{"action":"created","issue":{"url":"https://api.github.com/repos/Treeofsavior/EnglishTranslation/issues/776","labels_url":"https://api.github.com/repos/Treeofsavior/EnglishTranslation/issues/776/labels{/name}","comments_url":"https://api.github.com/repos/Treeofsavior/EnglishTranslation/issues/776/comments","events_url":"https://api.github.com/repos/Treeofsavior/EnglishTranslation/issues/776/events","html_url":"https://github.com/Treeofsavior/EnglishTranslation/issues/776","id":99868930,"number":776,"title":"Game Terminology and Syntax","user":{"login":"Nagoda","id":11560729,"avatar_url":"https://avatars.githubusercontent.com/u/11560729?v=3","gravatar_id":"","url":"https://api.github.com/users/Nagoda","html_url":"https://github.com/Nagoda","followers_url":"https://api.github.com/users/Nagoda/followers","following_url":"https://api.github.com/users/Nagoda/following{/other_user}","gists_url":"https://api.github.com/users/Nagoda/gists{/gist_id}","starred_url":"https://api.github.com/users/Nagoda/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Nagoda/subscriptions","organizations_url":"https://api.github.com/users/Nagoda/orgs","repos_url":"https://api.github.com/users/Nagoda/repos","events_url":"https://api.github.com/users/Nagoda/events{/privacy}","received_events_url":"https://api.github.com/users/Nagoda/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":3,"created_at":"2015-08-09T05:48:55Z","updated_at":"2015-08-09T09:55:48Z","closed_at":null,"body":"After playing the beta, I've encountered some terminology that appears in parts of the UI and various game systems that need some adjustment, some of which we can fix through pull requests, but some might require assistance and approval from @imcgames to change. I thought making a thread to bring up and discuss things like this would be a good idea.\r\n\r\n**Damage Types**\r\nToS uses a system for having multiple types of damage that should be somewhat familiar to many players of RPGs, but the terminology it uses is sometimes inconsistent or odd sounding. More specifically:\r\n\r\nThe game uses \"Hit\" damage type on skill descriptions, \"Strike\" damage on weapon descriptions, and \"Blow +50%\" to show when you are hitting an enemy weakness. Clearly, calling the same damage type three different things is really confusing to the player.\r\n\r\n I also am not a huge fan of any of these specific names. \"Blow\" damage just sounds strange. \"Hit\" and \"Strike\" basically mean the same thing, but the way these words are commonly used in English, almost any kind of attack \"hits\" or \"strikes\" the enemy. My suggestion would be to change the term to \"Crush\", \"Impact\", or \"Blunt\" type damage. If we absolutely must use one of the hit/strike/blow already in the game, \"Strike\" is probably the least bad.\r\n\r\n\"Stab\" type damage has a smaller issue. The game does use \"Stab\" consistently, and it's clear enough what type of damage it's meant to represent, but I think \"Pierce\" is a far better word for this damage type. The word \"Stab\" is associated more with hand weapons like daggers and knives, and it looks pretty silly to have a Bow that \"Stabs\" enemies with arrows. The word \"Pierce\" is clear enough that it easily tells us what type of attack it is, while still being flexible enough to sound natural whether you're describing daggers, spears, arrows, or magic.\r\n\r\n\"Slash\" damage needs no change.\r\n\r\nMost of these can be fixed through data editable in the tsv files and pull requests, but I think IMC should approve any new terms we come up with since they will affect many skills and items across the game. I haven't been able to find the \"Blow +50%\" or \"Stab +50%\" popups in the tsv files, so that might be a graphic which IMC would have to change.\r\n\r\nAs a related issue, in the F3 skill menu, the game tags some skills with a red \"Hit\" banner in the upper left corner. Players have told me this is supposed to tell people which skills are most popular with other players, but right now it just adds even more confusion to the \"Hit\" damage type, since players might easily think it has something to do with how the skill works. I think the easiest fix here is to change it to be \"Hot\" so that it's consistent with the similar banner that appears in the Class Advancement menu.)\r\n\r\n**Counting with \"ea\"**\r\n*Example: \"Kepa Stem 2 ea Obtained\" or \"Max Socket 1 ea\"*\r\n\r\nThis is an odd bit of translation that has always bugged me, has been around since Ragnarok at least, and I'm sure has made it into other games. I truly don't know if this is a Konglish artifact or what, people say the \"ea\" is meant to represent \"each\", but the usage makes little sense in English. The only acceptable use that comes to mind is in player-run shop menus where buying or selling an item for \"x silver each\" makes sense. There are many lines in the TSV files with \"ea\" usage, but it's very difficult to test which line in the file corresponds to what in-game, even with the real-time tool. One easy change that could be done is to modify\r\n\r\nETC_20150317_002445\t{Count} ea obtained \r\nto\r\nETC_20150317_002445\tx {Count} obtained\r\nso item pickup lines would read as \"Kepa Stem x 2 obtained\"\r\n\r\nThere are many other \"ea\" lines in the tsv files, but this one is probably the most frequently seen and most easily changed. I have tested this change within the game and think it looks good with how the item pickup notification is formatted.\r\n\r\n**Summary**\r\n\r\n-Consistency between \"Hit/Strike/Blow\" damage types, suggest unifying them all as **\"Crush\"** damage type. IMC assistance possibly required to change \"Blow +50%\" combat text.\r\n\r\n-Suggest changing \"Stab\" damage type to **\"Pierce\"**. IMC assistance possibly required to change \"Stab +50%\" combat text.\r\n\r\n-Change the red \"Hit\" banner that appears on some skills in the F3 menu to read as \"Hot\" for less confusion and to match the Class Advance menu. IMC probably needs to edit this graphic.\r\n\r\n-Eliminate usage of \"ea\" as a counting marker as much as possible, except in specific cases where it makes sense, such as shop menus. Replace \"ea\" with \"x\" where necessary, \r\n\r\nThis is far from a comprehensive list, I'm sure there will be more to add in the future, and it might take some time to whittle away at the more subtle problems like \"ea\" counting. As always, other people are welcome to add their thoughts and share any additional items which might be relevant."},"comment":{"url":"https://api.github.com/repos/Treeofsavior/EnglishTranslation/issues/comments/129149307","html_url":"https://github.com/Treeofsavior/EnglishTranslation/issues/776#issuecomment-129149307","issue_url":"https://api.github.com/repos/Treeofsavior/EnglishTranslation/issues/776","id":129149307,"user":{"login":"Nagoda","id":11560729,"avatar_url":"https://avatars.githubusercontent.com/u/11560729?v=3","gravatar_id":"","url":"https://api.github.com/users/Nagoda","html_url":"https://github.com/Nagoda","followers_url":"https://api.github.com/users/Nagoda/followers","following_url":"https://api.github.com/users/Nagoda/following{/other_user}","gists_url":"https://api.github.com/users/Nagoda/gists{/gist_id}","starred_url":"https://api.github.com/users/Nagoda/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Nagoda/subscriptions","organizations_url":"https://api.github.com/users/Nagoda/orgs","repos_url":"https://api.github.com/users/Nagoda/repos","events_url":"https://api.github.com/users/Nagoda/events{/privacy}","received_events_url":"https://api.github.com/users/Nagoda/received_events","type":"User","site_admin":false},"created_at":"2015-08-09T09:55:48Z","updated_at":"2015-08-09T09:55:48Z","body":"\"Impact\" was another replacement I suggested, and I would definitely support it. It's flexible enough to make sense for any kind of unusual magic attack or bullet weapons that might do blunt damage.\r\n\r\nI don't think \"piece\" represents an improvement over \"each\" really, neither make much sense. \r\nIf I pick up two swords from the ground, seeing \"Longsword 2 piece obtained\" is just as bad.\r\n\r\nAfter doing a little research it seems that \"ea\" is the result of Korean grammar requiring a word for the type of thing you're counting (frequently \"개\", used for counting objects) and the English translation being shoehorned into that structure. There is also the challenge of being unable to pluralize the names of objects and needing a one-size-fits-all wording, so it's necessary to compromise with something like \"Sword x 2\" since we can't use \"Swords\", and \"2 Sword\"/\"Sword 2\" is no good.\r\n\r\nThere are probably many parts of the UI where the \"ea\" can just be removed completely without any \"x\" counter to replace it, and the words around it slightly adjusted if necessary, like the \"Max Sockets\" stat on weapons. Currently written as \"Max Socket 1/2/3 ea\", when it should probably just simply be \"Max Sockets: 1/2/3\". \r\n\r\nIt's definitely going a bit tricky, since we need to work within the confines of the tsv files and the formatting of the game text."}}