In principle, all the data is accessible to the developer, who decides himself on how much data is needed and useful. How about players? If recording own game data, player gets full information on everything, with few exceptions. Rating difference is not known (opponent fMMR is hidden), and could be only predicted based on fMMR changes. Neither opponent deck, nor gameplay (opponent mulligans…) are perfectly known, but great deal is visible.
Is self-recorded data useful? For self-development – with no doubt. But the sampling is very poor (let’s say around 200 games), and more importantly – slow. The meta state in Gwent could change very fast. Nilfgaard played a week ago is different from Nilfgaard played now. Stats quickly become useless. We tried manually collecting our own data in Legacy, but the work was tiresome and we had to give up on the idea fast. If medium-sized team is unable to put something like this to work, doing something similar by a single player is out of question.
As it is impractical to collect all the data accessible to a single player, some information has to be dropped. These information will never be retrieved or published without use of tracker. Alternatively, the data could be leaked by developers themselves. An example of such leak are leader stats.
If the data witnessed by player is not enough, other sources has to be used. There are three official sources: in-game leaders table, Gwent Masters Ratings and public profiles of players. In Pro Ladder player practice, data is often acquired also simply by watching streamers, what amongst other things gives some information on the temporary state of the ladder.
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