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Another person who doesn't understand what free-to-play is. The vast majority (which, in turn, attracts another majority) are casual players who will not pay under any circumstances. Making something from the existing functionality paid will ruin the project.
"Совесть - она либо есть, либо её нет" (с) RedWhait HP
"Совесть - она либо есть, либо её нет" (с) RedWhait HP
Your mercenary nature will be your downfall someday.
Monetizing a project (absolutely any project) does not guarantee success, nor does it guarantee failure. It simply expands the range of available opportunities. Of course, the monetization of any project should not be taken out of thin air, but should be an economically sound, calculated, and reasonable move.
And there are many more examples of projects that have failed due to lack of funding in a market economy (and it is in this paradigm that modern humanity exists in its overall mass) than there are examples of projects that have failed due to the introduction of monetization.
However, commercialization imposes certain obligations that do not exist without it. In this regard, the Hota team is in a better position at this stage - they owe nothing to anyone, they are working on Hota "for fun." The question is, how long will bare enthusiasm last (or maybe it's not bare - maybe the project has been monetized through donations for a long time and brings the team enough money, in which case, there is really no need to look for other options)? Only time will tell. I, for one, am watching the Hota project with great interest in this regard.
"Совесть - она либо есть, либо её нет" (с) RedWhait HP
The question is – will sheer enthusiasm last for long?
maybe the project has been monetized through donations for a long time
I started the HotA project in April 2008. Now it's 2019, and February is coming soon. I won't judge whether that's a long or short time, but throughout the project's existence, there has never been a rational need for monetization.
Moreover, there have been and are no attacks on the HotA team from my side.
"Совесть - она либо есть, либо её нет" (с) RedWhait HP
A reasonable musician (artist, etc.) has two goals: 1. To make a living doing what they love. 2. To have their work be in demand, and for as many people as possible to listen to their songs (watch their performances, videos on YouTube, etc.). And these goals are not always proportionally related, especially in the former USSR. There are many semi-impoverished underground musicians whose songs are listened to in all corners of the country, but they don't get much in return financially. And they are quite happy with this, because the name itself lives on. Something similar may be possible in the case of the "HotA" project. 1. A huge number of people play this particular version of the game. 2. The developers themselves enjoy what they are doing. = monetization is not really necessary. And it is not a fact that it (monetization) would significantly improve or speed up development. Unless the budget is like that of Blizzard, but that is a utopia (maximum with 4 bags of gold).
When fire magic is disabled in the template settings, it still appears in the Academy (Conflux).
Fix: add the ability to prohibit buildings in cities, or when one of the schools of magic is prohibited, it should be replaced with some other magical skill (Wisdom, Sorcery, etc.).