Languages

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onleavedontatme
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Languages

Post by onleavedontatme » #299606

It's been a month now since we've gotten languages.

Does anyone have any thoughts/feelings/anecdotes related to them?
onleavedontatme
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Re: Languages

Post by onleavedontatme » #299607

I've personally only seen languages used to shitpost on the radio.

Draconic has not led to lizard metagangs but it hasn't led to much interesting either (again, I've only seen radio shitposting).

Antag languages are pointless because they have hiveminds anyway.

I'm not sure if pushing forward adding more is a good idea, but the current ones could probably either stay or be removed without much change either way. I find them to be interesting bits of fluff at least though.
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Re: Languages

Post by Gun Hog » #299609

I like languages, they are pretty fun. I have had a few bits of good RP with them, especially that one Dwarf round. I think they were a great addition
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Armhulen
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Re: Languages

Post by Armhulen » #299610

Languages have been great, we just need to remove the 50 zillion hiveminds in the game.
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Lumbermancer
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Re: Languages

Post by Lumbermancer » #299611

When I play a lizard I only speak to other lizards in lizard tongue.
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iamgoofball
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Re: Languages

Post by iamgoofball » #299614

They'll be more useful if we made people with specialty languages ONLY have that specialty language, meaning the Curator's language ~~skeelz~~ get more use
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Lumbermancer
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Re: Languages

Post by Lumbermancer » #299615

Ash Lizards can speak only lizard.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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Armhulen
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Re: Languages

Post by Armhulen » #299616

"We're gonna add languages to the curator, but then we're going to give every single species that comes to our head galcom"
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Armhulen
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Re: Languages

Post by Armhulen » #299617

point and case: ashwalkers speak galcom
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Kel
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Re: Languages

Post by Kel » #299624

too much of a pain in the ass to swap default languages and to add ",number/letter" before literally everything you say to be worth it
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Anonmare
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Re: Languages

Post by Anonmare » #299794

I've used silicon language to coordinate cyborgs. I remember one round on cerestation there was me and another borg and we communicated with one another in encoded audio about which parts of medbay to hit and who to get rid of first. We basically genocided the entire department without giving them a chance to scream over the radio.

I've also determined that cyborgs and AIs can communicate via AI private (just re-tune your radio to 144.7 if cyborg and use .o if AI) using their language for relative security as only other silicons and the curator can translate it and only if they happen to be listening to AI private at the time.
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oranges
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Re: Languages

Post by oranges » #300350

>be kor
>decide to add languages
>water it down by making everyone speak galcommon
>why was it such a non event?

Makes me wonder
Toroic
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Re: Languages

Post by Toroic » #300576

If I wanted to hear a bunch of languages over the radio I'd play on para, then uninstall, smash my pc, and take a long hard look at my life.

If we're going to have languages they should be instead of galcom and not as a secondary option for crew. Barriers to communication are helpful in preventing cooperation and gives the curator value as a translator.
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BeeSting12
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Re: Languages

Post by BeeSting12 » #301151

you said it yourself, its for shitposting on the radio and whats the point of using another language for that if you can do it in english when everyone will appreciate the shitposting. the only round i can even remember it having a tiny effect on me was a dwarf round and the dwarves didn't know how to switch to galcom so I had to use custom emotes and stuff so i guess that was pretty cool. making it have a bigger effect on gameplay by forcing ashwalkers to speak ONLY draconic and dwarves only dwarvish would be cool so the curator has a use. the codespeak could go imho, it doesn't do anything that a syndicate key can't do better.
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Steelpoint
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Re: Languages

Post by Steelpoint » #301315

I think its a good feature, but right now it has no real purpose as its all fluff. I don't think any single role in the game uses a single, non galcom, language as their only language, and cannot understand any other language. Even bloody Drones can understand galcom.

The feature would be more worthwhile if more non-station roles could only speak one specific language and cannot understand galcom. This would make the Curator and universals translators (do pAI's understand all languages?) more valuable. Instead of languages being fluff since everyone in the universe at least understands galcom.
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Steelpoint
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Re: Languages

Post by Steelpoint » #301316

Hell, what making it that all non-humans (Lizards, Plasmamen, etc) do not speak galcom at all (but can understand it), but they have to wear a neck slot universal translator that translates what they say into galcom.

So if a EMP hits them, or someone strips it off, then suddenly that non-human is unable to communicate with most of the crew.
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Qbopper
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Re: Languages

Post by Qbopper » #301873

Toroic wrote:I'd play on para, then uninstall, smash my pc, and take a long hard look at my life.
if you have fun differently from me then you're a bad person
Steelpoint wrote:The feature would be more worthwhile if more non-station roles could only speak one specific language and cannot understand galcom. This would make the Curator and universals translators (do pAI's understand all languages?) more valuable. Instead of languages being fluff since everyone in the universe at least understands galcom.
I really like this idea - it gives the Curator purpose beyond printing lewd books and griffing with an indiana jones costume
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Anonmare
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Re: Languages

Post by Anonmare » #301904

Ash Lizards should speak only Draconic.
Lavaland Podpeople only speak Slime.
Lavaland Golems I'm not sure of. Maybe audio encoded for the memes.
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danno
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Re: Languages

Post by danno » #301915

pod people are not slimes you stupid idiot
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I don't even play ss13 anymore, pretty much due to dannos stupid bullshit
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Anonmare
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Re: Languages

Post by Anonmare » #301980

danno wrote:pod people are not slimes you stupid idiot
Lifebringers already speak slime, correct me if I'm wrong
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cedarbridge
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Re: Languages

Post by cedarbridge » #302658

Toroic wrote:If I wanted to hear a bunch of languages over the radio I'd play on para, then uninstall, smash my pc, and take a long hard look at my life.

If we're going to have languages they should be instead of galcom and not as a secondary option for crew. Barriers to communication are helpful in preventing cooperation and gives the curator value as a translator.
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Qbopper
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Re: Languages

Post by Qbopper » #302666

cedarbridge wrote:
Toroic wrote:If I wanted to hear a bunch of languages over the radio I'd play on para, then uninstall, smash my pc, and take a long hard look at my life.

If we're going to have languages they should be instead of galcom and not as a secondary option for crew. Barriers to communication are helpful in preventing cooperation and gives the curator value as a translator.
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I don't want to defend someone saying something as blatantly retarded as the first sentence quoted but tbf he could have been playing for a while and only recently signed up on the forums

if you want to be a rude dude like that you're better off getting his ckey's connection history :^)
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Re: Languages

Post by Toroic » #302980

cedarbridge wrote:Image
Even if I didn't play on tg before registering on the forums, that's long enough to see tg before the languages were added and after. After reminds me of para, and there is a lot of specific things I dislike about para.
Qbopper wrote:I don't want to defend someone saying something as blatantly retarded as the first sentence quoted but tbf he could have been playing for a while and only recently signed up on the forums

if you want to be a rude dude like that you're better off getting his ckey's connection history :^)
There are shitty things you can enjoy because they're shitty. Usually these things are self-aware like the show MXC which was fantastic.

I don't believe para is self-aware, and I don't enjoy their brand of shit.

For a community that appears to pretend to have a certain level of teenage edge, I'm surprised to get such a strong reaction from staff about para. The server's development in the last 2 years was 90% from tg development. Para's custom features are generally of low quality or actively detract from the server.


The great thing about TG is the rapid development and testing of features. The coders work incredibly hard and a lot of the stuff they've come up with is great. I personally love goof's work on botany and the lava dwarves, and lavaland in general. It's a great feature for a number of reasons that I'm not going to get into for the sake of brevity.

Racial Languages however should be handled carefully from a design perspective to create communication barriers. There are tons of ways currently to communicate privately and most conversion game modes provide a language anyway. Dual language crew are rarely useful and commonly annoying and thus don't add anything positive overall.

I don't think was a bad idea to test it but I don't see any evidence of it being a good feature except as an additional restriction on lavaland roles.
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tacolizard
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Re: Languages

Post by tacolizard » #311075

IMO all nonhuman species should be able to speak a single language among themselves (in addition to galcomm of course). Because currently a big reason languages aren't being used a whole lot is that there's just not enough players that can understand them.
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bandit
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Re: Languages

Post by bandit » #311088

One round a bunch of lizards and I organized a self-sustaining colony in the library backroom, only using special radio frequencies and draconic to talk. It was great.
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Cobby
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Re: Languages

Post by Cobby » #311814

replace the luchador mask autotext with the spanish language.
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Gun Hog
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Re: Languages

Post by Gun Hog » #311819

ExcessiveCobblestone wrote:replace the luchador mask autotext with the spanish language.
Support this 100%!!
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