Chariot of Fire wrote:Interesting format you've adopted cheme, deviating from the usual golf/squash/etc practice of the lower-ranked clan moving half the distance towards the higher-ranked in the event of a victory (e.g. If #32 beat #4 they would move up to #18 yet #4 stays where it is). They both have their merits - yours being more dynamic, whereas the traditional method is more-steeped in reality (in that the #32 ranked clan really isn't better than all those ranked from #4 thru #31 and simply got lucky on one occasion). I think that's why the traditional system is adopted more often, as it rules out the anomalies of freaky victories. Yours is perhaps more fun and appealing though.
I agree this is more dynamic. A few things:
I think it shows pretty accurately how long it has been since some of the top clans have beaten another top clan. IA being the prime example. There is no doubt they are a dominant clan, but it has been a long time since they beat anyone "better" than them (at least for ladder purposes).
Additionally, this system allowed a clan like ACE to jump quickly to where (or about where) they should be. Using the halving formula, I'm not sure they would be anywhere close to where they should be.
Finally, since it only includes clan wars (41+ games) there is less of a "luck" factor as somewhere along the way we determined that 41 games was the true measure of a clan. Right or wrong, there you go! Looking at the ladder, it definitely is not the end all be all of clan ranking systems. But I think it is a fun and interesting exercise, especially when looked at in conjunction with the other systems.
In my opinion, the biggest issue (flaw) that it has is that when a clan stumbles (either because of attrition, defection, or otherwise) the system cannot correct itself. So when 4-5 clans beat a higher ranked clan, after an event that has weakened that clan, you get some odd looking results. Then when you get an odd result and clans beat the clan that had the odd result, it creates even odder results!