This could also be very specific situation generator in PVP! Imagine yourself in hostile territory, witness to an incomprehensible discussion between several opponents who did not know each other 2 minutes earlier, and find themselves gathered together by the sole objective of having your skin .
Heljy wrote: » I think I misunderstood. Obviously the default language that any character would speak would be the "common language". only there would be an option to change language temporarily. Finally, the impact would be very slight in my opinion. In any case, I understand your points of view.
Vaknar wrote: » Certainly some good thought-starters for RP features! As some have suggested, in what ways would you implement this feature, or languages, in which it is an optional, RP-focused feature?
Sathrago wrote: » In the context of wow's version it was pretty lame that you couldnt talk across factions to each other, but other than that the alternative languages were just there for fun really. I like the idea that you can start speaking in your racial language and some people might not know what you are saying. This is not the same as the faction v faction language barrier in wow, as its all voluntary how you speak instead of being forced to only speak with your faction members.
Noaani wrote: » Vaknar wrote: » Certainly some good thought-starters for RP features! As some have suggested, in what ways would you implement this feature, or languages, in which it is an optional, RP-focused feature? Different fonts for different languages This is a Barbarian speaking the Halasian language to a player that does not understand it. To a player that does understand it, it comes across as just regular text. If a player were to take the time, they could look up the font file of the language in question and "translate" it. What this allows developers to do is to essentially give "personality" to different languages. The Barbarian culture was one of the more ancient cultures in EQ/EQ2, and the language font used reflects that, looking as if it is perhaps inspired by Sumarian text. From there, you can add language fonts that suit the culture of the various races, adding to the cultural identity of player races, as well as any other races or cultures added to the game. As long as the default is a common language, and all characters speak common, there is no need for any communication issues between players. Two additional things that the EQ2 developers did with this that were interesting and enjoyable was that they tied a small number of quests to knowing a given language, and each language was able to be learned by player characters (EQ2 had 45 or so languages). Basically, they made languages and quests for those languages an integral part of the quest game. The other thing they did was they used these language fonts in the games landscape. An engraving on a wall, or writing on a tapestry etc. This made things just look more interesting and intriguing to the average player, but gave those with the predisposition to be bothered to translate it something fun to do. Often times, these endeavors lead players to clues about the games lore.
Heljy wrote: » As for using original characters outside the human alphabet, it’s definitely a big implementation job, but it can really bring credibility to racial cultures.
Kilion wrote: » I think it might make sense for players to gradually be able to develop a different language over time rather than being able to speak racial languages. At least I would think of that as more aligned with the lore of Ashes. All the divine races were together in Sanctus, bound by the same catastrophe and sent back to the world to reconquer it after the Apocalypse - all of this being generally a team effort known to come to pass in the future, I would imagine that the divine races trapped in Sanctus might have slowly reduced hurdles to that common goal, including languages. The exception obviously are the Tulnar who could indeed start out with a unique language.