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But what personally bothers me the most is the presence of various minor changes that don't immediately catch the eye, but ignorance or failure to account for them will affect the outcome. Like removing the immunity of birds to fire, like accumulating creatures in hiding places; the most striking example is the change in the flight mechanic. Seeing such small things that can decide the game, I realize that this may be just the tip of the iceberg among such small things, and I don't want to deal with all of this.
And why don't I want to? Precisely because Hota was not made for me, not for online play.
The Hota developers decided to listen to experienced players when everything was already done, the outlines of the game were defined, and any significant changes in the game became impossible. Offering dialogue six months after release is just a joke. And at the creation stage, only Vic represented the interests of online play, and he obviously represented them in his own way.
The first method may be more appealing, but it has its drawbacks. First, the online community has repeatedly shown its total disunity of views on the game and its inability to form any unified opinion on at least one issue. There is little help from this in the absence of existing guidelines in the gameplay. Secondly, if Hota had gone online before the appearance of guilds and clans, their appearance (although it would have been delayed by at least another six months in this case) would have been perceived as a radical change in the gameplay of Hota itself. And there would be no need to create the illusion of being thrown from side to side. Therefore, all the main changes were carried out first, which in any case were planned in some form, and only then are we ready to ask what people like and dislike in the resulting gameplay.
If a significant number of players spoke out in favor of any changes, then they might have happened, but so far it seems that everyone, with rare exceptions, doesn't care.

