Anyone needing more clarity on any of these, absolutely ask. Anybody with a dissenting opinion on any of these, absolutely share. I know I feel these issues are important and very fixable, but I also think discussion before change is important because players shouldn't be blindsided by changes.
Wind Farms & Finance Index
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Yes, another attempt at dealing with the Finance Index inaccuracy where Wind Farms are concerned. This is brought back up now that the GM has determined a fixed quality value for the Electric Power provided by Wind Farms, as well as pointing out another recent unannounced change that has made the situation with Wind Farms even worse where the Finance Index is concerned.
I present my current country for an example of how the Finance Index is currently determined vs the true values with accurate accounting. Note this is not calling for any change in income or expenses, this call is purely for accurate accounting for the sake of accurate Finance Index values.
Current Country:
1856 Wind Farms Operational
377,500 Electric Power Price
783,000.00M Finance Index reported Wind Farms Income
The FI reported WF income actually dropped to its current level 2-3 days ago, to a point where it is no longer makes any discernible sense at all. Even at the 'quality not included' calculation that was used prior to this recent unannounced change, the FI reported WF income would be 875,800.00M, which has a significant impact on overall FI.
With the current end goal for WFs being EP production at 120Q, I beg the calculation for FI reported WF income to reflect 120Q EP being provided by the WFs. Again, this is not calling for WF changes, this is purely calling for accurate accounting because the fact is WFs, while generating a lot of money for players, is sinking game levels because of its detrimental impact on Financial Index due to its inaccurate reporting.
Wind & Electric Power Quality
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I know you recently made your intent known that you want Wind Farms to produce Electric Power at 120Q regardless of any other factors and have begun taking steps to reduce the quality to that level. Everyone would agree that the profits of Wind Farms was far above reasonable levels and needed to be tapered, so I completely agree with wanting to reign those numbers in. At the same time however, I ask you to reconsider the specifics of how you want the Wind Farms to produce their power because of the other impacts of your current plan that may not have been considered and have a couple possible concepts that with some refining could help address the main issues.
One of the main 'hidden' negative impacts of the blanket 120Q EP wind policy is in the Consumption Quality Index. As a key contributor to the all important Welfare Index, Consumption Quality Index absolutely matters to every player. A country generating EP through wind however will also see their Consumption Quality Index decline because the farms also consume a small amount of EP in their maintenance as you shared in a recent forum post and that EP is counted as spending by population. A player willing to share data from his country with 5390 Wind Farms showed that the Electric Power consumption by population for his country amounted to 71.5% of total spending when combined with all other products consumed. Having EP generated by wind capped at 120Q artificially drives down the Consumption Quality Index which will reduce a country's Welfare Index in a sort of hidden way that will see players that are generating more income through wind actually unintentionally harming their own country's welfare despite improving its finances.
The 120Q Electric Power also has the side effect of making both Wind Farms and Wind Turbines worse as a player improves them, especially for the purpose of self supply. For the self-supplier, which appears to be your intended path with wind power (which is not a complaint), any improvement to their Wind Farm or Wind Turbine corporation from quality upgrades to purchasing supplies at any higher than 120Q is actually a loss of income in the grand scheme, which is the exact reverse to every other corporation type in the game.
I don't have the programming expertise that you do so I can't rightly say how simple a sensible solution would or wouldn't be. The standard fix for most people that makes sense would be to have the EP quality provided be equal to the quality of the WTs consumed each month. Then they'd be able to maintain indexes and would obviously also take on the higher maintenance costs of maintaining higher quality WTs. The income reflected in the Finance Index would increase but the maintenance cost in it would also increase so relative balance would still be maintained. It would also allow you easier flexibility in making small changes to keep the income in acceptable levels because higher/lower incomes would be directly tied in with higher/lower expenses which with the blanket 120Q system isn't the case.
Game News & Detailed Maintenance Reporting
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I completely understand that maintenance is challenging because you don't really have a test server of sorts so sometimes maintenance comes with its own unintended bugs and I don't envy you having to do everything 'on the fly'. At the same time, it's an issue that's been brought up repeatedly, I think better communication with players especially in giving specific information on what you change in the game when you change it will not only help players feel more involved, but it will give them better opportunity to actively help you identify and correct issues as they appear in the game. Your reports on the forum help, but to be honest the forum is clunky, search options don't necessarily help in finding answers or receiving updates because of the forum interface.
Game News should absolutely become relevant again. Three messages are sent to newly gained countries automatically from the game, one directing the player to Game News to see updates. For a new player that reads those first three messages and says 'oh I click this Game News link and can see what's changed' right now it would appear the game hasn't had GM involvement in nearly 8 months. Experienced players obviously know that you've been here performing tasks, but a new player that sees the page that they're directed to for updates is going to look at that, think dead game, and never return. Even those most recent updates that you have posted in Game News, if you recall I had to beg you for back then when it hadn't been updated for almost another year at the time. That Game News page is critical as an early stop for newer players and should be a reliable read that experienced players should be able to go to weekly and see 'okay base price of this product has been lowered by 2%'. I appreciate that you give a narrative with your updates on what the intended outcome of your changes are, but I feel like its more critical for players to know what the changes are than to know what your intention is without knowing what actually happened.
When you make a change to a detail in the game, write it down. When you're done making your changes for the day, post those changes to Game News. Updates are currently only really provided on the forum, and those updates are full of vague concepts and your personal opinion on what you hope to accomplish with some changes, but severely lack in detail on specific changes made. Most information on actual detailed changes in game is sourced from players who stumble on the information, which is honestly not a fair practice when you yourself are a player as well.
Space Transport (Wind Turbines)
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Wind Turbines are what brought the issue to my attention, but it does appear to go beyond them and apply to other products as well. In anticipation of your upcoming change enforcing Wind Turbine shortages having detrimental effects on countries and their Wind Farm setups, I have sought to begin moving some excess Wind Turbines from countries that have a surplus to countries that have a limited supply.
When scheduling a new transport request, the request seems to dispatch only 20 shuttles, regardless of the number available to the owner. While that number isn't overly inconvenient for many products, for Wind Turbines it makes transportation downright unfeasible. A full 24 hours of transportation moved less than 2500 WTs on a transportation route that didn't even leave the planet (enterprise to country). If WT shortages are going to become an enforceable issue, then the transfer of them from within a player's own circle of enterprises and empires needs to be smoother. A possible solution include reducing the Wind Turbine storage space for the purpose of shuttle transport. I understand in your mind the blades on these Turbines are huge when you visualize them. But consider that their listed storage space for shuttles is 100000 units. For Helicopters storage space is 240 units. The last posted WF limit per country was 5,000 (though some countries have exceeded that). Storage space for WTs should be reduced, allowing for more on a cargo shuttle, to a point where at the very minimum a scheduled transport of 20 shuttles can move 30,000 WTs in a 24 hour period to line up with the expected usage in a WF 'capped' country.
Another alternative that more players would probably like would be to move WTs into Direct Trading. Obviously there would be benefit to players but I honestly personally wouldn't want that change even though it would benefit me. I kind of like that Direct Trading focuses on more 'service' type goods than 'product' type goods. WTs definitely don't fit that theme.
Direct Trading & TA
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Especially after the recent change that sees corporations start with no supplies, a new player on Tiny Atlas quickly has the wind knocked out of their sails when it comes to being motivated to play on the world. My personal experience after opening there was met quickly with realization that almost, if not every corporation in the game, requires Electric Power and Services in its production process. High Tech Services as well if I'm not mistaken. None of these goods can be transported by shuttle, only moved via Direct Trading. Direct Trading is also unavailable for countries/enterprises for their first 7 days after registration, meaning a new player on TA is completely unable to produce anything for their first full week on world. Paying 30GC to register on a world and then being completely unable to do anything there for a full week is absolutely a problem.
I was lucky enough to have a player on discord have an inventory on planet already that they could sell to me to get up and running, but other prospective player may not be so lucky. Seeing that you essentially can't do anything for your first week on world because essential goods that are critical to literally everything can't be brought in until after that first week. That alone is enough to prevent prospective players who are aware of it from joining the world, and for players that don't already know about the 7 day restriction they would surely get quite upset after making the realization after spending their GC and registering.