And you blatantly ignore the fact that you have absolutely no concept of how games or applications in general are made. Changes like this can require pretty deep delving into the source code - how deep is impossible to know without actually knowing it, but the house-analogy generally works well.. Ie: if you want to reposition a wall, you also have to dig space for the new foundation
It's not just a matter of waving teh wand of ladder fixin'... The whole discussion rather reminds me of War3 and maphack flamewars.. So far as I know, blizzard where never able to make a proper fix for it because technically, it's almost impossible. Your client needs to know the position of enemy units, and since it does, someone clever can get that info - overriding the fog-of-war.. But of course, the clueless noobs would be like "OMG LOL BLIZZRAD NO HOW 2FIX DEY JUST DONT WANNA BCUZ DEY WANT ARE MONEYS SCREW U BLIZZAAR!" or something similarly intelligent..
I hate to sound like a fanboy here, and I'd rather they'd left the ladder in the "broken" state where boosting was pointless because it would've taken centuries to catch up, but sadly, I'm not in charge
All that aside NOBODY has been able to come up even a halfway decent concept for a ladder-system yet in any case. If Nadeo's gonna spend the effort of completely redesigning how the ladder works, you can be sure they'll try very hard to get it right rather than change the ladder completely only to discover it was just another bandaid; temporary fix, because that - ladies and gentlemen, would be tonnes of effort all and for nothing.
- Someone in this thread suggested your rank should be decided through pure win-count, which I say wouldn't work. You could create one million fake accounts and win easily. Basically, people would be farming wins the way they're now farming points. Just a different currency that's all.
- Also as [POL]jakub pointed out, using win-to-lose ratio is fairly worthless as well. It would make people scared of playing with their real/good account for fear of **** up their ratio. Aside from that it would also encourage people to only race the tracks they already know, and preferably against complete newbies..
In general, the only systems I can think of that have worked reasonably well (though still far from perfectly) have been systems that subtract points from your score and therefore lowers your rank when you lose. The trouble with this for TMN is that, once again, it's so easy to make other accounts, and then people would be afraid to use their "good" accounts for ranked matches.. I think I saw someone on the tm.no forums mention this had been a problem in TMS as well. However, it's pretty much the only way I can see of preventing "point-farming" in any form: Have a reasonably finite pool of "points" that people can take from each other by winning, rather than continuously adding points which causes inflation, just like printing money.. Also throw in points-decay for unused accounts so points from unused accounts return to the pool. Of course, this has a thousand weaknesses as well.. Say I'm at the top of the ladder, with a fairly fierce competitor.. So I create a fake account, and play him - and manage to beat him a couple of times, thereby taking away points from my competitor without hurting my main account any of the times I lose.. No solution is perfect, but some are less sucky
I personally don't know how (nor how well) the ladder in TMU works since I never really play it, but TMU at least is insulated from multi-account exploits through costing money,. preventing people from using fake accts to a large extent (unless they're stupid enough to shell out for multiple copies for boostin'...).
That's it for my mammoth-sized post
I shall now go back to ignoring the ladder completely like before..