03-28-2025, 09:49 AM
Coming in hot here with an entirely personal opinion: I think the end result of accents vs what people expect of them is vastly different.
I'm not saying they're bad, I would be very tempted to say they are bad and in fact to myself I've said "wow these accents are absolutely terrible" I actually don't think they are. The way they work code wise is really neat and I have to assume the intent in their design has always been: Create an almost parody of how people speak by taking pretty much any regional colloquialism in a fairly arbitrary fashion (the scottish one definitely feels like it's taken from every corner of Scotland it can rather than a regional version) They in short take as many dictionary swaps of genericized aspects of speech forms as possible. I think that's hilarious. I also think that for various reasons it's clear people want a "Accent-lite" variant, though I admit I think there's a simple solution there too.
I currently live about 30 minutes outside of Glasgow, and I lived in Yorkshire for a couple of years with a guy's accent so thick you could chew it like bread. They were not nearly as incomprehensible as either of our versions. I don't as a result think it's a skill issue, I think it's pretty intentional.
That's hilarious and I wouldn't want that changed. My personal RP way to do a more intelligible accent when I have done it is the old-fashioned MUD method: Fake it yourself by doing it manually. That works just fine for me, and I've seen the accent traits as a "funny option when I actually don't want to play a comprehensible character" but this keeps coming up so that doesn't seem to be a good solution for everyone.
I think Chasu basically outlines the solution but if you wanted to be really fancy you could do something like using the sing modifier for a "heavy" accent and make the default a lighter version. If someone wants to be extremely incomprehensible you just put a ~or¬ or symbol of choice on the front. Godspeed to them. I think most people probably want to be understandable in this social deduction game that heavily focuses on talking.
I'm not saying they're bad, I would be very tempted to say they are bad and in fact to myself I've said "wow these accents are absolutely terrible" I actually don't think they are. The way they work code wise is really neat and I have to assume the intent in their design has always been: Create an almost parody of how people speak by taking pretty much any regional colloquialism in a fairly arbitrary fashion (the scottish one definitely feels like it's taken from every corner of Scotland it can rather than a regional version) They in short take as many dictionary swaps of genericized aspects of speech forms as possible. I think that's hilarious. I also think that for various reasons it's clear people want a "Accent-lite" variant, though I admit I think there's a simple solution there too.
I currently live about 30 minutes outside of Glasgow, and I lived in Yorkshire for a couple of years with a guy's accent so thick you could chew it like bread. They were not nearly as incomprehensible as either of our versions. I don't as a result think it's a skill issue, I think it's pretty intentional.
That's hilarious and I wouldn't want that changed. My personal RP way to do a more intelligible accent when I have done it is the old-fashioned MUD method: Fake it yourself by doing it manually. That works just fine for me, and I've seen the accent traits as a "funny option when I actually don't want to play a comprehensible character" but this keeps coming up so that doesn't seem to be a good solution for everyone.
I think Chasu basically outlines the solution but if you wanted to be really fancy you could do something like using the sing modifier for a "heavy" accent and make the default a lighter version. If someone wants to be extremely incomprehensible you just put a ~or¬ or symbol of choice on the front. Godspeed to them. I think most people probably want to be understandable in this social deduction game that heavily focuses on talking.