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I'm not asking for a date, but do you think being more strict like that is likely to have an impact on when we go live?
Todd Papy · Live Game Director

Well, when I say strict, it's basically calling out and saying, no, no, we have to fix this. So from there, it really is a conversation with the directors and the teams. But all I can really do with a lot of this stuff is call it out and say, hey, same with Bayer or our player relations or our player experience team, as well as other directors and leads. And so we have that stuff called out. And then it's up to us to really go through and say, yeah, we can do this in this time. Or this requires the underlying system to be fixed or adjusted. Or we're currently working on that, so we're not going to fix it right now because it's a waste of time as soon as that new feature goes live, kind of thing. So it's those constant changes. There are constant balance changes that happen within our development system. But for the changes and stuff like that, John can tell you, even just for the missile mode, I think they've done one pass, and then they expect to do multiple passes for that. I mean, that to me is kind of ninja changes that people would not necessarily see or know. Same with AI and a lot of the mission stuff too. There was a lot of rework that Elliot did for some of the base missions. But again, the player might not necessarily see those. So some of it's just quality of life. And hopefully, it just feels smooth and it's not immersion-breaking, so the player doesn't notice it.

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Published on this date.2021-06-25
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