ChargeScape Discussion: Here our thoughts - we want your input
Hey all, wanted to start a casual discussion about ChargeScape - we see lots of feedback here about disliking it. We want to learn and figure out a better approach for future.
Why do we do charges?
There are several main reasons we have offered charges in the way we have recently:
- We want charges to add 'cost' to using powerful items (similar to arrows/runes). This creates space for free to use items which are less powerful.
- We want unique common items to drop in drop tables that aren't merely alchables or skilling resources.
- We want drops which will encourage longer term engagement with a piece of content.
- Corruption is OK because it still encourages you to acquire a large quantity of the charge item.
We believe these are the problems
This is a mix of things we've heard you all say and things we also think:
- It feels really bad to use charges when you should be saving up for corruption. It's a poor trade off which puts you off using the equipment until it is corrupted.
- It takes so long or costs a bunch to just obtain the equipment and yet that still isn't enough. It feels bad to not get the full benefit straight away.
- It's a constant burden to have to check how many charges your item has left and even worse if you discover mid raid that you've just used your last charge.
- There's a desire to move on from content and feeling compelled to have to go back constantly is frustrating. This is primarily an ironman concern, since mains can generally just buy from the GE.
I think its interesting that it seems arrows/runes are way more palatable. We've discussed that and think that is largely down to how available these things are, they're well established and available from many sources, skilling included.
What can we do to help with this
Mod Rice has came up with an idea I and others think is awesome. It's not the solution for everything but should help. We'd love to hear your ideas for solutions on any of the points in general.
- The core idea is that using/adding charges will still contribute to the corruption cap.
- For example, if an item costs 1000 'shards' to corrupt. If you apply and use 100 charges ten times, it'll corrupt anyway.
- This removes the awkward trade off between saving up for corruption or using charges immediately.
We also could look at improving QoL and accessibility of charging items. It's way better to do it quickly from the inventory than have to go to ToB to charge a scythe - regardless of the world building benefits.
We want to get this right for rewards in future content and it is on us to find a solution that players find more palatable whilst still considering the long term needs of the game. I don't think we can go on doing more and more charge items in the way you keep telling us you dislike!
Let's have a discussion in the comments - hit us up with your thoughts and questions, Mod Rice and I at least will respond where we can :)
Thanks,
Mod Kieren