Guild Wars 2 has guilds but no actual guild wars. It’s weird because this game has so much potential. Can ArenaNet perform in the next 12 months? I would buy an expansion without hesitation.
there is a rumor and a screenshot of a test arena from a dev stream that gvg is under development
Ill sum this up for you folks
GW1 had a lot more skills/builds/teamwork/strategy/gametypes
GW2 has a lot better combat but lacks the above
there fixed this for you
GW1 had more bot team work and when you played with real humans you where playing beside them not with them because the 3 class system dose not make team work it make ppl play to different goals. Support for hp tank for hate and dps for the mobs hp.
GW2 has complete freedom of movement adding more strategy then “you take all the hits and i will do the other work for you”.
what did I just read
GW2 strategy for all content is “everyone dps and roll around” I guess you do have freedom of movement to roll any direction you choose
the main principle is take care of yourself.
this is the problem. the game was designed so you don’t need to rely on anyone. this game is what happens when the developers got funding to make an mmorpg but secretly wanted to make an fps.
- More versatile and viable builds
– More exciting, action oriented, feeling combat
– Less gimmicky/kitten buildsThe above 3 plus the mobility it provides makes GW2 a much better system for my preferred playstyle.
I’d argue the opposite. The GW2 skill system is designed to limit build combinations. That was a problem in balancing GW1 (according to the devs) — the amount of build possibilities is staggering when considering the dual classing and total available skills. The GW2 system is also design to make bad builds not possible (maybe your use of the term “viable”), but that doesn’t mean there are more in GW2 vs GW1.
The combat is more action oriented, but I would not agree with more exciting. I never have a “gasp” moment when my team is successful… as in we surmounted some serious challenge with well coordinated play. Seriously it’s mostly button mashing with little regard to what your team is doing. Yeah you can pull of some brilliant manuevers with team coordinate but it’s not really necessary to succeed, so why bother (and most players dont because they’ve never learned to, and it’s not necessary).
As far as gimicky builds go, there’s a lot of gimicks in GW2. Stealth and clones top the list (and those are core mechanics!). If I dig deep enough into GW1, I guess you can call a R/N Touch build gimicky but I don’t think that even compares to clone/stealth spam, and it was hardly dominant in PvP. If you think monks are gimicky then you are off-base since that’s the core of the trinity present in every MMO (and GW1 monks were better because you could go prot instead of heal if you wanted).
In short the depth of GW1 was amazing. GW2 does not have those strengths — it’s more arcade-y feeling with some glitter.
yes, exactly. when he replied there was more versatility and viable builds in gw2 I didn’t think was good use of my time to point out how many orders of magnitude he was off the mark
Hate: the game
Like: environments
drop chance: me getting with mila kunis
Being able to run around and jump doesn’t make combat better.
Somehow I feel a lot of you haven’t played high end PvP. Limitations are not disadvantages, static combat meant you actually had to put thought into where you stand while casting a spell. Heroes Ascent is a very good example of how complexity can make a more rewarding and deep experience, something which will never be possible in GW2. For this reason alone GW2’s lifespan will be rather limited, since it attracts the kind of people who hop from game to game. Also the core reason why this game never developed a community around it.
If you think the only improvement in the GW2 system is being able to run around and jump, this might explain why you prefer the GW1 system. Or it could simply be down to personal preference.
Well, firstly you’ve misrepresented his opinion. He said it was a bad idea, and not an improvement at all. But please explain what the other “improvements” are
Name 1 thing you hate about gw2 and one you like.
Despite it being open world GW2 is ironically actually less social than GW1.
The whole free mission structure is gone, which was a lot of fun to do with guildies. Dungeons are limited to 5 players instead of 12, do not require a massive team synergy setup but can be beaten by just a combination of 5 individual cookie-cutter builds. Helping and exploring with friends is discouraged by making waypoints cost money. There’s no longer a vast variety of builds and PvP modes to discuss. No guild halls and no strict party doesn’t really add to the group feeling. Cities are WAY too big for their purpose which makes them feel desolate. Trading post completely removed the one-on-one bartering.
People running around you for rewards is not social. People grinding the ‘living world’ is not social. Playing WvW is not social. Even the events are not social. If they replaced all players with automated bots I would not notice the difference, because this game is inherently non-social, desolate and cold. I’d rather be in an instance with 7 other people who actually talk to me and express themselves than be in an open world with 200 people that just walk around minding their own business and never even talk.
There is no basis for a community, the desperate feeling and thematics of the areas is completely lacking. In GW1 with the whole searing, fellowship to the north, jungle, desert, shiver peaks people were ENCOURAGED to stick together. It actually felt like there was a whole community thing going on and you could really notice that. People bartered with each other rather than running up to an auction house, people created parties to do hard missions, people talked to each other for advice and builds, people all hated Alisia ( for good reasons ). There was a feeling of fellowship that this game will simply never have. It feels cold, it feels desolate and it feels like this game will never be that kind of game you would call home, that kind of game where you would call your fellow players friends.
Sure you can add gear, grinding goals, new content but you can never create a feeling without actually loving what you make. That is exactly what the few veteran developers did when they left Blizzard and started to create what they always wanted to create. Unbound by economists, concerns of popularity, thoughts about ease of use or ‘design’. They just made what they loved and always wanted to make.
GW series lost its heart
Ill sum this up for you folks
GW1 had a lot more skills/builds/teamwork/strategy/gametypes
GW2 has a lot better combat but lacks the above
there fixed this for you
Being able to run around and jump doesn’t make combat better.
Somehow I feel a lot of you haven’t played high end PvP. Limitations are not disadvantages, static combat meant you actually had to put thought into where you stand while casting a spell. Heroes Ascent is a very good example of how complexity can make a more rewarding and deep experience, something which will never be possible in GW2. For this reason alone GW2’s lifespan will be rather limited, since it attracts the kind of people who hop from game to game. Also the core reason why this game never developed a community around it.
You won’t get any support from others around here, but you are 100% right. Cast while moving removes the need to care where you are, because you can continue to do whatever you want and kite enemies endlessly. It might feel better, which is true, but it contributes to game’s zzzzzz combat. I think some kind of compromise might be to reduce movement by 90% while casting, just so it really drives home the point.
(edited by milo.6942)
You can’t prove the negative. If someone wishes to accuse Anet of manipulating the rates, they must prove it. The default is that there is no manipulation.
I would assume the default would be a modest “I don’t know” or at minimum a “probably not” but you just seemed so sure I thought you had proof.
Anet doesn’t interfere in the gem/gold trade feature.
proof?
Oh really now? What is this vertical progression you speak of?
Faction points.
Sunspear points.
Lightbringer points.
(Two of which were actually REQUIRED to even get past certain parts of the MAIN STORYLINE, and the third more or less required to do a certain dungeon or even certain parts of the world, including later missions.)Ebon Vanguard points.
Deldrimor points.
Norn points.
Asura points.I would say that was a rather massive amount of grind and vertical progression there, especially since all of those gave skills and most (all but Factions and Sunspear) gave very real and quite powerful passive effects when equipped.
I think many gw1 players may leap to attack this post, but for the most part it is correct. I strongly disagree that it was “massive grind” and I certainly disagree with the suggestion that this was in any way worse than gw2 though. GW1 had a vast array of skills you could discover and use; if there were a handful that became a bit more powerful with some grind, it was fine by me. I agree the sunspear and lightbringer phases that required you to have a certain level were a buzzkill and I didn’t like them at the time nor do I like them now.
edit: grind means doing a thing over and over. If you like doing this thing then you don’t mind, but if it’s not fun you are more likely to complain. I see GW1 having less grind and it was more fun. In gw2 the grind is practically required and gets boring very quickly because it lacks diversity.
(edited by milo.6942)
Public Service Announcement
Each poster is asked to specify what they mean by combat: skills & abilities or fluidity of combat and animations
Oh yeah. It makes it okay? Well, next time I have a project at work that isn’t done. I’ll just go in a week before hand and say “Hey, sometimes stuff gets pushed back”. I’m sure my manager would be perfectly happy about that.
Just as an FYI, it’s okay to like the game and still see fault in actions of the company.
I get projects that get pushed back all the time. Right now all my projects are being pushed back. My engineers are all busy on earlier projects, so my projects are getting pushed back. It’s quite common in this field.
I’m an engineer as well. I have had projects also pushed back. However my manager didn’t say “oh yeah, things are subject to change, no problem”. He wants to know what the issue is and what I’m planning on doing about it. An excuse like “well, some stuff came up” doesn’t really cut it.
Also, even though I know I brought the example (as others have), there are still differences in the relationship between customers/company and employee/boss.
Last time I checked neither you nor I were managers at Anet. They don’t owe us detailed explanations. It makes me sad that someone that claims to understand that projects do get pushed back takes such a hard line position on this issue. They don’t owe you anything, stop acting like they do.
As a paying customer, you should be first in line to question chronic setbacks. You have more money to give and they should be held accountable for their marketing team running way ahead of their development team.
Do devs have stealthbumps too? o-O
Hehe (-:
it’s so strange to tilt my head the other way
If anyone can figure out why anet hates gw1 so much speak up, cause we’re all wondering if there even was a gw1.
Just wanted to post again to summarize my main point.
Very simply: Guild Wars 2 combat (including skill selection and enemy ai) is very lacking. If this were another game with other systems to keep player involvement we could overlook it. But it’s not, and this problem becomes obvious to all players once they unlock most of their skills and realize “that’s it…?”.
I will try to be as objective I can about this, to maybe give some high-level specifics about OP’s post.
What is it that makes players want to play?
If this game was based around gear progression, or skill progression, or high leveling curve, then you would always be thinking about your next thing. It would be what drives you to play the game, like many other mmos and rpgs have. That would be the central spark that gives you that hit of endorphins to keep playing.
But this game is a guild wars game, and it’s not supposed to be about that stuff. It’s supposed to be about fun and flat leveling, and cosmetics and pvp and exploration.
But these things were not implemented well enough to encourage players to keep playing. The exploration was very nice since the world is well done and beautiful art design, but once you’ve seen it once then there’s little reason to see it again. The flat leveling is nice, but then it doesn’t function as a “spark” any more. The cosmetics may tickle some players, but compared to other mmos it’s nothing too special, so we might say this was a “weak spark” depending on the player. The spvp is very nice for a while but the singular game mode gets very tiresome after a while. Many people like WvW but personally it just seems like a game of “who has more players in an area” which is very boring in my book.
So what is left? Where is the spark to keep playing this game? I don’t see it anywhere, and I think it comes down to one single topic: combat
When thinking of GW1 and what made me play that game so much, I can safely say it was the combat and its related aspects. I spent hours pouring over the skill lists and trying new builds all the time. I would get crushed by an enemy mob in pve that was using heavy hexes so I would go back to town and rethink how many and which hex removal skills would be best, maybe consider using some interrupts to relieve some pressure. How many different ways there were to experience the same content by trying wildly different builds. That was GW1’s spark. Its finite content could be endlessly replayed and experienced differently every time with new and different skills and strategies and approaches. Its pvp was also amazing (better than its pve even) with dominant metas giving way to new counters all the time (though let’s be honest it wasn’t perfect).
That was what it meant to be a Guild Wars game. A game that didn’t rely on taking advantage of players’ dependency on drip-fed power progression systems like so many drug addicts needing their fix; it was a game that respected players and their time, and knew that what should be fun is the game’s core combat and skill systems.
And now we come back to GW2, where the skill system has been radically altered and diminished, we are locked into weapon skill choices, elite skills are often on minute long cooldowns with frankly boring effects, many traits are boring/borderline useless, skill effectiveness is tied to stats which are tied to gear which makes changing specs a pain, if not costly and clutters up the inventory, enemies no longer use the same skills players have and instead use generic attacks with high hitpoints and poor ai… I can go on (really) but my point is that the one thing Guild Wars was supposed to do well, it doesn’t. The only redeeming qualities are maybe cast while moving and dodge. These are, to put it lightly, not enough.
TL;DR The main spark that Guild Wars relied on to keep players playing isn’t made well enough.
The advantage of CS-GO? It’s just a copy-paste from its predecessor. That’s the point where GW2 already failed.
Don’t screw with what works
And of course there were cookie cutter builds, however, PvX Wikia always had tens of different builds listed as “Great Working” for every professions, well, except Paragon.
The gw1 team for a long time had wanted to do a skill update for paragon (and smite monks) like they had done for dervish and ele recently. My main was a paragon and I always tried new builds out constantly, even for heroes (some surprisingly good), but nothing was ever better than imbagon or some other class. That they never got around to the para skill update still today makes me sad.
And yet again people are completely ignorant to what a manifest actually is.
You also blatantly IGNORE clarifications and other information given BEFORE the game was released, and most of it even before you could buy the game.It is not ArenaNets fault people swallow marketing without looking stuff up more than a single SEVERAL YEAR OLD “declaration of the intentions”.
But I suppose all you manifesto-lovers would rather have the game shut down within a year due to lack of revenue? Because that is most likely exactly what would have happened had they not changed stuff based on the actual market.
GW1 seems to have done quite well for itself. This hot-air claim I see all the time that GW2 would have imploded within a year if it was actually true to the manifesto is all white knight bs. GW2 lost its way before it even released. Its heart and soul was destroyed when they decided to forget all the great things they innovated with in GW1 and attempt to reinvent the wheel. In their hubris they didn’t even understand what gw was about. Fast forward to the ascended crisis and it’s clear anet has no idea what their target audience is.
Combating the 600/smite build and the various shadowform speed clears cost the company plenty of time that could have been routed elsewhere.
Shadowform was the most stupid skill ever introduced into that game. You could read the description and know it was going to cause grief, but whatever. It’s true they didn’t really know what to do with SF, but in general they weren’t looking to remove farms and speedclears, they were probably more interested in these things not being too easy and too fast.
The central conceit of this entire thread is flawed. It’s absurd to claim that if a game is good enough you can play it forever. Most games have a very finite cap to the amount of enjoyment you can get out of it. Most games get boring if you play them enough no matter how good they are. And with GW1, when you reach the point where you have every little scripted moment memorized, it becomes boring. Still, GW1 kept my attention longer than any other game has since maybe when I was a teenager playing Tie Fighter in the 90s. My favorite game of all time was Knights of the Old Republic, and I played it several times, logged in probably a couple hundred hours, and played through the several storyline options. But I haven’t picked it up in six years. Not because it isn’t a great game, but because there’s only so much enjoyment you can get out of repetition.
You know why I don’t go back to GW1? Because I have over 3600 hours playing GW1 since 2005. I’ve played every mission, done ever quest (many dozens of times), leveled up thirteen characters, gained every armor I wanted, every weapon I wanted. I’ve spent days exploring lore on and off the game and put a lot of money into it. I maxed out heroes across all thirteen characters, finished the game storyline more times than I could count. I captured every single elite skill, explored every little nook and cranny and uncovered every little piece of blurred land. I’ve gone through and played the same mission over and over again just to get under time to get the bonus objectives. I’ve tried out hundreds of builds and made a few of my own. And still I do log in every couple months, but there’s nothing left to do that I haven’t done over and over again. Occasionally I go out and kill a few things, but short of grinding mobs I’m done; I’ve completed the story and really maxed out my characters as much as I can.
If they had decided to go with a new expansion rather than GW2 I would be there playing that.
And it’s not like anyone is saying GW1 was perfect. It had its faults, and there are areas where GW2 surpasses it. For instance the fluidity of combat (jumping, dodging, being able to cast while moving), making the world open rather than mostly instanced, and of course just general upgrades to the level of detail, lighting and animation. GW1 is an eight year old game and it shows.
But there are areas where GW2 has fallen far short of GW1. A reliance on vertical progression and a weak living story rather than actual new content and expansions. About this time with GW1 we had Factions and Nightfall (Nightfall was released in October of 2006) released as expansions, with the continents of Cantha and Elona added. GW2 has a skill system that is far more limited than GW1 and yet somehow is still unbalanced (one of the reasons the developers decided to go with a smaller number of skills was because they claimed it would help them balance the game… 18 months in, it doesn’t seem like they can balance the game no matter how many skills there are, so why not move back to the deck style combat which at least allowed variation?). Most of us came from GW1 expecting that the developers would have learned from their mistakes and were going to make GW2 a massively expanded open GW1. After all, what’s the point of making another WoW or Rift or Everquest, those games already do what they do and they for the most part part do them well. Fans of GW1 liked GW1 because it offered something unique; the anti-MMO where there was no grinding and combat was based on skill and cleverness. Instead most of the key developers have left and GW2 has moved more and more to become a clone of every other MMO on the market.
bam
100% +1
Because by this time in GW1’s lifetime, the base game had a couple permanent endgame areas that is being played up to this day, Factions was already released and Nightfall was on it’s way.
People are negative because GW2’s content so far is not on par.
Objectively. (that’s right I pulled that card out)
The problem with this logic is, even at the time, additional campaigns/expansions for guildwars 1 were very easy to make in comparison to potential expansion for gw2. You seriously think a company should be able to make expansions to an open world game that is actually an MMO at the same rate that they made additional content for a game that was essentially small multiplayer online? If Guildwars 1 was open world like World of Warcraft was, I GUARANTEE you that we would have never had additional content that fast with gw1. We would probably be close to getting EOTN or Nightfall at this point. Those games are totally incomparable.
…
They have trouble producing content?
…..
Just imagine what we’d have now if they stopped with the pointless festivus content and actually made this game less of a joke.
Super Adventure Box has so far only been available for 2 months – April and then September.
It will be coming back at some point in the future but no one knows for sure when that will be. Most people are assuming April though since that’s when it originally came out (as an April Fools joke).
That’s lame, I thought it was now available all the time xD
Are you familiar with the game at all?
They made a new game that caters to a different audience. Less about builds, less about pvp, less about strategy, more about action, more about spam, more about exploration (this is 1 of good things).
And at the end of the day, their goal of balance is nowhere in sight.
I blame lack of defined roles. When there are roles you can design certain classes to have certain significant advantages and certain weaknesses that are complemented by others in your team. But when you mash all together it becomes too simple.
(edited by milo.6942)
So I played Guild Wars 1 today…helping a guildie through factions. It’s still a great game. But it also lacks many things that would have made it a much better game. Trading post, the ability to remotely deposit collectibles, the ability to jump, even the ability to go off road. These are things that really held Guild Wars 1 back.
But there are other things that held it back, things that people loved about it. The sheer number of skills and possible builds were great for some types of players but anathema to others. Many people couldn’t handle it. There were so many players running around with terrible builds. It’s almost impossible to do that, when your weapons are linked to your skills. It was a change made to stop people from not enjoying the game, because they weren’t into making builds, or researching them.
By the same token, Guild Wars 1 was literally impossible to balance because not only second professions, but the ability of anyone to change their second profession pretty much at will. This was a problem that couldn’t be brought into Guild Wars 2, for pretty obvious reasons.
Guild Wars 1 never hit the main stream. People have still never heard of it. Popularity-wise it’s no World of Warcraft. Frankly, I think it’s better, but I acknowledge that it had a relatively narrow appeal as far as the overall percentage of gamers taking it up.
Anet made changes to the format so that people who didn’t build could just pick up a weapon and go kill stuff. Some people see this as bad, but I see it as good, even though I loved making builds. It expands the number of people who could conceivably play. Now Anet can start adding a bit more skills and variety and play with traits. It’s a learning process.
If Guild Wars 2 had launched with the complexity of Guild Wars 1, you’d have the same player base…but for a game this big, with this kind of overhead, I strongly suspect it wouldn’t have been enough to keep the game going.
The skill system was what GW was. I mean, that’s what the game was. It was the defining feature (and one of the main reasons I think gw2 feels nothing like a gw game). I agree it was a large barrier to newer players. If I was head of gw development I would have introduced npcs to gw1 that showed what the most popular current builds were for a profession. Not many, just the top 2-3 at most. Players that had no idea what to do with their characters would have something to shoot for, while other players that wanted to build their own way could just ignore it. In any case, instead of eliminating the complexity, they should have built accessibility ramps to help more casual players along and show them what works and what doesn’t then let them loose.
If they released a new expansion for GW1, I would play that. I played GW1 fanatically for 5 years, so I’ve had my fill of the current content in the game.
GW2 is actually GW3. The original GW2 was the things we loved about GW1 in a persistent world, but sometime in 2008-2009 they pretty much junked everything and started over, getting rid of things like secondary professions and adding things like fixed weapon skills.
I had fun in the first 1-2 months after release exploring the GW2 world, but that was enough for that game. It has almost nothing that I loved about GW1 and that kept me playing for 5 years. I still check in from time to time to see if the declining revenue will ever get them to radically change the game’s direction like they did in 2008-2009. In the meantime I have found many of the things that I loved about GW1 in an aRPG format (admittedly not my first choice of format): Path of Exile.
woot woot, PoE is pretty nice. No GW1, but nice nonetheless. I prefer instanced areas quite a bit more than open world pve where mobs respawn behind you every few minutes.
hooma u are wasting ur time, anything that could be considered “human” can be replicated easily
Is there even a macro report option? It would be a very stupid thing to try and track down.
no its still missing.. same with report option for exploiting.. u know its so hard to do it, but we get a lfg-report option. :/
i think maybe i did not communicate effectively; i meant it’s not realistically possible to figure out if someone is using macros, since the only way to detect the possibility of macros is that skills are always used at same millisecond, which could just be avoided by introducing random variation pauses. so this whole thread is pointless
the function isnt there to decide only as hint for anet-members to check.
i just finished explaining how there wasn’t anything that could be checked
Is there even a macro report option? It would be a very stupid thing to try and track down.
no its still missing.. same with report option for exploiting.. u know its so hard to do it, but we get a lfg-report option. :/
i think maybe i did not communicate effectively; i meant it’s not realistically possible to figure out if someone is using macros, since the only way to detect the possibility of macros is that skills are always used at same millisecond, which could just be avoided by introducing random variation pauses. so this whole thread is pointless
i believe gvg and tdm may be coming sometime soon, there was a map teaser in a stream that someone posted in pvp section, you should check there.
Because gw2 was supposed to be an upgrade, not an entirely new game of questionable merit.
I always thought GW2 was supposed to be a new game.
Where did they say it was just going to be an upgrade?
with the name
Of course it is a different game, no one is denying that. Which is also why this thread does have its merits.
If you don’t like this game, you can go back and play GW1, simple as that.
And if you complain about it not receiving any more updates, then maybe GW1 wasn’t as awesome of a game as you try to claim (since you apparently can’t play it without new updates)?
You are just full circle now back to op, pls stop and read my first reply.
Which is basically an upgrade of the earlier game, but with new and better technology and bigger appeal to a wider playerbase.
Or are you really going to suggest that said upgrade you assumed it would be would have been an identical game to GW1 but with nicer graphics?
Just stop. It is a different game. Leave it at that so those that like it don’t have to hear me (and others) list all the things that are different.
Because gw2 was supposed to be an upgrade, not a new game entirely of questionable merit.
And it is an upgrade.
But maybe not an upgrade in the way you wanted it to be.What would be the point in spending a massive amount of money to create a game they have already created but with nicer graphics?
Stop. It’s not an upgrade, it’s a new game entirely based in the same world.
Because gw2 was supposed to be an upgrade, not an entirely new game of questionable merit.
Edit: and why not play gw1? Because it’s dead obviously, why even bother asking.
(edited by milo.6942)
Are you going to fly endlessly in circles? Cause you know the pve zones are instanced
anyway it’s very unlikely they will add flying mounts. I can see there being regular mounts however. I can imagine they are thinking about it now and trying to decide how many thousands of gems it should cost.
Is there even a macro report option? It would be a very stupid thing to try and track down.
I will answer you now OP.
How do devs think? They think how to get you to stay in game and ways of encouraging you to buy gems. That is all you are encountering.
The name comes from a war that happened in the lore centuries before the game takes place.
[needs source]
We need some UI customization.
I know that I haven’t killed Zhaitan. I will never kill Zhaitan. I don’t need a constant reminder of my failings, mocking me from the top-right corner of my screen.
- GW1 UI: you can customize practically every part of it.
- GW2 UI: you can customize practically none of it.
Why?
Because we are revolutionizing the genre
The only wish I have for 2014 regarding this game is that they announce an expansion pack which is heavily focused on elder dragon lore and heavy ties to GW1 characters and story(gwen,etc).
I believe an expansion is possibly the only thing that can save the game when all these new mmo’s begin to launch in 2014.
I would like that as well, but for my part, if an expansion was announced and the hype train would start all over again, I would have a bad taste already from how little they’ve done to make the game I expected. I would expect the expansion to be more of the same philosophy, when it’s exactly the core philosophy that is troubling me now. Before I would buy an expansion, I would want to see a change of direction in the main game.
how is anet supposed to create a typical vertical progression game with that suggestion?
bear idk u, but u make me feel warm and fuzzy inside
u almost make me think this game could be good
I don’t agree on some of the smaller points like vertical progression, but yes, one of fundamental problems of gw2 “no specific role needed” is it reduces everything to lowest common denominator.
Nothing will change in the future however.
devs said ranks are staying