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I'd like to add my thoughts on why TE-light is so reluctantly accepted by some players who are used to SoD. There is an element of unfamiliarity, and this factor actually plays a significant role, but there is another circumstance: the most ardent supporters of TE themselves alienate SoD fans with their categorical statements about the advantages of this product, the conservatism of the latter, and their own superiority as representatives of the "higher" caste; this is already a psychological aspect. It's necessary to be more approachable, and people will be drawn to it.
I agree with Querty – no one is looking for or intends to look for the downsides of TE-light; the idea is good and promising. However, statements like, "I don't believe this is an interface; I just don't believe it," (similar to the expression "this cannot be because it never can be") won't add any positives and will also contribute to the negativity. The interface conveniences that are built into TE may even hinder someone who has been practicing SoD for years, especially in the beginning. A simple example: in TE-light, when visiting various buildings (stable, tower, etc.), a message does not appear that needs to be closed; this undoubtedly speeds up the process. BUT, let's look at what happens when fast-click is activated (as Stinger aptly mentioned): within a fraction of a second after a hero visits such an object, Enter is automatically pressed, and what do we have? Instead of speeding up the process, you have to exit the hero's window, which takes even more time :D. It seems like a small thing, but a couple of such minor details disrupt concentration. Of course, a habit will develop very quickly, but the statements that an unfamiliar interface can hinder you in the first two games on TE are not perceived by me as an excuse for losing, but as a warning to those who have not yet tried TE-light that they should not play a serious game right away.