Every system has issues, but there’s an infrastructure pipeline that needs to be up to mitigate the majority. The first is a global tournament registry that’s easy to interface with, which Sendou is currently working on. The next would be a player identification system, which we can do via splatnet. It’s one of the projects I’m working on still, here’s a screenshot (minus the Doxx Wintraders option, which I added for a joke)
This pulls matches, and will ideally be configured to make it so easy for matches to be uploaded that there’s no reason not to. That would push matches to a global match database, similar to stat.ink, but with full integration with sendou’s tournament system. This also verifies all players participating. From there, pulling results is automatic.
As far as issues, there’s going to always exist tradeoffs and the systems won’t be especially accurate. The system we have now (or more accurate the lackthereof) that’s results based has many issues as it stands, especially when players “estimate” their own skill level. Worst case, the rankings can be fuzzified into a tiering system where thresholds can be identified akin to LUTI divs
This pulls matches, and will ideally be configured to make it so easy for matches to be uploaded that there’s no reason not to. That would push matches to a global match database, similar to stat.ink, but with full integration with sendou’s tournament system. This also verifies all players participating. From there, pulling results is automatic.
As far as issues, there’s going to always exist tradeoffs and the systems won’t be especially accurate. The system we have now (or more accurate the lackthereof) that’s results based has many issues as it stands, especially when players “estimate” their own skill level. Worst case, the rankings can be fuzzified into a tiering system where thresholds can be identified akin to LUTI divs