, we've finally eliminated enough of the bottlenecks on the back-end side to where we can pretty confidently support at least 20,000 players concurrently, might be higher. It's difficult to say until you actually stress test some of these things. But we ran into some problems at the 2020 Fleet Week, and we took the lessons we learned there. It was kind of unfortunate timing in that particular case because we knew that we weren't going to be able to support dramatically more players than we had in the near-term past when we launched that event. And we didn't really think that was going to be a problem because for the previous year, we had it in our development schedule to deliver the final bits of iCache and to basically scale a number of the loadout service, the variable service, to cache all the login credentials, all of this type of stuff that was supposed to alleviate, to mitigate a lot of these bottlenecks. And unfortunately, that last Fleet Week event proved to be so popular that we wound up drawing probably about twice the number of concurrent users that we actually expected. And so what that did is it caused us to reprioritize some things so that we could get select pieces of that functionality out sooner. And many of those things are now operational. And so while there's still definitely plenty more to do, we think that we've got a decent amount of headroom given where we think the community involvement is going to be for the next few quarters. And then longer term, we've obviously got some major initiatives still on the horizon, like server meshing, which is where we're actually looking to distribute the workload across as many servers as is necessary so that we can start to scale up the actual number of players within a given instance or shard of the game.