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Hey Sean, we haven't heard about Faceware in a while. What's going on with that?

TL;DRFaceware is working in-game but switched off in the PU, awaiting a player-facing interface and design work by a cross-discipline team; it is not on the roadmap and no timing can be predicted.

Sean TracyTechnical Director of Content

It's coming along. It's coming along good. Next question. I know, I'm always trying to shut it down. I shut it down, and then I make it take 20 minutes. So, yeah, Faceware, we took it super far. Was it Gamescom we first showed it, I think? Then we had a setup at CitizenCon showing it running in real time. There's some performance stuff that we want to address, and especially in the state that we are right now, I don't think anybody would accept me dropping Faceware as a feature to sap any performance right now. I assume most of the players would not want us to drop that in if it had any adverse effect on the performance, so we're trying to completely address that out of the gate. And just so everyone's aware, there wasn't a massive team working on the Faceware implementation. It was really down to just two or three people. And it's Graham Philipson over in the UK, as well as some of our QA staff and a bit of design. So we've got the feature online. It's in the game. It's not in the PU as it ships. It's all shut down and turned off, but we're ready to go. There's a couple of things left. A good front end for the players, basically, because we have a lot of tools that are just sitting there in console variables with different tweaks and these kinds of things. So with the new mentality of our team structures internally and these cross-discipline teams, FOIP as a feature will go to one of these cross-discipline teams. Now, most of the heavy lifting, I would say, is done. So the only things that they really have to do is to wrap an interface around it. So whether that's a Spectrum overlay or whether that's an options menu within there so that you can tune different things. I really wanted to put it in the character creator, because I think that that'll be a really exciting thing, to be able to drive your character as you sculpt and customize. But I don't think the versions are going to line up in terms of when that one comes out. So they'll have to get an interface on it, a bunch of different options. Design will need to take a look at it just to see, again, how does this interface with, I forget what we're calling it, but when we do a video comm to a player, when you call each other, how that whole party structure works out. So it as a feature is ready, but like we said, it's kind of suffering in the same way of asset rot, where it's not rotting as a feature necessarily, but it's not gotten much further progress in terms of its implementation. But the feature itself is still getting work, Graham is still making changes to the way that it actually works. But yeah, it should be coming along shortly. And I'm not even sure if it's on the roadmap, but it will appear.

Jared HuckabyHost, Content Manager for Global Video Production

Once that team is 100%. Yeah, it's not currently on the roadmap right now because, like I said, a lot of the folks that are necessary to implement it into the game have other tasks ahead of it. So at this point, we can't accurately predict what quarter it would be. So we're holding off on that, just like the Hull C. People knew that we were working on the Hull C. We've been showing the Hull C in ATV for a while, but it wasn't on the roadmap. And it's because it's got a pin in it right now. It's like, we've got it to this point, now we have an implementation issue that we need to work with. We can use those guys on other things that are more valuable to the Persistent Universe right now. Because honestly, if we could put the Hull C in the Persistent Universe in 3.1, what would it really do at this point? You still need to be able to offload and load up cargo to it. The other game systems that are necessary for it to really function in the PU still haven't come online yet. So it's one of those things you can stick a pin in and put people on more pressing things. And that's what the implementation on the Faceware is. You need those guys to do that, but there are other things right now.

Sean TracyTechnical Director of Content

And I would argue that in the past, we've driven out features in that way where it really wasn't as ready as I would consider. And yes, we're an alpha, totally understood. And I know the community defends us all the time: it's an alpha, it's an alpha, it's an alpha. But we're not, I guess, judged as an alpha. We're judged as a live, released, fully commercial product. So with that mentality in mind, we got a little more careful of how we release these features. So it's cool that we get the features out to you guys. I've talked about this before, the layer between the developer and the community is so thin at CIG, it is so close, that you could work on something a week away from a player actually experiencing it, and that's scary. For a developer, that's super scary, because usually we're offline for years at a time, working with our own feature, using it, doing things with it, finding issues with it. And then when it goes out, you're pretty sure that things are going to be okay. But again, our layer is just so thin here. Our layer is about 24 hours.

Forrest StephanCG Supervisor

It can be.

Sean TracyTechnical Director of Content

It can be. I've done a thing, and then 24 hours later, it's absolutely in your hands. It happened recently, actually. A couple items we were working on, and I was like, okay, tomorrow this is in. And actually, I had seen something online, so I'll address it anyways a little bit, because the monocle showed up in the patch notes. And now, is that the biggest feature? Hell no. Is it super important? Not incredibly. But we had worked on this thing six months ago, and it hadn't yet gotten its way in, because we knew for sure the concierge were going to have this. So we saw that rolling out and we're like, what happened here? It just hadn't gotten all the way through the implementation portion. So it was like a 10-minute job, really. A couple clicks and there it is, it's ready to go. So we made sure that that got in. Now, I fully did not expect to see that in the patch notes, that it was just added, but that's how those things happen. But there's the monocle.

Jared HuckabyHost, Content Manager for Global Video Production

Well, the monocle, it's not in 3.0. 3.0.1 is what we're shooting for right now.