Novice question: Limiting number of combo attempts with Fail2ban and 128 bits of entropy

Apps such as Fail2ban and DenyHosts enable unix administrators to limit username/password combo attempts to typically 3 attempts. But why 3? Some admins enable more, like 6 or 8 giving honest users a little more slack when making different attempts at a password they may not recall exactly. But why not 18? Or even 30?

If a sophisticated cracker wanted to brute force a combo with a scheme involving 128 bits of entropy, s/he would need to make trillions of attempts a second. So if an admin limited the total number of attempts to 100 using Fail2ban, wouldn’t the authentication system still be secure and robust, as long as the admin sets up their username/password scheme to require 128 bits of entropy?

How can we kick our novice roleplayer out of the group for being a poor match, without alienating them from the hobby?

I have someone in my group who is completely new to the hobby. We are now 12 sessions in, and I will most likely need to remove them from the group: Our play styles don’t match, and the rest of the group (me as GM + 3 other people) want to play a campaign with a completely different tone than that player – The campaign was “advertised” on Roll20 as a more “serious” game (Story- and character focused), but the player (or his characters, he is on his second one) does nothing but silly/goofy actions and otherwise does not participate most of the time.

They joined the group via “looking for group” on Roll20 (It is an online game), and in the game description I laid out a few requirements/expectations about the tone of the game. The other three players had experience with RPGs so we decided to accept someone who was completely new to the hobby into the group. It quickly became clear that it was a mismatch. I won’t go into detail here (not necessary to my question), but they were also below the minimum age I had set for my game (again, in the Roll20 game description on the Looking for Group page) by four or five years.

They received a “warning” from the rest of the group: we spoke with them about the difference in style, and they said they where willing to change their playstyle to better fit – I told them that if they could not (or did not want to), we would probably have to part ways.

Now, a few sessions later, they are returning to their previous behaviour, and the group decided that it was time to “kick them out”. Now here is my problem: It is not their fault that the playstyle does not match, they couldn’t really know (as they had never played before) and while they omitted their age when applying, we also didn’t ask (although we suspected just from their style of writing), and accepted them in. They are also quite enthusiastic, which I really like. I absolutely don’t want to destroy their enthusiasm for our hobby, but I am also not that good with people.

So, my question is: How can I make sure that, when I kick them out, they understand and won’t lose their enthusiasm? How do I part ways with them “on good terms”?

The player in question is 13 or 14 (not 100% sure), male, the game has been running for about 6 months, with about 2 sessions per month, they received the “warning” around session 5 or 6 and it got better for a few sessions after that.

Validity of in-line help content over time as users graduate from novice to Intermediate stages

This is a question in regards to an Enterprise product.

Consider a selection menu –

Option 1

help text (2 liner max)

Option 2

help text (2 liner max)

Option 3

help text (2 liner max)

Notes –

1) This help text was added below the Options as there was feedback from new users that the Option Label itself was not sufficient to communicate the intent of the option.

2) Advanced users have come back saying that they do not need to see the help text every time as they are well aware of the options. This is very much understandable.

Questions –

Our product has both ends of the user expertise spectrum fairly distributed. Also, let’s note that users graduate overtime. A tooltip cannot be used as we have seen very less usage of the same and creates extra friction for new users, compared to immediate help. Considering that standard interaction design principles recommend designing for the ‘Intermediate User’ (Alan Cooper, Dan Normal) – is tooltip the only way out? Or are there other thoughts?

Please advice. Thanks!

MS Outlook replacement app. and how to install for a novice Linux user

I am new to Linux. I need a replacement for Microsoft Outlook that is actually a contact mgmt app. including contacts, calendar, tasks and email. Ideally it would import my Outlook.pst file.

Thunderbird came with Ubuntu but is not even close to sufficient.

Evolution looks good. However, I do not know how to install it – or any other Linux application that does not have an installer. Please help.

Novice alert: How would I go about creating a website like this?

I'll keep it short and sweet. I just bought a domain through google domains and I'm looking to set up a portfolio that looks similar to this (a photographer named noah kalina who has a lot of amazing work)

Again I'm completely new to this world and I have no idea what kind of code is being used but im super interested in diving in. What do I have to do to get a website like this? Thank you!

User testing, novice outperforms experts

Happy new year to all! Recently we are working on the findability of content elements by running tree testing. At the results, we encountered that novice users are better at finding correct options comparing to regular users. Have you ever bump into something like this before? How can I delve deeper the effect of level of expertise? Now, we are also running face to face usability testings with the same system. What qualitative would you be looking at to be able to explain novice outperforming?