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[What are the] challenges to running a live environment in the middle of your development?
Todd Papy · Star Citizen Live Game Director

I mean, it's basically some of these teams have six weeks to build a feature and then they've got six weeks to basically get it stable, get it working the best that they possibly can, and then get it out to public, based off our three-month cycle, when we start doing feature locks, and then there's content locks, and then there's, okay, when we go to Evocati, that's still roughly, in an ideal world, three to four weeks before we go live. And then from there, when we go to Wave 1, that's a whole different set where basically myself and other directors are a little bit more hardcore on what we allow out. And then if you're talking about six weeks for a feature, some things work well, some things don't. And then it really feels like you're building the railroad track while the train's going.

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Published on this date.2019-05-03
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