You mentioned some shared information between servers. That's something relatively new?
TL;DRThis is the first demonstration of the tech that lets designers split mission logic between per-server and shared back-end parts, enabling global effects like shop modifiers and area lockdowns, with more dynamic events planned.
This is literally the first demonstration of this tech. There's more to come. Another thing we're working on on the back-end side is, right now we have the ability to, when the designers craft this mission logic, all of that logic previously, all the data was basically stored on the server. So if you have 200 servers, you had 200 different instances. And so what you're now seeing is the first example of us allowing the designers to split it into, it's kind of like a client-server architecture, but for mission logic, to where they can dictate this logic runs on the individual server instance and it's got its own local variables, and it can interface with variables and it can interface with functions that are also executed on the back end. What this allows us to do is, like I was saying earlier, you can have an individual mission instance of this Xenothreat on a given server and you can register that you did or did not successfully defend this Javelin. Did you sufficiently restock it and it left and you were victorious? Or did it suffer so much damage that it had to run away? And so we actually tally the number of successful restockings. And then, like I said earlier, that directly impacts how quickly that Javelin is going to come support you, assuming you need it in those later stages. And again, the important point there is it's representative. What we've done now is work out the details of the tech, put it into wide operation. You can kind of think of Xenothreat as the first use case, and it focused our efforts to get all this stuff working. A lot more that you'll be seeing in both the near and farther term. Dynamic events are something that there's going to be continual focus on for the foreseeable future. For example, the next Fleet Week is actually going to be running off of these same fundamental principles. We've got another dynamic event, which we're referring to as Nine Tails Lockdown. It's not live yet, but we're already well into testing the so-called shop modifiers. We can now have mission logic effect at a global scale, and we've resolved all of the coordination between the different servers and issues like that. You can now apply shop modifiers. You can apply probability volume modifiers. You can basically lock down areas of space, inhibit quantum travel within them. What will be coming in the not too distant future will be things like population control, control of the actual spawn managers, things of that sort, access to areas. And you think about this like, what is Fleet Week other than at a certain time, we're going to go ahead and open the doors to a certain area and allow you entrance. And in the case of some of these upcoming events, when those events are active, we've decided as designers that it would be fun, if we're doing a Fleet Week event, to increase the demand for party favors and alcohol and fireworks or whatever other types of commodities temporarily at this location. And so for the duration of this event, we crank up the demand, the price goes higher, we broadcast that information to players, let them know, hey, by the way, the prices in this particular area for these particular commodities are getting out of whack. You might want to take advantage of this temporary opportunity and focus on that. And so all of this is completely new functionality. It's basically adding additional paints to what the designers can use to craft these portraits that they're making.
So yes, you now know what the next dynamic event is.
Well, we're just going to keep rolling them out. We've probably got eight or ten specific ones planned. And like I said, each one is looking to leverage stuff that's come before and then add some new functionality.