I've been playing this game a while now and played in previous MT worlds as well. I know we have the latest/greatest in 1.3 with MT5, but I am just not enthusiastic at all about giving my MT5 airline any attention. We all know an all CRJ airline is possible in v1.2, so I tried my hand at it in v1.3. I was based at CVG and had flights leaving every 45 minutes from CVG to ATL and had 85% load factors, but still wasn't turning a profit. The only thing I spent money on was planes/slots and a small marketing campaign and before the first flight ever happened I was -4 million in the hole and was never able to break the -3 million mark. Don't want to sound like I'm complaining here, but shouldn't an airline achieving 85% load factors or better (with standard pricing, one fleet type, nominal marketing costs, and CY config) be profitable?
I'm not sure if it's because of v1.3 or my lack of enthusiasm for the MT worlds (I had the largest airline in the world in a previous MT game and got bored--maybe I've had my fill of MT?), but there are a lot of things I just don't like about this MT5 world. It's nice to have the fuel contracts and other "extras", but there are still major things that need to be fixed/tweaked in my opinion. The two major items would be the used aircraft market and the fact it's near impossible to fly small planes profitably. The used aircraft market is designed to be first-come, first-served but we're penalized for trying to be the first to an airplane (refreshing). You can pretty much write off any jets with less than 100 seats and any props under 40 seats as it will simply be impossible to cover your overhead costs. These are the two fundamental problems that still exist and are actually worse than 1.2 (small planes + higher slot costs = even harder to stay in the green).
The other, more minor changes that I'm not happy and I'm sure there are others who aren't happy are the changes to the Airline Info page. Personally, I basically only use 3 pages regularly to manage my airline: Airline Info, Income Statement, and Scheduling. Scheduling is unchanged as far as I can tell, as is the income statement. It would be nice if the accounting was GAAP for many underlying reasons, but is more minor than the used aircraft/small plane issues.
The Airline Info page saw the biggest change though. The weekly passenger graph is gone, which I know many others were sad to see go. The livery/logo graphics are smaller where I know most of us liked the big graphics. The statistics tab, in my opinion, is very cluttered and while it's nice to have all the extra data, the layout needs to be refined. The Fleet page listing is also cluttered and again, while the information is nice to have, the layout leaves much to be desired.
Personally, I have experience in computer programming and design. I work at a recruiting firm and many years ago we had a database where a candidate's profile was laid out in one long continuous page with collapsable/expandable sections (i.e. Airline Info from v1.2). In years following, we switched to new software that had a tabbed layout, similar to the 1.3 Airline Info. Currently, we are developing our own database from scratch in house (versus 3rd party providers we've used) and the people I work with have made it abundantly clear that it is much easier to evaluate a candidate's profile when displayed in 1 long continuous page versus tabbed pages. I venture to say the same thing is true for AWS--players would rather see a one page overview of an airline versus a tabbed structure like we have now, especially with graphs/charts incorporated.
Those are my thoughts in a nutshell right now. I appreciate (as I'm sure others do) all the work and time sami puts into development/etc so we have a game to play. I know there are several other background processes that were tweaked (slots growth which is awesome, departure time difference requirements, increased slot costs). This is a harsh comparison, but they say you can put lipstick on a pig, but it's still a pig. I feel like all of the features in the world (logo creator, fuel contracts, etc) are nice, but the fundamental gameplay features of the used aircraft market and small aircraft viability haven't improved at all in my opinion and have arguably taken a step backwards. These features which drive playability are what players really care about (I think). I know many measures have been put in place to limit growth, but until the first-come first-served nature of the used aircraft market and airlines being required to use large aircraft to profit are changed, growth is going to remain explosive.
Does anyone else feel the same way I do or am I an outlier?