What was the old ranking system?
Prior to the introduction of the S2 update, the game's ranking system operated differently. Instead of needing the completion of specific maps to advance in rank, progression was solely based on mana. This approach had garnered substantial support within the player community. It offered a refreshing alternative, allowing gamers to chart their own course through the ranks without the pressure of having to do expert or insane difficulty maps.
The key appeal of this mana-based ranking system was its flexibility. Players relished the freedom to advance at their own pace, free from the constraints of mandatory map challenges. This flexibility ensured that players could fully enjoy the game without becoming annoyed by the demanding requirements of particular maps, which often posed a significant hurdle for those still honing their skills.
However, with the arrival of the S2 update, the mechanics of the ranking system were overhauled. Players now have to complete specific maps in order to go through the ranks.
Why was it removed?
The reason the old ranking system was removed was because it was seen as 'too easy' or 'pay to win'
Could we keep the old ranking system, but avoid it becoming to easy?
Theres a couple ways we could make this less easy, such as needing more mana to rankup. Maps already have a cooldown on them, which kind of prevents grinding one map.
Why was this change controversial
The alteration, while undoubtedly introducing a new layer of challenge and structure, has not been without its critics. Many players have expressed concerns about being compelled to undertake challenging maps prematurely, potentially leading to frustration and stagnation in their progress. Nonetheless, some view this change as an opportunity for personal growth and mastering tougher gameplay elements.
In my personal opinion, I strongly favor the older ranking system. Ranking up was an enjoyable and rewarding experience. It allowed for a sense of accomplishment and progression that felt more organic and in line with the core essence of the game. The flexibility of the system, which relied on mana accumulation rather than specific map completions, made it feel more engaging and fulfilling.
The older system allowed players to rankup with a sense of freedom and self-determination. It wasn't about completing an arbitrary number of maps; it was about overcoming challenges at a pace that suited individual preferences. This aspect of the game's design resonated with me and many others.
However, the introduction of the new ranking system, which seemingly mandates the completion of a substantial number of maps, has significantly altered the ranking experience. Personally, I find myself less motivated to attempt ranking up under this system. The prospect of having to complete a large number of maps can be overwhelming and, at times, demotivating. It's transformed the ranking process from an actual fun thing that I actually want to spent time oninto what can sometimes feel like a monotonous and time-consuming chore.
It's not just me who holds this opinion; a considerable portion of the player community echoes similar sentiments. Many players express that ranking up now feels more like a repetitive task rather than an enjoyable experience. Progression has been replaced by a sense of obligation, and this shift has led to a noticeable decline in enthusiasm among players.
In essence, while changes in game mechanics and ranking systems can sometimes enhance gameplay and maintain player engagement, it's essential for developers to carefully consider the player experience. Striking a balance between challenge and enjoyment is pivotal, and many players, myself included, believe that the older ranking system captured this balance more effectively.
TL : DR
In conclusion, the old ranking system in the game was based on accumulating mana, allowing players to progress at their own pace without the need to complete specific maps. However, this system was ultimately replaced by the S2 update due to concerns that it was considered "too easy" or potentially "pay to win."
While some players favored the older system for its flexibility and sense of accomplishment, the new ranking system has proven controversial. Many players feel compelled to complete challenging maps prematurely, leading to frustration and a perception of ranking becoming more of a chore than an enjoyable experience.
In my personal opinion, I share the sentiment that the older ranking system was more engaging and fulfilling. It allowed for individualized progression and a sense of freedom. The introduction of the new ranking system, which mandates map completion, has made the ranking process feel more like an obligation rather than a source of enjoyment for me and many others. Striking a balance between challenge and enjoyment remains crucial in the ongoing development of the game to cater to the diverse needs of the player community.
Prior to the introduction of the S2 update, the game's ranking system operated differently. Instead of needing the completion of specific maps to advance in rank, progression was solely based on mana. This approach had garnered substantial support within the player community. It offered a refreshing alternative, allowing gamers to chart their own course through the ranks without the pressure of having to do expert or insane difficulty maps.
The key appeal of this mana-based ranking system was its flexibility. Players relished the freedom to advance at their own pace, free from the constraints of mandatory map challenges. This flexibility ensured that players could fully enjoy the game without becoming annoyed by the demanding requirements of particular maps, which often posed a significant hurdle for those still honing their skills.
However, with the arrival of the S2 update, the mechanics of the ranking system were overhauled. Players now have to complete specific maps in order to go through the ranks.
Why was it removed?
The reason the old ranking system was removed was because it was seen as 'too easy' or 'pay to win'
Could we keep the old ranking system, but avoid it becoming to easy?
Theres a couple ways we could make this less easy, such as needing more mana to rankup. Maps already have a cooldown on them, which kind of prevents grinding one map.
Why was this change controversial
The alteration, while undoubtedly introducing a new layer of challenge and structure, has not been without its critics. Many players have expressed concerns about being compelled to undertake challenging maps prematurely, potentially leading to frustration and stagnation in their progress. Nonetheless, some view this change as an opportunity for personal growth and mastering tougher gameplay elements.
In my personal opinion, I strongly favor the older ranking system. Ranking up was an enjoyable and rewarding experience. It allowed for a sense of accomplishment and progression that felt more organic and in line with the core essence of the game. The flexibility of the system, which relied on mana accumulation rather than specific map completions, made it feel more engaging and fulfilling.
The older system allowed players to rankup with a sense of freedom and self-determination. It wasn't about completing an arbitrary number of maps; it was about overcoming challenges at a pace that suited individual preferences. This aspect of the game's design resonated with me and many others.
However, the introduction of the new ranking system, which seemingly mandates the completion of a substantial number of maps, has significantly altered the ranking experience. Personally, I find myself less motivated to attempt ranking up under this system. The prospect of having to complete a large number of maps can be overwhelming and, at times, demotivating. It's transformed the ranking process from an actual fun thing that I actually want to spent time oninto what can sometimes feel like a monotonous and time-consuming chore.
It's not just me who holds this opinion; a considerable portion of the player community echoes similar sentiments. Many players express that ranking up now feels more like a repetitive task rather than an enjoyable experience. Progression has been replaced by a sense of obligation, and this shift has led to a noticeable decline in enthusiasm among players.
In essence, while changes in game mechanics and ranking systems can sometimes enhance gameplay and maintain player engagement, it's essential for developers to carefully consider the player experience. Striking a balance between challenge and enjoyment is pivotal, and many players, myself included, believe that the older ranking system captured this balance more effectively.
TL : DR
In conclusion, the old ranking system in the game was based on accumulating mana, allowing players to progress at their own pace without the need to complete specific maps. However, this system was ultimately replaced by the S2 update due to concerns that it was considered "too easy" or potentially "pay to win."
While some players favored the older system for its flexibility and sense of accomplishment, the new ranking system has proven controversial. Many players feel compelled to complete challenging maps prematurely, leading to frustration and a perception of ranking becoming more of a chore than an enjoyable experience.
In my personal opinion, I share the sentiment that the older ranking system was more engaging and fulfilling. It allowed for individualized progression and a sense of freedom. The introduction of the new ranking system, which mandates map completion, has made the ranking process feel more like an obligation rather than a source of enjoyment for me and many others. Striking a balance between challenge and enjoyment remains crucial in the ongoing development of the game to cater to the diverse needs of the player community.