Main guild overides faction permissions!

Known issue…

See here:

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I think it’s indeed a bug yes, I’ve removed all permissions for anyone on the main guild and started to only add relevant perms on the factions themselves.

Feels weird tho…

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Good to know. I will continue to rule with and iron fist. Scratch that. Rule with a gold fist! No permissions for anyone. Mwahahahaha.

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This doesn’t surprise me, especially considering how there’s no way with the currently available permissions to have a guild shop.

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Main guild permissions will override Faction permissions because that is the intended effect and the way permissions were set up. In other words - it is working as intended.

I have had a few PM conversations with @Dave and @james about fixing this so that people could truly have factions be different. But, I do not know where they stand on if they are going to actually change it or decided not to.

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If the devs themselves don’t even know if it’s working as intended I doubt it is :wink:

See vdragon’s post here:

Because honestly, it does not make a lick of sense to me…

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It makes at least a lick or two of sense.

Guild members get permissions on guild controlled stuff. This carries down to faction controlled properties as they are still controlled by the main guild.

The factions are a sub structure, so it’s a sort of “trickle down”. A one way hierarchy.

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I was able to get a guild owned shop to sell to others. The only problem I am having is that we also have a workshop that is under the main guild(because everyone is forced to be in main guild) I decided to give everyone the permissions necessary within main guild.

Now I set up different factions controlling different buildings i.e portal network, farms, and guild store. However, main guild now overides the factions which are supposed to separate permissions? This doesn’t seem right. At the side time faction buffs overide main guild buffs which leads me to believe permissions work the same way.

This doesn’t make any sense to me…

In addition guild made some additional testing in… well test server. And came up with this.

"ok this is odd. testing results:
guildie with worker permission, in faction with no permissions, can interact with items locked by advanced lock set to faction only and with unlocked things in faction-controlled beacon.

upon leaving faction, guildie cannot interact with items locked by advanced lock set to faction only nor with unlocked things in faction-controlled beacon. (but gets flashes of menu when attempting to interact with advanced-locked items)

after relog or portal-hopping, guildie, still not in faction, can interact with items locked by advanced lock set to faction only but cannot interact with unlocked things in faction-controlled beacon."

Permissions are definitely messed up… I really hope this can be looked up quickly as things can possibly be open to anyone that join guild and receives limited permissions.

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I would be okay with that IF they could join factions without joining the main guild…

Are you positive they can’t? Pretty sure I was in a faction without being in the main guild.

Yeah, this actually bothered me when i was invited into a faction of another guild. That i have an entry for the main guild in my guilds list.

Still, faction permissions should not apply upstream to main-guild owned properties.

I 100% did not join the main guild. Guild and faction are separate entries in my guilds list.

As far as my observations you automatically get into the main guild.

Honestly I would prefer that they treated main guild as a “friend” per beacon and just remove factions. Without a good division between faction and main guild it really doesn’t serve us well. It renders main guild pointless and leads to a lot of UI clutter with a bunch of factions and logs.

I’m not sure if it’s intentional, or how much of what you posted is a bug in terms of permissions changing and maybe needing a relog to get cleared for an individual character.

Considering that we have guilds with “sub groups” it does make sense that the permissions would carry downstream.

Exactly this. You got it 100%.

Ahaha sorry I guess I included some personal issues with the guild system and the relationship with advance locks.

Back on topic though, it does make sense that some permissions should carry over. Like director and executive permissions. Permissions under operatives in my opinion are better set and be separate from parent guild, and siblings factions. As I explained the way joining the guild occurs you are force to be in the main guild so to me at least it makes sense this would be a perfect place to give the majority of permissions then further target specific permissions with the factions.

The way it works now I join the guild, I am not given permissions to the main guild and I am asked to join another faction to get permissions to a collective build i.e workshop.

Edit: deleted comment as to not get distracted from my intended message.

And yet I can override main guild buffs with a faction buff but not permissions…

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Hmm, i don’t run a guild with factions. IF the player has perms int he main guild, do they show in the faction section as enabled?

Can you turn them off there? Would assume you tried it if they’re visible but i don’t remember from the earlier conversation.

They don’t show as being enabled, no.

You cannot turn them off…

It showed up under the beacon permissions in the friends section. As if I gave them permissions manually. But it doesn’t reflect that in the actual faction permissions list.