Hello, everyone. In this wall of text thread I'll show my suggestions for the Hearthstone's economy, which I think is one of the major issues with the game right now. All of the changes I'll suggest are based on the following principles:
1) In order to obtain a large collection, a player must spend money in the game, or more time than the average player.
2) A f2p structure can't inflate the price of packs. In other words, players should be able to grind a limited amount of gold each day in order to prevent Blizzard from raising the packs' price to 300 gold keep a balance in the gold economy.
In other words: the more a player invests time into the game, so he/she will be rewarded by this new system, and that the rewards have a daily/week limit.
In my opinion, the daily quests are in a preety good spot right now and doesn't need any changes, so let's begin with the Daily Wins.
Daily Wins
In my opinion, all of the flaws with the current f2p system are synthesized in the daily wins structure. For sure, a f2p player must be more dedicated than the others, but 30 wins for 100 gold is just way much. So, here's what I would change if I was in charge of the children's card game:
1 - Wins in Casual Mode and Tavern Brawl won't count towards daily wins rewards. Instead, the Tavern Brawl will have it's own reward system, which I'll explain further, and Casual is... Casual.
2 - Players will receive 5 gold per ranked win, 10 gold per Battlegrounds top 4, and 20 gold per Battlegrounds first places, with a 100 gold daily cap.
3 - For the first, third and fifth daily ranked wins, players will earn, respectively, 25,15 and 10 extra gold, for a total of 50 extra gold each day. This is based on Runeterra's extra XP for the first 3 wins.
4 - With those changes, players need to win 10 ranked games to earn 100 gold, down from the currently 30 wins needed. In addition, dedicated players can win 10 more games, for 50 more gold. This structure has diminishing returns, so the more you play, the less are the gold per win ratio. Check the table for more info:
With this structure, Daily Wins can award the player a maximum of 18000 gold in a period of 120 days (the average period between expansions), but that will require a lot of dedication.
Tavern Brawl
Based on the Legends of Runeterra's weekly vault system, the new Tavern Brawl would have 3 treasure chests, unlocked at 1, 10 and 20 wins. Check out the reward table for more info:
Also, I think that would be great if we had always a constructed and a non-constructed brawl per week, so that players can choose whatever one is better to them.
The most dedicated players will earn on average 48 classic packs, 2400-4000 gold, 16 arena tickets and 16 golden cards (of any of the rarities except legendary) between expansions. The ticket prize is one way of make more people lose to Twin Tyrant increase arena's popularity.
Ranked Rewards
The current rewards table will still be the default for this new reward system. Monthly ranked rewards from both Standard and Wild modes will stack. Of course, new players (ranks 50-26) won't be elegible for this, since they are P2W can't play in Wild. Just like Hearthstone Mathematics suggested, higher ranks will also award a number of packs from the most recent expansion:
Players will receive arcane dust based on the following formula*:
(SDust + WDust) * (SStars + WStars), where:
SDust is the amount of dust awarded for the player's highest rank achieved in Standard Mode, based on the current rewards table.
WDust is the same of SDust, but applied for Wild.
SStars is the amount of stars the player has in Standard when the ranked season ends.
WStars is the same of SStars, but applied for Wild.
For this calculation, the base number of Dust and Stars will be, respectively, 75 and 5 for the Legend Rank. But if a player has no life reach Legend in both Standard and Wild, he/she will receive a random Golden Legendary card instead of arcane dust.
Golden cards awarded in ranked rewards can be from any set, even adventures.
This table shows how this system would work. Player A reached rank 2, 3 stars in Standard, and rank 5, 5 stars in Wild. Player B played 1 billion a lot of games and praying to RNGsus somehow, managed to reach legend in both Standard and Wild.
Achievements. Why not?
C'mon, Blizzard, even I can do that!
Well... I think that's it. What do you think about this system? Is it too much? I really think this system would improve a lot the f2p experience of the game. If I see some of these things in the upcoming Storm next week, I'll be very happy.
If you like to waste time read everything, thank you!
i have 91500 gold and 174500 dust the economy system is fine there's literally no issues with it that i can see u just have to think outside the box a little guys
1 - Wins in Casual Mode and Tavern Brawl won't count towards daily wins rewards. Instead, the Tavern Brawl will have it's own reward system, which I'll explain further, and Casual is... Casual.
OP, I know you started this thread not only to talk about the rewards in Casual Mode, but seriously, the fact Blizzard still rewards players with gold for playing in Casual (which is the main factor of why people play with powerful meta decks there and not with experimental ones, making casual well... less casual :P, as everyone knows) makes me sick!!! >:-(
If someone really wants in-game gold, he or she has to get dirty and play on ladder or arena like any real proud Hearthstone player out there does!!!
i have 91500 gold and 174500 dust the economy system is fine there's literally no issues with it that i can see LUL fucking peasants making excuses
May I assume you are one of the few players that can make arena a reliable source of gold/dust? It's great that you can do it, but unfortunately that's not the case for the vast majority of the playerbase. Most players average 1~3 wins and prefer to acquire packs through the shop.
But I can agree with you that the arena can be the best way of spending/investing your gold if you average ~5 wins.
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Hello, everyone. In this
wall of textthread I'll show my suggestions for the Hearthstone's economy, which I think is one of the major issues with the game right now. All of the changes I'll suggest are based on the following principles:1) In order to obtain a large collection, a player must spend money in the game, or more time than the average player.
2) A f2p structure can't inflate the price of packs. In other words, players should be able to grind a limited amount of gold each day in order to
prevent Blizzard from raising the packs' price to 300 goldkeep a balance in the gold economy.In other words: the more a player invests time into the game, so he/she will be rewarded by this new system, and that the rewards have a daily/week limit.
In my opinion, the daily quests are in a preety good spot right now and doesn't need any changes, so let's begin with the Daily Wins.
Daily Wins
In my opinion, all of the flaws with the current f2p system are synthesized in the daily wins structure. For sure, a f2p player must be more dedicated than the others, but 30 wins for 100 gold is just way much. So, here's what I would change if I was in charge of the
children's cardgame:1 - Wins in Casual Mode and Tavern Brawl won't count towards daily wins rewards. Instead, the Tavern Brawl will have it's own reward system, which I'll explain further, and Casual is... Casual.
2 - Players will receive 5 gold per ranked win, 10 gold per Battlegrounds top 4, and 20 gold per Battlegrounds first places, with a 100 gold daily cap.
3 - For the first, third and fifth daily ranked wins, players will earn, respectively, 25,15 and 10 extra gold, for a total of 50 extra gold each day. This is based on Runeterra's extra XP for the first 3 wins.
4 - With those changes, players need to win 10 ranked games to earn 100 gold, down from the currently 30 wins needed. In addition, dedicated players can win 10 more games, for 50 more gold. This structure has diminishing returns, so the more you play, the less are the gold per win ratio. Check the table for more info:
With this structure, Daily Wins can award the player a maximum of 18000 gold in a period of 120 days (the average period between expansions), but that will require a lot of dedication.
Tavern Brawl
Based on the Legends of Runeterra's weekly vault system, the new Tavern Brawl would have 3 treasure chests, unlocked at 1, 10 and 20 wins. Check out the reward table for more info:
Also, I think that would be great if we had always a constructed and a non-constructed brawl per week, so that players can choose whatever one is better to them.
The most dedicated players will earn on average 48 classic packs, 2400-4000 gold, 16 arena tickets and 16 golden cards (of any of the rarities except legendary) between expansions. The ticket prize is one way of
make more people lose to Twin Tyrantincrease arena's popularity.Ranked Rewards
The current rewards table will still be the default for this new reward system. Monthly ranked rewards from both Standard and Wild modes will stack. Of course, new players (ranks 50-26) won't be elegible for this, since they
are P2Wcan't play in Wild. Just like Hearthstone Mathematics suggested, higher ranks will also award a number of packs from the most recent expansion:Legend: 10 packs
5-1: 5 packs
10-6: 3 packs
15-11: 1 pack
You can see their suggestion here:
https://www.youtube.com/watch?v=CL3JGDBa8eY&t=256s
Players will receive arcane dust based on the following formula*:
(SDust + WDust) * (SStars + WStars), where:
SDust is the amount of dust awarded for the player's highest rank achieved in Standard Mode, based on the current rewards table.
WDust is the same of SDust, but applied for Wild.
SStars is the amount of stars the player has in Standard when the ranked season ends.
WStars is the same of SStars, but applied for Wild.
For this calculation, the base number of Dust and Stars will be, respectively, 75 and 5 for the Legend Rank. But if a player
has no lifereach Legend in both Standard and Wild, he/she will receive a random Golden Legendary card instead of arcane dust.Golden cards awarded in ranked rewards can be from any set, even adventures.
This table shows how this system would work. Player A reached rank 2, 3 stars in Standard, and rank 5, 5 stars in Wild. Player B played
1 billiona lot of games andpraying to RNGsussomehow, managed to reach legend in both Standard and Wild.Achievements. Why not?
C'mon, Blizzard, even I can do that!
Well... I think that's it. What do you think about this system? Is it too much? I really think this system would improve a lot the f2p experience of the game. If I see some of these things in the upcoming Storm next week, I'll be very happy.
If you
like to waste timeread everything, thank you!excellent! I approve of this system! 10g for 3 ranked wins is pathetic
i have 91500 gold and 174500 dust the economy system is fine there's literally no issues with it that i can see u just have to think outside the box a little guys
OP, I know you started this thread not only to talk about the rewards in Casual Mode, but seriously, the fact Blizzard still rewards players with gold for playing in Casual (which is the main factor of why people play with powerful meta decks there and not with experimental ones, making casual well... less casual :P, as everyone knows) makes me sick!!! >:-(
If someone really wants in-game gold, he or she has to get dirty and play on ladder or arena like any real proud Hearthstone player out there does!!!
TL:DR because drunk but I gave it an upvote for enthusiasm. It's people like you that area cornerstone for the community. Keep it up OP
your gold and dust amount is completely irrelevant if your collection is shit, which it is because you don't play constructed
May I assume you are one of the few players that can make arena a reliable source of gold/dust? It's great that you can do it, but unfortunately that's not the case for the vast majority of the playerbase. Most players average 1~3 wins and prefer to acquire packs through the shop.
But I can agree with you that the arena can be the best way of spending/investing your gold if you average ~5 wins.