WEBVTT 00:00:20.959 --> 00:00:26.877 Chris Roberts: Hello everyone, I'm just doing a little bit of my homework for the upcoming 00:00:26.877 --> 00:00:35.374 GamesCom. Anyway, I'd like to invite you all to 10 for the Chairman, this for those 00:00:35.374 --> 00:00:39.488 of you who haven't seen the show before is where I take 10 questions from our subscribers 00:00:39.488 --> 00:00:45.019 and answer them to the best of my ability, which I hope is fairly decent. And for those 00:00:45.019 --> 00:00:48.603 of you who don't know, subscribers are the subset of our community who kick in a little 00:00:48.603 --> 00:00:52.997 extra money every month to enable us to do an additional amount of community interaction 00:00:52.997 --> 00:00:57.376 and feedback. So things like 10 for the Chairman, which I'm doing now, Around the Verse, the 00:00:57.376 --> 00:01:03.802 Jump Point magazine which is about 50-70 pages of more indepth, behinds the scenes 00:01:03.802 --> 00:01:08.979 material and some fiction. And some other stuff that we do, the Inside CIG reports. 00:01:08.979 --> 00:01:15.268 A lot of this stuff allows us to really bring you close to our production process, 00:01:15.268 --> 00:01:20.396 which is pretty big and all across the world. So thank you all to subscribers for allowing 00:01:20.396 --> 00:01:25.358 us to be able to do this because there's loads of people behind the cameras here, 00:01:25.358 --> 00:01:30.241 and a lot of other stuff. It actually does cost time, effort, and money to do, but I 00:01:30.241 --> 00:01:35.171 definitely think it's worth it to make sure that everybody is as connected as possible 00:01:35.171 --> 00:01:40.362 to our development effort. So there you go, alright, getting to the questions. 00:01:40.362 --> 00:01:43.510 The first question comes from MuddyGrimes who asks: 00:01:43.510 --> 00:01:47.786 My crew and I want to know if it'll be possible to capture a Vanduul individual to use for our 00:01:47.786 --> 00:01:51.794 "initiation process", which is having the initiate(s) fight this captured Vanduul to 00:01:51.794 --> 00:01:53.055 the death in melee combat. 00:01:53.055 --> 00:01:57.800 That sounds like that crazy DayZ stuff that I saw where they would get people 00:01:57.800 --> 00:02:02.817 on a bus and put them into the equivalent of thunderdome. I don't really think right now 00:02:02.817 --> 00:02:08.173 we're supporting capturing a Vanduul to put in a fighting pit for initiation. 00:02:08.173 --> 00:02:13.729 It's a cool idea, I'm just trying to think if any of the game systems would allow it. 00:02:13.729 --> 00:02:20.039 Right now we don't really have the concept of capturing people and keeping them for a 00:02:20.039 --> 00:02:25.624 long time. We have the concept of capturing people if you're a bounty hunter and someone's 00:02:25.624 --> 00:02:29.298 got a price on their head, you've got to bring them back, but at some point they just 00:02:29.298 --> 00:02:34.683 become an item that you're taking verses a living, breathing, NPC. So right now, the 00:02:34.683 --> 00:02:39.892 way the system works, I don't think it would be able to do that, but it is a cool idea, 00:02:39.892 --> 00:02:42.848 so you never know what happens down the road. 00:02:42.848 --> 00:02:47.373 Ok, next question comes from PreachMan who asks: 00:02:47.373 --> 00:02:53.591 The plan is to roll out modules to both share WIP and to pre-pre-alpha test pieces of the game. 00:02:53.591 --> 00:02:59.266 (CR: That's even one more pre than we use) Have you considered an "Economy Module"; maybe 00:02:59.266 --> 00:03:03.903 "SC - It's the Economy, Stupid: The Board Game" as part of the testing plan? 00:03:03.903 --> 00:03:09.257 That would probably be a better question for Tony who, the economy's actually his-- 00:03:09.257 --> 00:03:15.978 something he's very keen on, and he's working hard on it. We are definitely building an 00:03:15.978 --> 00:03:21.102 economy module to be separate, so we actually have an economy simulation that happens, and 00:03:21.102 --> 00:03:27.398 there's gonna be the brains that will run most of the Persistent Universe, and simulate where 00:03:27.398 --> 00:03:31.277 the NPCs are moving around, trading, what the players are doing, all the rest of the stuff. 00:03:31.277 --> 00:03:36.866 We, on our side, we will definitely have it where we'll have the economy simulation 00:03:36.866 --> 00:03:40.819 and we can zoom in to different planets or systems and see what's happening. 00:03:40.819 --> 00:03:44.290 Then long term, once the game's up and fully running, the Persistent Universe, 00:03:44.290 --> 00:03:48.237 and everyone's playing in it, we'll probably have some control room that we'll sit there 00:03:48.237 --> 00:03:50.692 and they'll have monitors of the different states of the systems. And we'll be able to 00:03:50.692 --> 00:03:56.948 see what's happening in the universe. What the NPCs are doing, what the players are 00:03:56.948 --> 00:04:02.523 doing, and then occasionally tweak things if we need to tweak things. Whether or not 00:04:02.523 --> 00:04:08.027 we'll release that as a module for people to play with, my guess is probably not, 00:04:08.027 --> 00:04:14.984 but we definitely are building that as a module because we need it as an internal system. 00:04:14.984 --> 00:04:21.188 So I don't know, maybe I'd have to talk to Tony, but I don't see a really good way 00:04:21.188 --> 00:04:28.574 to release that to individual backers, 'cause it's really a more server side thing, 00:04:28.574 --> 00:04:34.023 it plugs into a lot of our backend server sub-systems, and it's not something you can 00:04:34.023 --> 00:04:39.050 just release as a client-side module. But we are building it. 00:04:39.050 --> 00:04:41.959 Alright, next question comes from Emulator who asks: 00:04:41.959 --> 00:04:47.057 Can you stay in the UEE Military for some time? Be able to achieve Constellation command or 00:04:47.057 --> 00:04:50.521 Higher as the rank structure? (CR: I dont' think we have Constellation 00:04:50.521 --> 00:04:55.277 command because it's not really a military ship, but I get the idea, like maybe command 00:04:55.277 --> 00:04:59.151 of an Idris frigate or something like that.) Getting promotions and awards and 00:04:59.151 --> 00:05:04.106 having ceremonies for them? Will the UEE require military contractors? Possibly even 00:05:04.106 --> 00:05:06.773 having a retirement for those that stay in for a period? 00:05:06.773 --> 00:05:12.107 The way the structure of Squadron 42 to Star Citizen works is that you play the game 00:05:12.107 --> 00:05:17.697 and at the end of it you have to muster out into the civilian population. We are planning 00:05:17.697 --> 00:05:24.808 on having stories that, think of it like a mission pack in the old Wing Commander 00:05:24.808 --> 00:05:32.107 days where we'll have a story that we will build and make available to backers for, 00:05:32.107 --> 00:05:37.357 whatever you want to call it, DLC or something, that would have the sophistication of the 00:05:37.357 --> 00:05:42.691 Squadron 42 storyline that will come back online down the road occasionally. 00:05:42.691 --> 00:05:47.196 People can participate in that if they desire, and some of those will be military based. 00:05:47.196 --> 00:05:52.029 You reenlisting back into the military for a campaign. We're also thinking about 00:05:52.029 --> 00:05:55.863 having certain things that you could do as a player where maybe the military needs 00:05:55.863 --> 00:06:01.381 some contractors to help it secure a star system from Vanduul incursions or help 00:06:01.381 --> 00:06:07.564 flesh out an attack on Vanduul space, and those will be PU missions, so there'll be 00:06:07.564 --> 00:06:11.717 a little bit of that. There's not really a game set-up where you stay in the military 00:06:11.717 --> 00:06:16.297 and work your way through ranks. It is a cool idea, longer term I think that would 00:06:16.297 --> 00:06:21.399 be some of the professional stuff that we would expand once the game's up an running 00:06:21.399 --> 00:06:24.990 and we're adding new content. 'Cause I think that's definitely a career path that a lot of 00:06:24.990 --> 00:06:29.114 people would like to choose, but until then, the way you would get back in the military 00:06:29.114 --> 00:06:34.461 would be joining up in a sort of story campaign, along the lines of Squadron 42, 00:06:34.461 --> 00:06:37.917 or taking some sort of adhoc work for the UEE military. 00:06:37.917 --> 00:06:41.886 Ok, next question comes from Acebravo who asks: 00:06:41.886 --> 00:06:45.499 My guild mates and I were wondering if the shield on the ships is a physical barrier 00:06:45.499 --> 00:06:49.682 or could you possibly, as an example, fly a small fighter inside a larger ship's 00:06:49.682 --> 00:06:52.931 shields to put direct fire onto its hull, effectively bypassing the shields? 00:06:52.931 --> 00:06:59.917 That's a good question. The way the shields work on all our ships is the shields are 00:06:59.917 --> 00:07:04.362 actually separate collision geometry that is further out from the actual collision 00:07:04.362 --> 00:07:10.353 geometry that defines when you would hit the hull of the ship, and the concept is 00:07:10.353 --> 00:07:16.540 the shields are really meant to absorb energy. So if I'm firing an energy bolt it'll take that 00:07:16.540 --> 00:07:22.132 and dissipate it around the shields, and ballistic weapons actually penetrate through 00:07:22.132 --> 00:07:27.012 shields, but they do have some of their energy sapped away, so if you've got really 00:07:27.012 --> 00:07:30.442 strong shields, you can reduce the kinetic energy through hitting the shield. 00:07:30.442 --> 00:07:36.361 But they're not really built to prevent, save you, from hitting an asteroid or a 00:07:36.361 --> 00:07:42.780 head to head collision with another ship, because the idea is that shields will only 00:07:42.780 --> 00:07:50.690 stop things at a certain kinetic velocity, or energy, or whatever. So there definitely 00:07:50.690 --> 00:07:56.364 would be a case I would think that you should be able to fly a ship through, assuming 00:07:56.364 --> 00:08:00.837 the AA guns of the ship aren't firing at you, through a bigger ship's shields and 00:08:00.837 --> 00:08:05.004 maybe be on the inside of it and shoot. Once you're inside that shield proxy, obviously 00:08:05.004 --> 00:08:08.636 your bullets won't get stopped by the shield proxy, they'll only get stopped by the hull proxy. 00:08:08.636 --> 00:08:16.360 So yes, it is possible to do, as long as the shields have enough room between them 00:08:16.360 --> 00:08:19.108 and the hull, to do what is suggested by Acebravo. 00:08:19.108 --> 00:08:22.687 Next question comes from Jeremiah Irons who asks: 00:08:22.687 --> 00:08:27.607 I was curious as to how Star Citizen will tackle digital families of NPCs as well as 00:08:27.607 --> 00:08:32.029 children in general. It seems that in most games, children NPCs are simply absent, 00:08:32.029 --> 00:08:35.710 but going down to a planet and only seeing men and women about their daily lives 00:08:35.710 --> 00:08:37.382 could take away from immersion. 00:08:37.382 --> 00:08:41.714 That is a good question, we don't really have a child character pipeline at the moment, 00:08:41.714 --> 00:08:48.563 so we may very well be guilty of what most other MMOs are. I would say if there were 00:08:48.563 --> 00:08:56.564 some children, it would only be background NPC stuff, just to add some variety to an 00:08:56.564 --> 00:09:00.811 environment, but we're really only planning on players being able to pick whether they 00:09:00.811 --> 00:09:04.395 want to be a male or a female, an adult male or an adult female, and then customize 00:09:04.395 --> 00:09:10.896 and dress up your character. So NPC wise would be the only way you would see a little 00:09:10.896 --> 00:09:15.541 bit of children, and that really comes down to variety. It certainly won't be something 00:09:15.541 --> 00:09:20.175 that we'd be doing at the very beginning because we've got our work cut out for us 00:09:20.175 --> 00:09:26.177 just doing the various characters and costume combinations and all the rest of the stuff. 00:09:26.177 --> 00:09:30.010 But it is a good point, so thanks Jeremiah. 00:09:30.010 --> 00:09:32.355 Next question comes from Dag who asks: 00:09:32.355 --> 00:09:35.444 Will players be able to rent out their ships to other players, and if so, 00:09:35.444 --> 00:09:38.050 how would that work? Used ship lot? 00:09:38.050 --> 00:09:41.817 I'm not sure about renting out ships. I mean we discussed it, so that's definitely 00:09:41.817 --> 00:09:45.230 something that we're gonna investigate. You definitely will be able to hire other 00:09:45.230 --> 00:09:49.734 players to fly your own ships, and so I would think that there probably would be a case 00:09:49.734 --> 00:09:53.486 where you could rent out ships, and we're thinking about some other options like 00:09:53.486 --> 00:09:56.666 being able to finance a new ship you want to buy inside the universe just like you can 00:09:56.666 --> 00:10:01.069 in the real world. But I would think if you're renting out ships, basically the way it 00:10:01.069 --> 00:10:05.234 would work would be not so much a used ship lot, although that would be the way, if I'm 00:10:05.234 --> 00:10:09.088 a player and have lost my ship and I don't have the money to buy a new one, I could go 00:10:09.088 --> 00:10:14.430 to an NPC lot and say "I want to rent this" and they say "you've got to give us so many 00:10:14.430 --> 00:10:19.149 credits per month" and you could do a deal like that. But for a player, I would think 00:10:19.149 --> 00:10:26.649 that it would be brokered on our, what we call the mission board, because that's where you 00:10:26.649 --> 00:10:32.278 put out requests for people to fly missions for you or to do things for you, and you can 00:10:32.278 --> 00:10:36.826 also offer services. So that's what you'll do. It'll be kind of like the Craig's List of space. 00:10:36.826 --> 00:10:44.534 Which is "Have Hornet, good condition, willing to rent for so many credits per game time." 00:10:44.534 --> 00:10:50.095 We haven't implemented that into the Persistent Universe yet obviously, but that 00:10:50.095 --> 00:10:54.532 would be kind of how I think it would work. So there you go. 00:10:54.532 --> 00:10:57.120 Nobyn asks: 00:10:57.120 --> 00:11:02.067 Currently the player's interaction with the world is through a large use icon appearing 00:11:02.067 --> 00:11:06.281 for vague activation zones and non-detailed input panels. What is the plan for the 00:11:06.281 --> 00:11:09.699 fidelity by which the player interacts and manipulates the world? Will the player be 00:11:09.699 --> 00:11:13.949 able to press individual buttons on a dashboard or door lock numeric keypad 00:11:13.949 --> 00:11:16.447 with a more refined and precise method? 00:11:16.447 --> 00:11:23.592 Yeah, the current implementation's the generic CryEngine "use" implementation. 00:11:23.592 --> 00:11:29.037 We've definitely talked about the need to have it more sophisticated, higher fidelity. 00:11:29.037 --> 00:11:34.258 Because we are planning on having it, if you want to turn on your engines or turn 00:11:34.258 --> 00:11:38.230 them off, or turn on your HUD. You have to hit the switches on your dashboard to 00:11:38.230 --> 00:11:43.931 turn the stuff on. You need a little better idea than just "use" when you're in the 00:11:43.931 --> 00:11:48.420 general area. So we're thinking about things where maybe the object gets slightly 00:11:48.420 --> 00:11:55.871 brighter or has a shine on it or the default would have an outline around it, so you 00:11:55.871 --> 00:12:00.422 know which one it's telling you you can use and go from there. But that's still in 00:12:00.422 --> 00:12:05.340 development in terms of how that would work or what we'd do with that, but that's 00:12:05.340 --> 00:12:08.469 definitely part our plan, to be able to do that. Because we want you to be able to 00:12:08.469 --> 00:12:13.536 interact with the world and use and turn things on and not have it be as imprecise as it currently is. 00:12:13.536 --> 00:12:17.615 Ok, next question comes from Bear who asks: 00:12:17.615 --> 00:12:22.289 We've been told SC will go for the Hollywood version of space simulation where sound 00:12:22.289 --> 00:12:25.924 travels through the void. Have you considered having a switch in the game options 00:12:25.924 --> 00:12:27.898 where external sounds can be turned off? 00:12:27.898 --> 00:12:33.601 Yeah, I've actually talked about this a few times. It definitely isn't that difficult to 00:12:33.601 --> 00:12:38.808 have a version where when you're outside, the listener and the sound system are outside, 00:12:38.808 --> 00:12:43.558 you don't hear any sounds. That is definitely something we would consider, we have 00:12:43.558 --> 00:12:49.644 considered it, and probably would put it in. But that's sort of a plus item, let me put 00:12:49.644 --> 00:12:53.828 it that way. It's not something that I would hold up other work for, but it would be 00:12:53.828 --> 00:12:57.058 something that, down the road, would be fairly simple and we probably would want 00:12:57.058 --> 00:13:03.456 to do just for the people who want to feel like their sound in space is realistic. 00:13:03.456 --> 00:13:06.979 Ok, next question comes from Circus who asks: 00:13:06.979 --> 00:13:10.846 As spying and hacking will be part of the game, I would like to know if for example a spy 00:13:10.846 --> 00:13:14.142 (with a blown cover) or a citizen who made a huge mistake will be able to 00:13:14.142 --> 00:13:18.063 get a new identity? I could imagine that this means he/she needs to visit an 00:13:18.063 --> 00:13:20.688 identity-renewal institution, new face, hair, etc. 00:13:20.688 --> 00:13:25.478 Yes, absolutely we're gonna allow it. There's actually a whole set up where you 00:13:25.478 --> 00:13:29.557 can go get plastic surgery and change your appearance. It's actually a device that we 00:13:29.557 --> 00:13:34.453 use at the beginning of Squadron 42 to be in fiction but allow the player to determine 00:13:34.453 --> 00:13:39.251 what they look like. So the concept is that you're involved in an opening battle and 00:13:39.251 --> 00:13:50.207 you heroically save the day, but you're really badly scared and injured so you wake up in 00:13:50.207 --> 00:13:54.626 the hospital and you have to give input on how you want to have your face reconstructed. 00:13:54.626 --> 00:13:59.091 So we're definitely gonna allow that, we'll definitely have parts where you'll 00:13:59.091 --> 00:14:03.062 be able to, it will be expensive, but there will be places you can do that, and some 00:14:03.062 --> 00:14:08.276 definitely be "off the grid" so to speak, so you can do it and not be tracked. 00:14:08.276 --> 00:14:13.115 If you wanted to change your identity, and do all the rest on the outlaw planets, you 00:14:13.115 --> 00:14:18.582 could do that, and it would definitely not be a cheap thing to do. But I think it'd be very cool. 00:14:18.582 --> 00:14:22.798 Ok, last question comes from Algared who asks: 00:14:22.798 --> 00:14:27.129 How/when do you envisage implementing the beta testing? Will beta testing be implemented 00:14:27.129 --> 00:14:31.138 by module while alpha is testing other modules, or will beta be a final test of 00:14:31.138 --> 00:14:33.327 whole whole package prior to release? 00:14:33.327 --> 00:14:38.768 I know I read this on the forums where everyone argues about what pre-alpha or alpha or 00:14:38.768 --> 00:14:44.561 beta testing is, so to just give you my concept. The reason why we call Arena Commander 00:14:44.561 --> 00:14:55.121 pre-alpha is because my definition of alpha, which is kind of a more standard one, is 00:14:55.121 --> 00:15:06.162 alpha is not content complete, but generally functionally complete, that you start testing. 00:15:06.162 --> 00:15:12.397 Then beta is content and functionality complete, but you're trying to fix bugs. 00:15:12.397 --> 00:15:16.645 So you're still honing and tweaking and adding stuff in alpha. You've got pretty 00:15:16.645 --> 00:15:20.979 much all your features in, but you don't have all your content in. But in beta, you have 00:15:20.979 --> 00:15:24.356 content and the features in, but you're just making sure it's debuged. 00:15:24.356 --> 00:15:30.942 Therefore with Arena Commander, we're not even on Arena Commander v1.0, so you could 00:15:30.942 --> 00:15:38.625 say right now we're pre-alpha, when it's Arena Commander v1.0, it will be alpha, 00:15:38.625 --> 00:15:43.505 and then it will roll to beta, but really the alpha and beta descriptions we originally 00:15:43.505 --> 00:15:46.495 had at the start of the project were alpha and beta for the over all game. Which means 00:15:46.495 --> 00:15:50.873 Star Citizen, the Persistent Universe, Squadron 42, all that stuff rolled together. 00:15:50.873 --> 00:15:54.292 So one of the reasons we say pre-alpha on each one of the modules is because we're 00:15:54.292 --> 00:16:00.599 rolling out sections of that bigger overall game individually to beat on them, test 00:16:00.599 --> 00:16:07.485 on them, get feed back, make them better. That's sort of all the elements are pre-alpha 00:16:07.485 --> 00:16:11.070 in all these sections, and they will all roll into an alpha that will be Star Citizen 00:16:11.070 --> 00:16:14.739 that will roll into a beta. That's kind of why we say pre-alpha verses alpha, 00:16:14.739 --> 00:16:19.750 verses beta. And that's what the process is. The process I can see us doing is each 00:16:19.750 --> 00:16:24.666 of the modules gets released in a pretty rough state, much rougher than I would 00:16:24.666 --> 00:16:28.956 ever release anything to the public normally, and much rougher than a lot of times we 00:16:28.956 --> 00:16:35.960 would release on a wide beta test just to get the tests, stress tests, get feedback 00:16:35.960 --> 00:16:40.846 on whether things work or don't work, and see where the problems lie. We hone those, 00:16:40.846 --> 00:16:45.817 and then on the modules themselves, we go along and it's not just "that's the final module." 00:16:45.817 --> 00:16:51.883 No, it's this is a set of the full feature set, and then we're adding more features 00:16:51.883 --> 00:16:55.409 and functionality as we go along, which is again why I said pre-alpha, 'cause it 00:16:55.409 --> 00:16:59.584 doesn't have all the functionality, and by the time we get to all the functionality 00:16:59.584 --> 00:17:02.623 being there, it should be joining the other modules that have also been doing the 00:17:02.623 --> 00:17:07.923 same process into a place where we've pretty much got the alpha of Star Citizen 00:17:07.923 --> 00:17:11.525 together, but we're missing some of the content, some of the planets, locations, 00:17:11.525 --> 00:17:14.634 some of the ships. But all the functionality's there, and then at that point you go 00:17:14.634 --> 00:17:19.307 from the alpha to the beta once all the content's in there, then you finish and test 00:17:19.307 --> 00:17:27.401 that, then the game is released or live. Done is a bad word because as far as I'm 00:17:27.401 --> 00:17:31.454 concerned, as long as you guys are having a great time and we can keep a viable 00:17:31.454 --> 00:17:37.733 business going, paying people to work on the game, then we will continually work 00:17:37.733 --> 00:17:41.458 on Star Citizen to make it cooler and bigger and add more and more of the features 00:17:41.458 --> 00:17:46.792 that just would make this the best damn space sim ever. There's a long way to go 00:17:46.792 --> 00:17:50.330 there, so I don't want anyone out there to think that I'm saying that's where we are 00:17:50.330 --> 00:17:54.085 now, that's just our goal and ambition. That's what we're working towards, but 00:17:54.085 --> 00:17:57.637 we recognize that there is a huge way to get there. But we're very committed to 00:17:57.637 --> 00:18:02.932 always making the game bigger, better, all the time. That's the beauty of being online, 00:18:02.932 --> 00:18:07.787 you can constantly be sharing it, like we're sharing it right now. I know people are 00:18:07.787 --> 00:18:11.479 always worried about things like feature creep and stuff, but look, people have code, 00:18:11.479 --> 00:18:14.733 they can sit and play, and interact with, and as we get more of it, we keep adding 00:18:14.733 --> 00:18:18.960 to it and we keep making it better. It's just an ongoing process, and I'm kind of, 00:18:18.960 --> 00:18:23.454 I hope we'll be around long enough, but it would be really interesting in 10 years 00:18:23.454 --> 00:18:27.577 time to see what the universe looks and feels like and what's happened in it compared 00:18:27.577 --> 00:18:32.961 to what we all talked about now. 'Cause I definitely think it's gonna just get cooler 00:18:32.961 --> 00:18:37.628 and bigger and better and also take some unexpected turns. I mean you can certainly 00:18:37.628 --> 00:18:42.345 even see the process as we go along. You see what the Hornet looked like in the original 00:18:42.345 --> 00:18:47.708 prototype in 2012, then we did an upgrade when it first went into the hangars, then now there's 00:18:47.708 --> 00:18:50.483 another upgrade that went in when we went on to dogfighting. You can see the constant 00:18:50.483 --> 00:18:54.368 iteration and improvement that we're doing and you guys are all in for the ride, which is 00:18:54.368 --> 00:18:57.658 pretty damn cool, and that's one of the things I think's pretty exciting about the 00:18:57.658 --> 00:19:01.733 process we're taking. I mean it does take people to understand that this is early, 00:19:01.733 --> 00:19:06.830 it's gonna get better and you're sort of seeing the sausage get made, but it's gonna 00:19:06.830 --> 00:19:09.084 be damn good sausage at the end. 00:19:09.084 --> 00:19:12.544 Anyway, there you go, that's the end of this 10 For the Chairman, thank you all for 00:19:12.544 --> 00:19:16.955 tuning in and listening. Thank you to all the subscribers out there who generously 00:19:16.955 --> 00:19:21.872 provide a little extra money every month to allow us to do this kind of stuff. 00:19:21.872 --> 00:19:25.707 Thank you to everyone who's backed the game who's allowing us to make this game at the 00:19:25.707 --> 00:19:29.774 scope and level and ambition that we're doing on a worldwide basis. There are people 00:19:29.774 --> 00:19:32.840 all around the world who are working on this game. There's a huge amount of people 00:19:32.840 --> 00:19:36.809 who have now got gainful employment working on the video game of their dreams thanks 00:19:36.809 --> 00:19:41.388 to all you, so thank you very much, and I'll talk to you next week. Bye.