Yogi Klatt · Principal Vehicle ProgrammerOK, so nothing is off the table. Of course, we're somewhat more resistant towards certain things than others. Obviously, the SCM speed limits were brought up by the community quite a lot. But then again, we're getting a lot of advantages from that. So we will try to address the worries that people have. For example, usually when people say, oh, the speeds are too slow, this means either they cannot go fast from A to B, or it means they're not evasive enough, right? But these problems can be solved in a different way. So concerning the speeds, we will try to be rather conservative with changes. It does not mean that we're fixed, right? If our gameplay tests with the community show, oh, shit, we should just add like 100 meters per second more, fine, we'll do it, right? But it needs to go through a proper process internally, because it's just not something that we can right away promise. But nothing, and I mean nothing, is ever fixed, right?
Rich · Lead Game Designer, Vehicle Experience TeamYeah, and I do think it's important to say that with any kind of values that we're tuning in, we're always open to trying different things. But we've set out a framework of what we think works. And in the end, it comes down to a choice. Because before, we had a lot higher speeds. And that wasn't always positive. So we've made the decision based upon certain factors that a lower speed works better. But it doesn't mean that moving to a lower speed never has any negatives, because it's a choice at the end of the day. We've made that choice to go slower, and we do think overall it's going to be better than the speeds we had before. But it's never going to be 100%, 10 out of 10, solving every single problem that we have in the game, for example, because we're based in certain physical realities of flight and power performance and stuff like that. We're a little bit tied to physical realities, more than saying we're not going to change these numbers.