Todd Papy · Game Director, Star Citizen LiveIt's actually company-wide. It's not one small team. It's company-wide that we work towards fixing this stuff. So internally, we have issues that, let's say, QA bring up, or the Issue Council, or other factors: somebody playing the game just doesn't like it. In JIRA, we have a label called QAGP Review, which basically just means QA Gameplay Review, which then comes directly to me. I triage it, and then I add what we would consider a gameplay experience label on it. And so out of our bucket of bugs, we have what we consider gameplay experience bugs, and all of those gameplay experience bugs have directly to do with quality of life. When we're actually doing bug fixing and release support throughout the second half of the quarter, those quality of life, or basically the gameplay experience bugs, get risen up to the top and get resolved. Because in the past, what was happening was we were actually building up a lot of bugs. We have bugs broken down into five different categories: basically blockers, criticals, highs, moderates and trivials. Now, a lot of the polish stuff and a lot of things that just affect the quality of life are really highs, moderates and trivials. So any of the blockers or criticals basically got resolved, but then that left a lot of highs, moderates and trivials. So this is our way of saying, no, I view this as very important, and so, team, you need to work on this. And it's something that throughout the quarter I'm always chasing down, trying to make sure that the feature teams as well as the content teams have very clear focuses: all right, for the ships, I want to make sure that we're going through and we're hitting the manufacturer really hard and squashing as many bugs as we possibly can for that. For locations, it'll be location by location. Obviously, for feature teams, I just want to make sure that they're going through all of their features and making sure that we have a small amount of issues on them. Because we are a live product and we need to have it running not only for the PU but also for S42, these quality of life issues also affect us when we're developing the game as well.