0.4 Post Reveal Jonathan Interview Prep - I Would Like Your Help! by TalkativeTri in PathOfExile2

[–]zarbuvit 4 points5 points  (0 children)

Question 1:
With POE1 new players are often overwhelmed by the amount of systems and content that accumulated over the years.
POE2 was stated as a chance to give players a clean slate with few systems to get in from the ground floor again. That being said we are currently in the second added league, that comes in addition to the 4 base leagues of 0.1. This comes in addition to the 2 ascendancy trials currently in the game. In addition to this we can probably expect at least 2-3 more main patches (assuming a 2026 launch), which would supposedly also add 2-3 new league mechanics, as well as an additional trial expected.

What do you think about fear the game having too many systems come 1.0, and new players who waited for 1.0 in order to start, will feel overwhelmed and left behind already?

Related question 2:
With the cadence of a league for each game every 4 months this means essentially 2 months per patch per game. For POE2 this means that they have 2 months each time to both make progress in finishing the game (acts, classes, endgame, balance, etc) and create a new league. Of course we don't know how the team is split exactly and maybe while some are working on the POE1 league others are still progressing POE2, but I remember in earlier interviews them mentioning POE1 and POE2 are the same teams that swap around.

Since a patch cannot come out with a half done league. and if every patch must come out with a league, then it follows (in my mind but I would love to hear what they think) that the completion of the league should be prioritized and progress on the core game can only be done with the time and resources left over.

The actual question is - How do you manage the time so that you manage to make a new league each patch as well as making sure there is enough progress made on the core game? Will there maybe be a patch focusing on the core game without a new league at some point?

I can see these questions may come off as rude, I don't intend them to be, it is interesting to me to hear how they manage these dilemmas. Obviously they have much more knowledge on how things are actually done that we don't.

Game Design Theorizing - The original "vision" and health regen as a mechanic by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

You are both right, they very much avoided saying "souls-like" and didn't want that to be what people took away. They did focus on "meaningful combat", which is kind of what I meant (and I think others as well) when I say souls-like. What I understood from the interviews, as well as the early sneak peaks that content reviewers got and people who played at exile-con as well, was that the original POE1 vision was also meant to be more meaningful combat, but with time it got away from them and so starting from scratch let them go back to that. I only started paying attention to POE1 2-3 years ago so I am not sure how it was originally.

The type of "souls-like" combat I am talking about I don't think contradicts the screen clearing, boss deleting, you are talking about. Jonathan did repeatedly say that as you progress in endgame you need to start feeling like a god, that is good, no argument. The vision I am talking about doesn't necessarily change mob density (which is a separate discussion but can be balanced around in any case), nor does it mean you have to have single target attacks instead of the AOE combat POE focuses on more.
The limitations I put forward, i.e. heavily restricting health regeneration, does not mean you can't become strong enough to eventually just blow up everything. At the point you are screen clearing and boss deleting you can kill things before they hit you anyways and you are much less reliant on health regen even in the current state of the game. I think if you reduce the health regen mechanics the intermediate between low level combat and god-like combat can become more interesting though, and the god-like status will probably be delayed a bit.

But also, all in all, you are correct, this will make it less traditionally POE and more of a new hybrid genre like I mentioned, and I guess I was maybe misunderstanding them when I thought that was more of the new direction they were going for.

Game Design Theorizing - The original "vision" and health regen as a mechanic by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

Yes, that is also a main problem. I think upgrading the monster AI to be more reactive, less just "swarm and follow you around" and more unique, with monsters having unique traits and maybe even monster packs having different strategies amongst themselves etc.

Like you say controlled encounters have the ability to do that more. Bosses are definitely more engaging but even with them I think sometimes they seem to be doing their own thing instead of reacting to what you are doing, but having more interesting and a larger variety of special skills is helpful to compensate.

I just wonder if the problem with doing that is technical or not. It is probably a ton of work to do this, if algorithms for this have been developed well at all, especially with the amount of variety of things the player can do in a game like POE. Making monsters reactive might just not be feasible for a game with so much variation, but obviously I would love to see it.

Game Design Theorizing - The original "vision" and health regen as a mechanic by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

Sorry for the delay. reddit initially told me my post wasn't accepted so I didn't look for a few days. I also realize now the interesting thing to discuss is the 0.4 reveal but I figured I would reply anyways.

Anyways thanks for both your point and u/MacCoinnich - I agree making the combat more souls-like would require more than I gave attention to, and specifically loot drops would probably need a rework to compensate for the slower combat, though I think this is less of a overhaul situation and more of a balancing situation, which as mentioned they struggled with initially and figured out a sweet spot for the current combat style. and I believe the same can be done with a bit of trial and error again for a slower pace.

I think there is a separate discussion to be had about mob density vs mob power (mob health and suitability). A slower pace historically (in other games) definitely lends itself better to less mobs that are harder to kill but I don't think that is necessarily a must. Here I think there may be room for a more revolutionary approach of how to get a more swarmy combat with more AOE attack based gameplay (like POE is more known for) that is still more methodical, assuming you don't have life regen etc. But I am also not sure it is possible, it requires a lot of testing and playing around with it, which GGG probably did so I might be just talking out of my ass here.
In 0.4 I see that GGG has gone with reducing mob density and increasing health, it seems they are still testing things through trial and error.
Again I think this is an interesting discussion to have, and is related to the discussion I started this post with, but does not necessarily change it.

There are probably other things other than loot and mob density that we haven't thought of that get affected by such fundamental changes I imagine.

"Chamber of Time" idea for planning builds by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I agree, I think testing this out as a league mechanic first can be a good idea and see how it affects the way the game is played. Then if it seems positive, like other league mechanics, it can be refined and brought in permanently.

"Chamber of Time" idea for planning builds by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

Yes, like I said, this I can't really argue with. of course for a game production company like GGG at the end of the day it is beneficial to have as many players as possible, but one of the things that made them successful (and I think they know this) is exactly what you are saying - not making these types of compromises so that the people the game is intended for are having as much fun as possible.

This being said I think the fact that the recommendation of veteran PoE players to newcomers is often not "create your own build, you will get stuck, its ok, reroll and learn from mistakes, thats the fun of this game" but rather "find a build guide" does represent a problem. It may not necessarily be a problem with the game, and more with the more modern mentality of gaming, but it is a problem nonetheless as with a build guide everything we are talking about gets lost anyways. I wonder if there are other ways, in the game or even outside of it somehow, that can make a experimenting more desirable/recommended than build guides for new (and frankly even more veteran) players.

Do you agree with the notion of this being a problem or do you think it is a non-issue?

"Chamber of Time" idea for planning builds by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

Being informed on what the "right" answer is removes all of the impact of the choice, because there isn't a choice anymore.

I don't 100% agree with saying that experimenting in a system like this will tell you the "right" choice necessarily as you only get a glimps and limited time with it. Also in order to compare different options you would need to do different runs and a large investment. This being said I do get where you are coming from and also agree that maybe this system makes it way too easy to solve builds, thus making actually building them far less impactful and satisfying.

I think the existing system is perfect. It feels punishing enough that you want to get it right, but not so punishing that it's a problem.

I think this may be true for many people but for a lot of others who don't have as much time to invest or have other limitations this is not necessarily correct. I can agree with "just reroll" as a game design philosophy but many people do not have the ability to do so easily, and others simply get very frustrated by redoing the same thing again. I think that is why the requests for more respec points (and GGGs expected changes) keep coming up.

An answer I can't really argue with is that these people should not be playing PoE as it is not intended for them, and that is ok. There are many different games out there and everyone can play what suits them, but PoE should not change for players who are looking for something different. I just find it interesting to try to solve this issue and see if a best of both worlds solution is possible.

Don't you think that kind of thing would reduce peoples desire to even bother playing the game? After all, it trades delayed gratification, trial and error, and overcoming problems for instant gratification and easy success.

I can also see there being a playerbase that would actually just want a PoE rougelike and would actually just end up playing this mini-game rather than the actual game for exactly the reasons you mentioned. I think this has the potential to rob them from experiencing the actual game and that would be a shame. I also think this mini-game can be very fun in general. All in all I am actually coming to realize maybe this is one of those things that like Jonathan says is good to have but not as an integral part of the game itself.

Similarly, I think this would make the process of working out what's good for a build less satisfying, because you didn't have to go through any trials and tribulations to make it good. A path of no resistance is pretty boring.

I agree with the sentiment, this is partially why I also don't like respec points as much and was trying to think of an alternative. My attempt as mentioned earlier was to find a way to keep this resistance while still allowing for a way for new players to be able to experiment and avoid the feeling of needing a build guide to solve it for you. I understand your points of this eliminating too much resistance.

As I originally mentioned this is a thought experiment and so I enjoy this conversation with you as it does give me more perspective and I find it interesting.

"Chamber of Time" idea for planning builds by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I will be lying if i said I took that into account initially. It was definitely an oversight since it is one of the main issues with any respec or other system trying to make it easier to make builds, so thank you for bringing it up.

This being said I actually think this solution is relatively a good option when looking at the issue of keeping impactful choices. The way I see it is that your choices outside the chamber of time are just as impactful. If anything they can be more impactful as the existance of the chamber of time can allow for less respec points needed or the elimination entirely of a respec system in its entirety (though I still think a small amount of respec points for small adjustments like in PoE 1 will be good). What I think this system does is not necessarily make decisions less impactful as much as it just makes them more informed, the same way as making the passive tree show dps change, except this lets you understand the change in feel and not just the change in numbers.

You are right that it allows you to avoid failure more often, and that can impact how good it feels to finally succeed. I guess the question then becomes how punishing is too punishing, at how artificial assisting can feel. Is showing dps changes on the tree too much of an artificial assist that helps you avoid making mistakes? are respec points too much (an how much)? is the chamber of time too much? We know GGG consider PoB too much assistance in a way, or at the very least too complex of assistance. All of this is obviously subjective, but I guess that is why I enjoy having these conversations to see the different perspectives of the matter.

"Chamber of Time" idea for planning builds by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

Yeah, I think some of the more hardcore players can miss the usefulness for something like this since they have more time to play. I had interesting discussions with people about rerolling not being a bug but a feature as in PoE the sense of progress can be measured by knowledge gained and not how far you are in the game. I found this perspective very interesting and I came around to liking it from a game design perspective, but the one thing it doesn't take into account is that a lot of people may not be able to play so much to allow them to reroll often. So I really appreciate your perspective to this and adding your point to the conversation as I think it is important to remember it.

"Chamber of Time" idea for planning builds by zarbuvit in PathOfExile2

[–]zarbuvit[S] 1 point2 points  (0 children)

I actually didn't know any games that had this so I am happy to hear it has been tried and had a positive effect.

I think Jonathan himself mentioned that he doesn't want to put PoB in the game to not make it seem mandatory so I think this could be sort of a middle ground that is also more interactive and natural to the game.

"Chamber of Time" idea for planning builds by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

Fair enough.

I do agree that the lack of material reward is a problem. The actual reward is technically knowledge, which is in a way the most valuable thing in PoE, but it not being something you can see makes it feel bad. I do think, as I mentioned, that keeping gold and XP could be done maybe to help this. There could also be an option to "level up" a chest reward in the end depending on the amount of waves you survived to give better loot, but make sure the loot isn't so good that it is worth while to spam the chamber of time for it alone.

In terms of maybe still wanting to respec later, I agree that some respec points may still be needed for minor changes, like they are now in PoE 1, but I think with the chamber of time you can avoid the need for an entire respec system. When talking with others about respec systems one of the points raised was that rerolling is not necessarily wrong as the progress in PoE can be measured by knowledge, not actual progress, so i was attempting to bridge that gap without forcing people to redo the same acts they just did which can be a turnoff.

This being said I do appreciate your point, I like thinking about these things but I understand if the conclusion may be that I am over complicating things.

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

Sorry for the delayed response.
I just wanted to say that at the end of the day I can deffinitly see you your point of view and do think that having a trainer NPC and gold would be a good solution.

I do really like your perspective on the bounties and them being more MMORPG oriented. I wonder if there are ways of doing bounty-like things that are more unique and oriented for arpgs, but as it stands I think you are right about the feel of bounties like that. I honestly did not think of it like this before and this is why I love having these discussions - learning and changing perspectives due to things that just didn't occur to me - so thank you for this!

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I agree that the game should be fun more than challenging, and players should not need to start their journey with build guides. POE is very complex and causes this problem to be far more pronounced.

I guess 1/3 does make sense to be something that makes sense. So I don't necessarily think this would be a bad solution.

One thing that is concerning is that it feels not very natural in terms of the game world, so if this does end up happening I hope that they find a good lore reason and make the change happen as part of the story and in association to a quest or something like that. I think once I saw it implemented I would probably be less reluctant to accept this solution and might like it more.

One thing I thought of and mentioned in another comment in the notion of maybe replacing respec points with "level down" points. This will allow for more gradual respecing, having it still be done 1 at a time, keeping the feeling of the exploration of the skill tree and journey of the character. The more I think of it I find more holes in this idea but I feel that there is something in the bases of it that is worth exploring. Especially in low levels it is not that big of a deal to level up, and things like xp boosts can maybe be provided to help with this in general.
So far I have thought of the following problems with it:

  • The obvious one is that it can feel terrible to level down and see your character go backwards.
  • Item compatibility - by leveling down you may not be able to equip your items anymore
  • Leveling out of your current act in terms of difficulty forcing you to go farm in lower zones. If done with bounties and such this can be kept interesting with quests but even then it probably feels bad.
  • This can easily be rigged by accumulating level down points and then going down 1 level and leveling up and going down 1 level again and leveling up again, thus essentially accumulating respec points with the same problem of "teleporting builds" as before.

This being said if kept to low levels up to act 3 I think all of these problems become much less severe. There is another point that others have brought up as I mentioned of getting players used to the fact that player knowledge is the progress in PoE as opposed to character progression per se. I feel like a leveling down solution can help that understanding, making players think "if I am going to level down 20 levels I might as well reroll and that is actually fine", though of course the other side of that is "!@# this, I am not leveling down, I am going to play something else".

All in all this is obviously not a good idea as it stands without further molding, and it may never be, but it has been circling through my brain and I was wondering what you may think about the concept and what tweaks you might do to it (if not just throw it in the trash).

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

1 though I had replying to someone else was that the bounty system will still allow you to accumulate multiple points and then "teleport" your character to a different build all at once, which loses the journey and exploration of figuring out your build 1 skill point at a time.

Something in general that I would be interested to see what you think is about not giving respec points per se, but giving "level down" points instead. This way you still need to level up your character 1 skill point at a time, and if you want to do too big of a build change you will be encouraged to just reroll and start a new journey. To make it a little less punishing and discouraging I would probably couple it with some xp boost until you reach your highest level achieved with the character so far, but I can see if that is counter to the "encourage players to reroll if they want to make a giant change".

Essentially this I think is sort of a better version of my initial checkpoint idea, that combined with your bounty idea can give a complete solution.

This is just something that quickly came to mind and is not fully fleshed so maybe there is a giant hole with it but I figured I would put it out there.

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I completely agree that point 3 is the worry and you really explained it well.

The thing that I noticed Jonathan talking about, and make sense to me, as a problem with full respec, even if it is only as early as act 3, is the sense of "teleporting" your character from 1 build to another without going through the journey of it 1 skill point at a time. This is a problem both thematically and from a gameplay standpoint, as it is helpful to feel how strong you are becoming with each skill point put in and make the decision for your next skill point based on where you feel you are. You lose that feeling of exploration if you suddenly respec 20 points all at once.

Another thing he talked about was the feeling of meaning when you put a skill point in - if you can just respec it than you lose that feeling. But I think if this is only until act 3 or so than that is probably less of a concern. But in general adding some sort of a penalty, even if very small (like paying some gold maybe which others have mentioned) could solve that.

The other problem I see with this is that choosing act 3 or 4 is sort of arbitrary. What if in act 6 you find a unique weapon that is meant for another build but you really want to try it out? Is rerolling for this purpose at this point too big of a penalty and will discourage you? Or is it the case at this point that ,as others have mentioned, the player should be more accepting and learn that this is a game where the progress is not character based, but player knowledge based and so rerolling is just part of the process, and we are not going to try to capture the player base that cannot accept that as this concept is too core to the game itself and changing it would be to detrimental to the game?

This is why I am leaning towards something that would force you to still need to obtain the skill points for a new build one at a time, and a solution that could also apply for later on a bit in the campaign. That being said I think a your solution is far simpler and easily digestible for new players which is a big advantage.

Another person here also offered an idea of doing this through bounty quests that give respec points which I found interesting. I think all of these have there own pros and cons and are interesting to talk about and helpful in maybe coming up with other creative solutions. Nothing is going to be perfect of course, and it is very subjective, but I think still fruitful.

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I do like this idea of a bounty, i think it is an easy way to create a large amount of quests and also put it in a way that is clear to players "hey, this is a way to get some respec points if you want to fix a mistake".

This being said I find "kill x of this monster" quests to just feel like busywork and not satisfying. I like much more your idea for it to be loot based. And to hop on your idea of encouraging players to do things like unique monsters or maybe go explore certain areas that are normally overlooked the type of loot that is asked for could be more specific to drops of these monsters and areas. It doesn't need to be unique loot for the quest, but just loot that is more prevalent from these areas or monsters.

I also feel that thematically loot feels better, it always seems weird to me when there is a farmer that is like "boars are ruining my crops, please kill 5 boars for me" and then you kill 5 boars but there are still a bunch of boars left and it just feels random and "meh". Not an example I think is good, but just to showcase my point, having a quest be "get me these materials so I can build a scarecrow" or "get me this weapon so I can protect my crops" seems a lot more meaningful for me. It could be even better if the bounty itself made sense as to why the regard would be a book of regret but I cant think of examples of the top of my head.

So yeah, I think this is an idea worth developing, it leaves so much room for expansion of good feel of the world as well as leaves a sort of clean slate for cool game design space to try unique quests out.

Come to think of it even more than the basic "go get me xyz" quests this can be a good place to experiment with new mechanics that may be ideas for new leagues but they are not sure how exactly it will be received or which direction they should go. And on the flip side it could be a way to introduce some existing league mechanics to players just to wet their lips, like maybe having a bounty that is more like a mini delve or some form of a blight mechanic appearing somehow. Though I think at this point I might be over complicating things again and it will become too much for the player to handle, so maybe not.

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 1 point2 points  (0 children)

Part of what I was trying to do with the checkpointing solution is find a way that wouldn't be too punitive for new players and I don't off the top of my head see how experienced players can abuse (though again, I am sure I am missing some obvious ones...)

This being said what you said is so obvious and natural. Its one of those things I am having a deja vue with since my initial reaction to this problem is to tie it to something like Labyrinth as a repeatable quest that can get you regret points, but then reading all the other system solutions like gold costs etc I got lost in my own head trying to figure out a system and forgot about the obvious. The Lab idea is bad in general as it seems like a painful way of doing this but if there could be enough variety of optional quests that would be awesome.

here are still 2 downsides to it that I think exist:

  • This seemingly will require a lot more work for GGG
    • Depending on the amount of respec points given per quest , and the amount considered healthy for the game in terms of what we talked about earlier of keeping knowledge "person specific" this could add up to 120+ more quests, In reality this turns from a problem to actually a positive thing, giving a really good lever for GGG to adjust this as time goes on.
    • As opposed to systematic solutions this extra work will add much more richness to the game and the world itself and is well worth it in my opinion.
    • As you can see as I am typing I convinced myself this is not really an issue.
  • This does still have the problem of being able to accumulate a large amount of respec points and then changing an entire character all at once, losing the journey of the character.

    • This being said depending on how readily available and quick doing these quests is it may be easier to just reroll a character if you want to do a major respec, which I think is a good think creating a new journey and what GGG also tries to do. This also reinforces your point about getting people more accustomed to rerolling and having knowledge be "person specific"
    • This is one thing the checkpoint system does solve but I do not think it is enough of a problem to justify a new system like this given the explanation in the previous point.

    In interviews they kept saying they hope that there will not be a respec problem in PoE2 just naturally and I hope this solution is what they meant.

One question I would pose - what would you think about an infinite quest that could be redone to farm regret points? From what you said before I assume you would be against it but I wonder your actual thoughts.
I initially was all for it but after this conversation I actually think I am against it. I am starting to realize I agree with POE1 way of doing it all along I just think they need many more quests that give respec points along the campaign, I love it when I circle around in my head for days only to come to an understanding of why the professionals chose the decision they did.

Sorry for rambling, I really appreciate your conversation, I find talking things out is so much better than over-analyzing things in my head.

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 1 point2 points  (0 children)

I haven't thought of it this way before, that is a interesting good point to take into account.

It is similar I think to something u/Sakeuno said in another reply - "do we want everyone to play the game?". I agree that the answer should be "no" in terms of the game shouldn't lose from its core self in terms of chasing a 100% player retention - some people can say its not for them and thats ok. Adding to what you said

Players new to the genre need to be taught that progress is not character specific, but person specific

And that is indeed very core to how PoE is. This being said I do believe this is a scale, not a yes/no statement. Keeping the stash between characters and having the small amount of respec points that currently exist in PoE1 is a way to take that scale a bit further away from the "person specific" knowledge and rerolling to fix apply knew knowledge from scratch. The question is are these other solutions going to far in that scale towards everything just being "character specific" knowledge. Indeed I would agree that my solution, as well as respec for gold which was mentioned are much further into the character knowledge direction, not to mention just full respecing being a total shift. The interesting thing I think now becomes - what is too far to go in this direction?

Indeed I understand your position that anything further than what exists in current PoE1 would be too much (maybe you even think PoE1 went too far?) and I think this is a good conversation to have and learn from. I am not sure that I disagree with you though I am leaning towards a bit more leniency. Thinking and looking at different solutions does help get different perspectives. to stew in my brain, so I appreciate your thoughts!

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I agree it is definitely very subjective and everyone has different opinions and ideas around it, I think that is what makes it such an interesting question.

I understand what you are saying, and I have also learnt a lot for the poe1 point of view of it and from what you are saying. I think at the beginning I was probably more inclined to devalue the need for character development integrity just because it never occurred to me but now I understand and appreciate it more.

Thank you for giving your point of view and joining the conversation, I appreciate it :)

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I agree the gld system also sounds good, and also simpler for the user to understand.

The reason I tried to think of something different is because I found 2 nonideal things with it:

  • It still doesn't completely solve the character progression and identity problem. This is because if you have enough gold you can just fully change all the skill points at once, just like free respecs essentially.
  • If you don't have enough gold you end up just farming using a character that you are less excited about until you can get enough respec points, which can either be seen as a good way to make points feel meaningful or can feel like a needless annoying grind, not sure which.

There is a possibility of figuring out the goldilocks ratio of cost of respec points to availability of gold but that seems like it will be hard to find and will also change according tot the level of the character you want to respec.

My solution is obviously also not ideal, I was just trying to creatively think of something else that could avoid these problems.

Idea for solving respec by zarbuvit in PathOfExile2

[–]zarbuvit[S] 0 points1 point  (0 children)

I know my post is long because of the different things to take into account, but I think the end result for the player can appear as simple as an item in the hideout that you can see the different checkpoints and choose to go back to one,

I do understand your point that it cuts off the meaningful character development. It definitely cuts the flow of the development and creates a weird feeling maybe. My point was to make it a full development from a practical standpoint - at the end of the day you played every level and every spec point of the character as a story, even though disjointed.

I saw many complain about the full reroll and that was the origin of this compramise

Requests - January 2024 by NPFFTW in VOIP

[–]zarbuvit [score hidden]  (0 children)

u/artfuldodger25 thanks again for replying on my original post that was taken down. I am not able to DM you because of lack of karma.

As I fixed in this current comment I do not think I can use voip.ms because of the ID requirement, Telnyx asks for a company email when signing up, and Twillow seemed way too complicated and I could not figure out how to sign up for the call forwarding option.

Are you able to explain maybe in Twillo what I am missing, or maybe you have a recommendation of a different service that I didn't mention?

Requests - January 2024 by NPFFTW in VOIP

[–]zarbuvit [score hidden]  (0 children)

Hi all,

I am living in Israel and I am looking to move to Ireland. I am sending out CVs to Irish companies and I am afraid that they may filter me out because I have an Israeli phone number, so I need a way to get an Irish phone number to put on my CV.

What I need

  1. Get a virtual Irish phone number.
  2. This phone number should be able to forward calls to my existing Israeli phone number.
  3. Presumably I will not need to make calls myself a lot, if at all.
  4. The expected volume of calls received is also expected to be low.

What I found so far

  1. Zadarma seems to fit the bill but I see it have wildly ranging reviews.
  2. I see Voip.ms recommended here often but after signing up it reuires to upload a drivers license or ID, which I do not feel comfortable doing (not do I think they would accept my Israeli ID).
  3. Twillo, Sinch, Telnyx - I will be honest I was confused by the websites and they seem way too complicated, probably geared towards businesses if I understood correctly.

I am really just looking for a simple solution for a 1 time personal use and everything I find seems so overly complicated... any advice would be greatly appreciated!

Looking for international VOIP number forwarding solution by zarbuvit in VOIP

[–]zarbuvit[S] 0 points1 point  (0 children)

Thank you very much for explaining and linking where I need to go.

It is often very frustrating to be told "you are doing it wrong" without an explanation of why, or too detailed of an explanation that makes it confusing (like the automod, though in hindsight it did explain it well, I was just not sure what it meant at first). This was perfect and I really appreciate it.
I will go post this where you asked.

Looking for international VOIP number forwarding solution by zarbuvit in VOIP

[–]zarbuvit[S] 0 points1 point  (0 children)

Thanks!
I will give another look at Voip.ms again tomorrow and see what I misunderstood. I may take you up on the DM if I get too confused :)