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Uman.6150

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  1. I'd do the following: keep the current system: once 300 of luck have been reached, increments that magical luck number we can all see in the hero panel, so we can keep consuming luck instead of hoarding it. That being said, there should be a merchant that uses this "consumed luck number" as a currency, and provide essence of luck to buy. This way, we can consume all of our luck, but when needed (for crafting or festival purposes) we can just get it back.
  2. Potential solution to solve magic find pain after reaching a luck of 300. TLDR: Having a magic find "vendor" that gives essence of luck of 10 / 50 / 100 / 200 / 500 using the "magic find counter" after a player reaches 300 mf. Background: End game is supposed to bring QoL to the players (legendary armor / weapons / runes / sigil / salvage kit from gemstore, etc.). I believe the "magic find / essence of luck" system is currently going against this philosophy. Once a player reaches max magic find, it can still consume it, and it the account keeps track of how much luck was added since the cap. There is currently no use (as far as I know) for keeping track of it, my guess is that if one day, the limit is moved from 300 to XXX, the new magic fimd value will be applied automatically). Problem: Essences of luck are still needed after reaching max level: - Lunar new year festival, to exchange luck for nice rewards. - Guild hall / and some crafting recipe. When salvaging items, each character end up with essence of luck 10/50/100/200. Consuming it means it will be wasted. A conscious player has to: - be careful not to consume these essences - move it to the bank - use an artificer to convert it to essence of luck 200 - store these stack of essence of luck 200 for a long time, in case it becomes necessary. which is a tedious process, and goes against the QoL mentioned above (and the wallet). Solution: Add a vendor where player can buy essence of luck 10/50/100/200, consuming the extra luck stored on the account. By doing this, a player will never worry about consuming these essences, as it will be able to get them back when needed. I believe this implementation is somewhat easily implementable, and don't break current vendors that requires essence of luck. Thank you!
  3. Hi there, As a software engineer with interests in security, I am quite baffled with your current focus to showcase 2FA (Factor Authentication) SMS as the preferred solution. I see the following issue: I have a 2FA with TOTP (authy/google authentificator) enabled on my account.I regularly get advertised to update my 2FA to a SMS based one, to get a "free mini" in exchange.There has been a lot of press in the last few years that described the risk of targeted attack with SMS 2FA (this article from twillio explains it well). So in terms of security, I'd say:no 2FA < SMS 2FA < TOTP 2FA < USB security key 2FA (the last one isn't implemented in GW2) One would argue that promoting a less secure method of 2FA (and one that costs you money for each SMS sent) isn't great, which is why I'd suggest the following: Don't suggest TOTP users to switch to a SMS based 2FA.Give the same miniature for those with TOTP enabled.Cheers Note: My understanding is that you feel SMS 2FA is safe enough, considering that what is at stake can probably be resolved through support, and doesn't bring any financial or privacy hit.SMS is also probably easier to setup for your customers vs having them use a 2FA app on their phone.For those who do get the most secure choice (and are fine with it), being encouraged to downgrade still feels off.
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