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Freya Mokusei

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Everything posted by Freya Mokusei

  1. Callum Meriman wrote: Freya Mokusei wrote: Maybe it's more normal to ask those things now than it was previously - it could reduce social engineering attacks on accounts. Maybe it's a commerce thing? Could easily be - throw up a couple extra barriers, shift off the workload from everyone wondering where their products are as 'too much hassle'. In fairness though I wouldn't be too surprised if CSRs working in common routes of exploitation have had their scripts adjusted to try and prevent things like accepting a change of payment information, change of recovery email address etc without verification. But I don't see the need to do it just to redeliver an order - though perhaps to discuss specific order status. At any rate, I'm just guessing at this point. Important thing is that the support case got moved forwards.
  2. Maybe it's more normal to ask those things now than it was previously - it could reduce social engineering attacks on accounts. Maybe someone who's dealt with support tickets recently has experienced the same thing. Sounds like you did the right thing to be cautious, but still to give the answers they wanted.
  3. I agree that sounds odd - what they should've told you is that unless the problem was with the Marketplace delivery system, there's no way to chase undelivered items. How did you contact support? Did you create a ticket at support.secondlife.com? LiveChat? If you emailed or telephoned then I'm not surprised they needed verification, but via support tickets, I'm not sure I can understand why they'd need confirmation of your account. Perhaps it's a new anti-fraud technique. Remember though that most of the CSRs are just reading from a script - if that's what they need to ask, that's probably what you need to answer.
  4. I don't think the average newcomer expects to spend the first day or two just learning how to walk around and move their camera. I also don't think any newcomer plans out a "slow route" or staging process in learning features. This all strikes me as being unrealistic. Especially, very few newcomers have measurable technical experience. They don't understand networks or latency, often don't understand the nature of a "virtual world", "server-side physics" or even "buyer beware". They don't understand GPUs, HTTP vs. UDP, or how to effectively use search tools. When I first played Minecraft, I was able to hunt a few pigs, knock down a dozen trees and build a log cabin within about 20 minutes. That matched the expectations I had - I carved out a quick existance for myself in some green landscape with monsters. When I first joined Second Life, it took me three weeks before I knew how to teleport, and I met players a few months older than me who didn't know how to alt-cam. I spent a long time wandering around in grey nothingness, not realising at the time that my 16Mb graphics card and dial-up connection (cut me some slack, it was 2006!) was inadequate. I came from other virtual worlds and even other 3D chat applications and a student studying web development - I still fell a long way short. It took me about a week before I felt safe mixing with other users, being entirely unsure of what the dynamic would be. Users don't join to experience a world anymore, being slow-learning tourists and explorers (if they ever did), they join to accomplish a goal - find a girlfriend, have a family, become the best zombiekiller. It's impossible to even start on goals like this within a users first 24 hours on the service. You can argue about subjective knowledge and paths all you like, but you can never predict the route a new user will try to take if they see EVERY SINGLE path is immediately available. You won't be able to understand the intimidation felt by new users as they see the huge pile of esoteric words, brands and menu options that emerge very quickly as you first experience Second Life. Look at this post, made today by a super-enthusiastic person - how do you even begin to answer all these questions? Can you do it without using words only more advanced users would know - so, without sending the user out to do additional learning just to accomplish a change of outfit. I dare you to try.
  5. Sassy Romano wrote: Implement stronger authentication in the first place and prevent the hijacking of accounts. Right. Two-factor would solve this 100% of the time. (I imagine you know this, Sassy) Currently the log in form is just two text fields (name, password), a design that's easily copied and requires no special attention from the user. No-one even reads the page, let alone the URL. Solution is to create an Authenticator, as used by many popular web services of equivilent size - and is increasingly standard. This creates a fixed-digit code derived from the current timestamp and an encrypted hash of your password, meaning the elements on the log in form would be (name, authentication). In the event of a phisher copying the form, they would only capture the hashed code (not the base password), and being tied also to the current timestamp the hashed code would expire within only a couple of minutes preventing delayed or persistant exploitation (combine this with the need to enter your full password - or hashed code - when buying Lindens or changing your Secret Answer, Recovery Email or Password and you have a bulletproof system). It is entirely predictable that our userbase is being exploited in this way. We're an old service using old security methods, and our service operator is shying away from spending resources on new developments and is well-known for not actively-policing its users - the perfect target for phishers.
  6. Takes about a dozen lines of code - in a script anyone can write. http://wiki.secondlife.com/wiki/LlRequestAgentData I don't post this to scare you - it's just that this is public information, not private in any way. You'll have a far better time in SL if you learn not to sweat the small stuff. Good luck.
  7. You may change your Display Name once a week. This is your informal name, used by some people but not all. Your Account Name will stay the same. Nothing else changes just by changing your Display Name, and there is no way to hide login/logout events - even non-friends can tell when you're logging in and out.
  8. We don't know with any more authority than you. My personal interpretation is that asking for money isn't against the rules, but commercial spam is. Look over the ToS and CS yourself.
  9. Can confirm this appeared since upgrading to 49.0.1 - it wasn't present on 48.0. The errant styling is caused by:- https://slm-assets0.secondlife.com/assets/screen-ddd8ce7b07e791a6be384f43172cdb3e.css From:- .cssgradients #canvas-container { background-image: -moz-linear-gradient(0 8px 90deg, #fefefe, #b4b4b4); background-image: -webkit-gradient(linear, 0 0, 0 10, from(#b4b4b4), to(#fefefe));} Specifically this is overruling the moz-linear-gradient:- background-image: -webkit-gradient(linear, 0 0, 0 10, from(#b4b4b4), to(#fefefe)); It's to do with how CSS3.0 rules are being poorly interpreted by each browser producer. Mozilla's been poor at this for a while, but it shouldn't be ignoring -moz-specific rules. I'd say this is probably Mozilla's doing, but LL can create a workaround as well. No clue if it's a permanent change to behaviour.
  10. Between zero and the number of registered accounts in Second Life. There's no way to be more accurate than this, Linden Lab do not release stats.
  11. I have read the article. I'm also fully aware I'm still due to pop by and see your place - the photos you took are crazy-cool. This is actually how I do things at home - mostly with simple objects (e.g. a photographic greenscreen + lighting that I don't need rezzed all the time), I have a little AI (kinda - he's still a bit lobotomised) dude who floats from person to person waiting to see if it can help to rez anything. My land is organised into tiers, each belonging to a partner, and also a communal level (and I guess, 'my level') on the ground. Even at a quarter-sim there's a tonne of advantages in getting rid of stuff I don't immediately need. Naturally I got carried away and the building itself is destined to 'transform' depending on a trillion variables - once I get around to setting it all up! Admittedly I don't buy furniture too often, presumably for all the hassles Phil mentions - folks selling No Copy or No Mod isn't useful to me in any way (I also recently had a discussion about EULA's attempting the same restrictions). When I have bought furniture to mess around with, I've occaisionally wandered into especially prickly situations with folks who were offended that their creations weren't as perfect in practice as they'd been imagined to be. Anyway I'm not criticising peoples' choices in protecting their IP, just adding my voice to the pile of those poorly served by prevailing 'wisdom'. If it's helpful I'll post the original code for the AI dude later on today. All it is is an llDialog, warpPos and working off of a notecarded list of positions and inventory names. It may be a little less fuss than a whole holodeck and at least useful for folks to try as an addition to their existing decorations. This is a cool way to be able to spend more land impact on stuff you can see *at the moment* rather than elegant beds and whole interior-decorated wings of McMansions that get used for an hour a week. We have dynamic, responsive websites on the 2D web, why are we still stuck with static, wasteful content in the 3D one! Thanks for the article, great pics.
  12. The instructions are on the error message. Ensure the listed ports are open on your router, and through ESET. I've no experience of ESET, but a quick search on DuckDuckGo shows this: How do I open or close (allow or deny) a specific port on my ESET Smart Security Personal firewall? (4.x)
  13. Perrie Juran wrote: Well, what's the speed of thought? Something like 2-20Hz, with variance for paralleling and complexity. Recognition and memory processes being a fair bit slower than calculation or imagination. There's a heavy impact if thought needs to travel across the brain's medial longitudinal fissure (the gap between left and right brain), too. Not entirely sure why I know this.
  14. I'm not sure if 'payment in arrears' is accurate since you also pay tier for the 30 day period beginning your land purchase. But you do pay for the full month to completion after making a sale. Afraid I'm not an accountant. No problem though and good luck! Check out the links if you have any further queries. Also: SL KB: Buying Land
  15. Yes, but you owned it during this month (in LL's terms: this 'billing cycle'). Therefore you still have tier due to pay. It doesn't matter that your land usage is now 0m^2, your peak amount for this month is still due to be debited. If you've completed a billing cycle since selling the land, then your maximum holdings would be 0m^2, and you'd have zero tier to pay. It doesn't sound like this is the case. See here:- Linden Lab wrote: The Land Use Fee is a monthly charge for the peak amount of mainland land held during the previous 30 days, including actual parcels held and land tier donated to groups. See Land Pricing and Use Fees for examples.
  16. So your plan is to sell your land without paying tier on it at all? No dice I'm afraid. Your tier payment is made up from the maximum holdings you had this month. If that maximum is worth $195, then paying this month will be inevitable. Next month - now that you hold nothing - your tier payment will be zero. Reducing this month has an effect next month, after you've paid for the maximum utilised tier this month. Good luck!
  17. There's no useful information in your post (what's 'Tiny box'?). Your guess is as good as ours. Presumably you don't meet the specifications for running Second Life.
  18. xTH4Tx0N3xG1RLx wrote: i did not simply say no. i corrected the poster on what recommended and required are. they stated that the recommended levels are the lowest, but in fact they are not. required means the minimum it takes to run sl. the recommended is what it takes to run it the best, i may not know much, but of this i am certain. You'd be right with just about any other platform. Required is the basics, Recommended is the likely point for acceptable stability (better than required, but not the best). You'll probably get 20-25FPS, but you could do better than this with an even higher spec PC. Unfortunately Second Life, given that all data needs to come down your network link (causing a high probability of bottlenecks)... there's no such thing as "best" - you'll never get 100% performance out of Second Life, even if you have the flashiest million-dollar PC available it's still relying on your network being super-duper-crazy-fast, and that's just not a practical guarantee for 90% of Internet users. I think that's what Alwin was alluding to. He could've definitely communicated it better.
  19. Trending is a popularity game. The more popular your posts are at my.secondlife.com, the more likely the are to be featured. When I poked the system behind this some time ago, my determination was that you needed at least 2 people to 'Love' your post, because there's not much competition for eyes on such a minor feature. You may need more or less, depending on current traffic.
  20. Madelaine McMasters wrote: the unintended consequence of being the go-to place for communications I'm not sure it's unintended. Facebook spent a long time (screwing Intellectual Property rights, downranking external links) to trap users on their platform for as long as possible. It just turns out they're not too motivated in presenting good, low-bias and informative news, but more about building clicks and promoting friendly corporations. Facebook news does as well as it conceivably could under the present model, just as well as Coca-Cola News would (i.e., not really at all). Madelaine McMasters wrote: I don't know how to solve this problem. Our newfound and massive ability to communicate with each other one-to-one and in self selected tribes has sidelined a substantial amount of classic journalism by giving everbody a voice and nobody the big picture. These double edged swords are hard to pick up. Easy-peasy! These changes are practical, some are implemented already. Facebook is incompatible with such transparency.
  21. I don't... think you realise how in-world video works. Linden Lab have no control over it, a video screen is a 'window' to a web location (e.g. Youtube.com), where Youtube.com decide what technology to use to compress their videos. Linden Lab is not involved in any way. If your video is a static file (something.mov, something.ogg, something.avi etc) that's hosted online, then the format of the video is what determines the software used to display it. Again, Linden Lab plays no part in handling the stream, and the video hoster is responsible for the technology used to stream their videos. QuickTime is dead, Adobe Flash ought to be dead - you are right about the security risks to users, but this isn't LL's problem. Your suggested idea - for LL to 'force' people to use something different - would mean LL would have to re-encode every online video in the universe into a common format and then stream them to SL users on-the-fly. The real answer is to learn from this situation that's made videos difficult and annoying for the last decade, then sponsor and create new content in more open ways - for example, Youtube has done its best to move to HTML5, a non-proprietary format that can render in any browser without expensive licensed codecs.
  22. Madelaine McMasters wrote: A related subject... http://money.cnn.com/2016/09/09/technology/facebook-censorship-vietnam-war-photo/index.html Is this a coddling through failure to get news from a news source? Or coddling through failure to get news from anything but a single source? I mean, what else was going to happen. Facebook ain't ever gonna offer objective or controversial news coverage, they're a marketing/analytics company. Informative facts might be the thing they're least likely to provide - and also the one they're least capable of providing.
  23. The short answer is no. While assets in Second Life can't contain viruses, they can contain scripts that report your in-world movements or actions. They can also ask to withdraw Linden Dollars from your account. They can (in limited cases) determine information about your real life location, and retrieve identifiable information about your computer. It's not safe to receive ANY item in Second Life, but it probably is safe to trust certain providers of items (e.g. stores you trust). Just like everything else online, use a reasonable amount of caution and learn more about the risks for yourself. The best way to avoid getting exploited by this stuff is figuring out how to protect yourself.
  24. my.secondlife.com is up and working for me, and across the web. You may have blacklisted this subdomain on your PC, or perhaps a software application (security or malware) could've done it for you.
  25. ChinRey wrote: accept that the creator is actually trying to support themselves and their family Me too! I think everyone has a right to try and extract profit from a situation so long as it doesn't lead to exploitation or criminal behaviour (which, again, in my view, this scenario does not). -- ChinRey wrote: Freya Mokusei wrote: You're not making unlimited copies Well, obviously there is a limit to how big a market there is but apart from that, why not? Because - in your scenario - you don't own unlimited space. -- ChinRey wrote: Backup and redlivery is more than enough reason to me. I build for my honest customers and I don't want them to suffer more than absolutely necessary because of the dishonest ones. I can appreciate this perspective - it was an honest question. I would personally worry that I would be grouping plenty of innocent people in with the dishonest but that's the PR game you have to play with your own brand. Thank you for answering. I'm not hearing anything particularly fresh or convincing - you have your perspective, and like I said first time around, I'm glad to hear it so that I can be aware of how some merchants are seeing their customers - the nature of all this has definitely changed in recent years. It doesn't sound like there's anything to back this up except your fear of risk. I don't imagine I'll change my behaviour based on any of that, I wouldn't recommend anyone else does either. But I appreciate you explaining it. Sorry for the derail. ETA (sorry, I had a fresh spark): My concern is that by overreaching and limiting product versatility, creators (in general) risk alienating their fans (e.g. I've encountered non-EULA'd objects that report back to the creator their location, every time they're rezzed - fortunately they were modifiable but I still won't be going back to that store). This is self-defeating in SL, it creates hostility and suspicion, limiting reach via word-of-mouth. It also reduces sympathy, and if a creator is relying on a receptive userbase to do things like inform them of possible EULA-breaches or respect identities/branding and not purchase derivatives, then it categorically undermines this good will. This isn't a threat (obviously - I'm speaking generally, not about anyone's specific EULA), it's cause and effect - if everyone feels like they have to bypass a EULA just to get the experience that they "expect" from a Second Life product, then no-one will respect the social enforcement of that EULA, even if legal enforcement is possible. This already happens routinely outside of Second Life, with examples such as unlicensed game modding and derivative fan games, and public sympathy is increasingly less on the game developers side.
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