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Moligant | Fri 18-Jul-14 12:56 PM |
Member since 30th Dec 2010
327 posts
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#56020, "Languages"
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I've always wondered why the Imm staff hasn't created languages for each race. I've played muds in the past where each race could speak its own language plus have a seperate 'common' language which every race knows. Always thought that was a nice option for RP as it solidifies the connection as well as opening up other ideas/mechanics that could be tied into the institution of languages. I'd have it so there were major 'language families' such as Dwarvish (dwarves and duergar), Elvish (elves, dark-elves, wood-elves) Gnomish (gnomes and svirfs), Giant (fire, storm, cloud, frost) and Trollkin (orcs and goblins)that members of that family can understand.
Is it because of a coding issue? Too hard to code? OR just not seeing the benefits?
If its the latter here are some ideas that tie into each race having its own language:
* Quests that require the participant to know the language.
* Languages as a learnable skill for bards allowing them to speak/understand multiple languages. Giving bards a boost to their usefulness outisde of combat for intepreting mobs that only speak a certain language.
I'm sure lots of cool ideas can come out of the mechanical feature of languages besides this.
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RE: Languages,
Daevryn,
18-Jul-14 05:04 PM, #4
cool situations...?,
Moligant,
18-Jul-14 05:59 PM, #5
CF sorta already has a model in place...,
Lhydia,
18-Jul-14 06:02 PM, #6
Tell that to a thief who tries repeatedly to use it,
Murphy,
18-Jul-14 09:47 PM, #7
Languages would be great for quests & racial areas.,
Quixotic,
19-Jul-14 11:06 AM, #8
iirc,
incognito,
18-Jul-14 04:30 PM, #1
Sure, but...,
Homard,
18-Jul-14 04:39 PM, #2
I liked the idea of a Seantryn Finishing School edge th...,
KaguMaru,
18-Jul-14 04:39 PM, #3
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Daevryn | Fri 18-Jul-14 05:04 PM |
Member since 13th Feb 2007
11117 posts
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#56032, "RE: Languages"
In response to Reply #0
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I've seen it implemented elsewhere, and in my opinion the few cool situations where it's relevant and makes a difference for the better are dwarfed by the situations where it's an excuse to not interact meaningfully with other players.
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Moligant | Fri 18-Jul-14 05:59 PM |
Member since 30th Dec 2010
327 posts
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#56034, "cool situations...?"
In response to Reply #4
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Can you give an example(s) of the cool implementations of language?
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Murphy | Fri 18-Jul-14 09:47 PM |
Member since 30th Dec 2010
1639 posts
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#56036, "Tell that to a thief who tries repeatedly to use it"
In response to Reply #6
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only to find that all other thieves are powergaming ####tards and haven't practiced it.
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Quixotic | Sat 19-Jul-14 11:06 AM |
Member since 09th Feb 2006
837 posts
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#56042, "Languages would be great for quests & racial areas."
In response to Reply #4
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Just as you need special passwords for entering Organia and Thar-Acacia, it would make sense to me if the guards at the entrances to Delar Tol, Eil Sharei, Arangird, and Teth Azleth would challenge someone in racial languages. Similarly, ancient languages could be implemented for quests.
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incognito | Fri 18-Jul-14 04:30 PM |
Member since 04th Mar 2003
4495 posts
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#56029, "iirc"
In response to Reply #0
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They didn't want fewer players being involved in conversations, or something like that?
I think it could be a cool idea ESPECIALLY if you could use edge points to learn a language.
That way, a couple of duergar might be talking about how to kill you, without realising you know their language.
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Homard | Fri 18-Jul-14 04:39 PM |
Member since 10th Apr 2010
959 posts
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#56030, "Sure, but..."
In response to Reply #1
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Conversations like that almost exclusively happen via "tell."
Which is really the whole problem with languages and all the cool reasons to implement them.
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KaguMaru | Fri 18-Jul-14 04:39 PM |
Member since 15th Sep 2012
805 posts
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#56031, "I liked the idea of a Seantryn Finishing School edge th..."
In response to Reply #1
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