You said there's two ways to trigger them: either we set up criteria that, when players meet them, the system automatically triggers a particular designed event, or we trigger them manually. What's the difference there? Why would we use one over the other for a particular situation?
TL;DRRather than directly contrasting manual and automatic triggers, Zurovec says the groundwork is only now letting Quantum feed real-time inputs into designer-built content, with a demonstrating update coming but no date given.
Well, it's actually similar to a lot of what we've done with the normal development cycle, which is on the one hand, we're putting out a live product. And so we have to have something that the community can play right now. But at the same time, we're planning for the future. And so if you think about shops as an example, if all that a shop was going to do was basically offer a certain number of items for sale at a particular price, then the effort that we've expended to get us to here was dramatically over-engineered. It's been that way for the last two and a half years. It's only now that you're starting to bring in Quantum and have Quantum start to dictate some of this information, these services, which are going to cache this information. They're also responsible for basically receiving callbacks from the individual shops and then feeding on occasion some of those transactional events back to the mission instances that are running on some of these servers, that you start to see why we made some of the choices we did back then. In other words, it's like before you can get around to building the skyscraper, you have to lay the foundation. We've said this so many times in the past, and we're starting to get to the point now to where we're starting to exploit some of these underlying pieces. I mean, Quantum is another perfect example in that regard in that we have these so-called probability volumes that dictate what sort of stuff you can encounter in a given area of space. And then we have shops and we have service beacons and we have all of these different systems. Right now, designers go in, even missions, what missions are available where and for what amount of money and what level of risk you're going to incur when you actually accept them, that's all fixed right now. The designers are able to set up these data structures, but what we haven't previously been able to do is provide the real-time dynamic inputs that would allow us to make these things ebb and flow. In other words, if there's currently a lot of pirates in an area, then having something delivered to that area should logically cost more. There's a greater risk to you and your ship and all that type of stuff. But designers haven't had the tools to be able to automatically feed that type of real-time information into these mission archetypes that they're setting up. We're just now getting across a wide range of areas into doing some of that. An update that I'll be giving within roughly the next few months will basically explain what we've been working on insofar as not just Quantum, but also some related back-end technologies to help generate this algorithmic, this systemically derived information and then feed it into the game. And in a few cases, we'll actually be able to demonstrate real, actual working examples as opposed to just being theory. I always hate to do too many repeated theory talks. We debated doing this presentation a little bit earlier, but it still would have been in the vein of, yeah, it's coming, it's coming. And so I intentionally wanted to hold it back a few extra months so that we could demonstrate some of this stuff live and actually show some of these pieces of tech and functionality coming to fruition.
I do want to add on top of that, just for the community, this update that Tony is talking about, we're not going to say when. Let's be real. We don't have a great history of saying, hey, we're going to have this video out then. But we're working on it. And from what I've already seen, it's pretty awesome.
It's kind of like a release, to where there are certain things you want to demonstrate and there's always a little bit of uncertainty with respect to development schedules. And so it's difficult to say precisely, but we are already deep into testing multiple facets of what we're aiming to deliver. So it's coming.