As you all know Hearthstone has 4 game modes which exist at this current time:
Play Mode - (Constructed Decks - Collection Based - PVP - both Casual and Competitive - Wild and Standard Card Sets)
Practice Mode - (Constructed Decks - Collection Based - PVE - Casual - Wild Card Set)
Arena Mode - (Semi Random Decks - Draft Based - PVP - Competitive - Standard Card Set)
Tavern Brawl Mode - (Varied Structures for all catagories except that it is always casual)
These 4 Modes do cover a fairly wide array of options for Game play styles, however I have always thought that Hearthstone could use a game mode which really highlights a player's ability to build creative decks alongside the ability to pilot them.
In short, Market Melee is a month long alternative ladder with a mostly-limited format. It highlights deckbuilding, creativity and deep skill with traditionally undervalued cards.
Format Basics:
Market Melee attempts to capture the fun experience of the recent Oktoberbrawl twitch event which allowed players to build a new account in a controlled limited way, while also tying in the challenge of deckbuilding with undervalued cards.
Players would pay an entry fee to begin a Market Madness "Run" (1000g) which lasts for a full season (perhaps there should be a few days turn over like with tavern brawl).
After beginning a run the player would be granted a 400 market gems, plus 10 gems for each day into the season which has passed (so not to punish late starts quite so hard).
Using the gems the player must construct competitive decks by acquiring cards to add to the basic set.
Gems will also be the rewards for winning games - with more rewards given during win streaks.
Matchmaking will be based on ladder position
Deck Construction:
The deck construction involves two mechanics: Pack Opening and Card Auction
The player would need to balance their Gem Budget between purchasing and opening packs and purchasing/loaning cards through the auction.
Opening a pack would cost 10 gems.
Card Purchase/Auction values are determined by two factors - card rarity and card usage, with rarity determining base cost and demand modifier.
Legendaries would have a base purchase cost of 100 gems, Epics - 50, Rares - 25, and Common/Basics - 10. The demand modifier is determined by the number of that card set up to be auctioned in a given season and how often it has been purchased.
A card is only available for purchase if at least 1 player has put it up for Auction.
Gems can also be gained by putting obtained cards up for Auction; values earned are 80% of current purchase prices
The more "in-demand" a card is, the higher the demand modifier (aka you pay a premium), if a card is "low-demand" enough, the demand modifier will put the card on "Sale"
All Basic Cards are available for free
Market Packs:
The "Market Packs" would be a special type of pack belonging to the "Shopkeeper" and would be game mode specific (the cards are not added to the players collection).
They would contain cards selected from all available cards for the Season (the set of cards available can change from Season to Season - ex} one season wild, one season standard, one season custom etc.)
The packs would contain 5 cards as usual
Rewards:
Winning a game earns 1 gem, a win streak gives an addition gem for each win past 2 (3rd win gives 2 gems, 5th gives 4 gems etc.)
Rewards are given in Packs, gold and Dust at seasons end based on Ladder results
Unused/Earned Gems are converted directly to dust at a 1-to-1.
I like the thoughts into a new mode. It's been over 2 years since we got a new mode. I feel we are really due for a new type of play to keep things fresh. I'm not sure this really provides that though. It certainly shouldn't be too hard for Blizzard to implement if they really wanted, but it really only takes arena mode and adds in a sprinkle of constructed. Don't get me wrong, it's obvious you put a lot of thought into the rules. The "Market Pack" is a great idea that would be needed to fill in class specific cards after you decided which direction the other packs were taking you.
I'm also not sure I'd want another permanent currency in the game. It seems a little redundant, though I suppose the real reason you want to use it is for real currency conversion, but the rate you've listed is just plain AWFUL. The 50% win player is looking at 47 runs before they have enough gems for a hero portrait. At the entry rate of 150 gold, that 70 packs they could have bought with gold.
Thanks for the feedback. I think players who love the challenge of deck building and would like to have a fresh mode to put that into place will see the fun challenge this mode could provide, and how this is quite different from the existing choices. The feeling exists for about 20 minutes whenever we get a constructed brawl, until everyone starts netdecking. This mode would also put that into more competitive environment which could easily be played in tournaments.
Also the Market Pack would be the only packs you would open. That way you never open a card you can't use. They contain the chosen class and neutral cards from all standard sets combined.
As for the currency, I envisioned them using it to expand the cosmetic enhancements part of the game too. I doubt they would give an alternate way to buy money only items but if they did it would have to be far stronger than a straight gold ratio. Also if a player wants to buy packs with gems, the rewards are set to pay back even money in gold for players at just under 50% win rates.
Introducing gems, and especially the usage multipler, seems overly complicated. Why not just have the currency be dust? Then it's straightforward how much each card would cost. You'd just have to decide how much dust buying a pack would cost.
Updated the first post with some significant changes:
1. Inspired by the Oktoberbrawl event, this game mode seeks to incorporate some of that feel of growing a limited collection of cards and playing a shorter defined period of time with less than idea decks.
2. Modified the concept of the market to include selling cards as well as renting, and cards cannot be rented until that card has been sold at least once.
3. Leftover Gems are now converted to Dust. at the end of the Season
Introducing gems, and especially the usage multipler, seems overly complicated. Why not just have the currency be dust? Then it's straightforward how much each card would cost. You'd just have to decide how much dust buying a pack would cost.
Adding gems is not wholly necessary, however I do think it helps to lock the currency within the mode especially with the recent changes. Now the currency is set to convert directly to dust at season's end (if there is unused amounts). Also the whole idea of the usage multiplier, which has been modified into a demand modifier is to allow for an advantage to anyone who can use "underrated" cards. IE - A mode where netdecking and tier-list strategies are nearly impossible to do consistently, especially with Season to Season set changes.
A New Custom Game Mode - Market Melee
As you all know Hearthstone has 4 game modes which exist at this current time:
These 4 Modes do cover a fairly wide array of options for Game play styles, however I have always thought that Hearthstone could use a game mode which really highlights a player's ability to build creative decks alongside the ability to pilot them.
In short, Market Melee is a month long alternative ladder with a mostly-limited format. It highlights deckbuilding, creativity and deep skill with traditionally undervalued cards.
Format Basics:
Deck Construction:
Market Packs:
Rewards:
I like the thoughts into a new mode. It's been over 2 years since we got a new mode. I feel we are really due for a new type of play to keep things fresh. I'm not sure this really provides that though. It certainly shouldn't be too hard for Blizzard to implement if they really wanted, but it really only takes arena mode and adds in a sprinkle of constructed. Don't get me wrong, it's obvious you put a lot of thought into the rules. The "Market Pack" is a great idea that would be needed to fill in class specific cards after you decided which direction the other packs were taking you.
I'm also not sure I'd want another permanent currency in the game. It seems a little redundant, though I suppose the real reason you want to use it is for real currency conversion, but the rate you've listed is just plain AWFUL. The 50% win player is looking at 47 runs before they have enough gems for a hero portrait. At the entry rate of 150 gold, that 70 packs they could have bought with gold.
Thanks for the feedback. I think players who love the challenge of deck building and would like to have a fresh mode to put that into place will see the fun challenge this mode could provide, and how this is quite different from the existing choices. The feeling exists for about 20 minutes whenever we get a constructed brawl, until everyone starts netdecking. This mode would also put that into more competitive environment which could easily be played in tournaments.
Also the Market Pack would be the only packs you would open. That way you never open a card you can't use. They contain the chosen class and neutral cards from all standard sets combined.
As for the currency, I envisioned them using it to expand the cosmetic enhancements part of the game too. I doubt they would give an alternate way to buy money only items but if they did it would have to be far stronger than a straight gold ratio. Also if a player wants to buy packs with gems, the rewards are set to pay back even money in gold for players at just under 50% win rates.
Introducing gems, and especially the usage multipler, seems overly complicated. Why not just have the currency be dust? Then it's straightforward how much each card would cost. You'd just have to decide how much dust buying a pack would cost.
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Updated the first post with some significant changes:
1. Inspired by the Oktoberbrawl event, this game mode seeks to incorporate some of that feel of growing a limited collection of cards and playing a shorter defined period of time with less than idea decks.
2. Modified the concept of the market to include selling cards as well as renting, and cards cannot be rented until that card has been sold at least once.
3. Leftover Gems are now converted to Dust. at the end of the Season
Updated the first post with a change name and improved format. Do you like the idea? Would you play it?
Another year has passed. No new modes as of yet. Anyone think we'll ever see a deck builders mode?