Jump to content
FORUMS
Stan

Cross-Faction Guild Members Locked Out of Queued Instance Content on 10.1 PTR

Recommended Posts

ZQYN9tn.png

Cross-faction guilds are coming in Patch 10.1, but currently, you cannot play queued instanced content with other members on the 10.1 PTR and you can't search for cross-faction guilds through the Guild Finder either.

Content creator MrGM in a series of tweets highlighted some shortcomings of cross-faction guilds and the Guild Finder on the 10.1 PTR.

First, the Guild Finder will continue to show Guilds where the leader is of the same faction as you. You can't search or see guilds owned by the opposite faction, even if they have cross-faction members.

Placeholder for tweet 1649377049537028099

You cannot invite members of the opposite faction to your Guild without being in a community or Battle.net friends with them.

Placeholder for tweet 1649372541981425665

Probably the most-discussed topic when it comes to cross-faction guilds is queued instance content. Currently, on the 10.1 PTR, you cannot participate in queued instance content with your guild members in a cross-faction guild. Hopefully, Blizzard will allow cross-faction groups to queue together.

Placeholder for tweet 1648816086094061568

Share this post


Link to post
Share on other sites

I remember doing BT in Timewalking and we couldn't heal opposite faction players even though they were in our raid group.

Seems like it needs more testing. QC pls

  • Like 1

Share this post


Link to post
Share on other sites
Uncommon Patron

Unless x-faction gains MORE power / relative flexibility for players to play together

it's not gonna work at all
cuz the first month of social media will be (at best) full of people whining .... how does this work... do they even test/lift bro...  and (at worst) full of ppl saying LFG was painful enough without this sort of help, and talking about wanting to quit if they can't do instances anymore.

Even if it changes absolutely nothing, the PAIN will spread like a bad boss power leaking out into the big cities via hunter pet resummons.

So

it has to CHANGE SOMETHING for the positive, or they need to not claim they're releasing this feature yet.

Share this post


Link to post
Share on other sites

I find it funny how Blizz are touting this feature, and yet they can't get it working right. From reading this article, if Blizz can't get this working, this feature will be doomed to failure.

Edited by MeMy10

Share this post


Link to post
Share on other sites

Uh...cross-faction instance queues have always been disabled ever since that feature was implemented. Were people assuming guilds would change that without an explicit announcement to that effect from the devs?

As for the silly "doomed" posts...I'm not sure how a feature that literally just gives people an option that didn't exist before (even if it comes with unintuitive caveats) can fail.

Edited by MrM

Share this post


Link to post
Share on other sites

So, what do cross-faction guilds allow the “other” faction members to do?

What I’ve seen so far suggests it’s not much more than access to guild chat?

For this to be useful, it seems to me that we would need the abilities to:

  • post guild finder listings for both factions (especially so I can invite my other-faction alts to the guild)
  • invite guild members to party (even if “party” functionality doesn’t apply to open-world areas) so we can run stuff (at least instances) together
  • post/do guild crafting orders
  • access to guild bank by both factions (including repairs)

I do, also, like the suggestion I saw elsewhere that guildies should be treated as friendly (as if they were same faction) in open-world content, unless they have war-mode on.

Share this post


Link to post
Share on other sites
28 minutes ago, Trest said:

So, what do cross-faction guilds allow the “other” faction members to do?

What I’ve seen so far suggests it’s not much more than access to guild chat?

For this to be useful, it seems to me that we would need the abilities to:

  • post guild finder listings for both factions (especially so I can invite my other-faction alts to the guild)
  • invite guild members to party (even if “party” functionality doesn’t apply to open-world areas) so we can run stuff (at least instances) together
  • post/do guild crafting orders
  • access to guild bank by both factions (including repairs)

I do, also, like the suggestion I saw elsewhere that guildies should be treated as friendly (as if they were same faction) in open-world content, unless they have war-mode on.

From Blizzard:

  • Guild affiliation with the Alliance or Horde will depend on the faction of the Guild Leader, and guild achievements and vendors will still reflect the guild's primary faction.
  • Guild members of the opposite faction will benefit from unlocked shared perks but cannot contribute to specific achievements. As an example, Alliance members of a Horde guild could not contribute progress towards the "Alliance Slayer" guild achievement.
  • Guild repairs and social conveniences, like shared chat, will be available to opposite-faction guild members.
  • Players must be Battle.net friends or part of the same Battle.net community to invite or receive an invitation to an opposite-faction guild on the same realm.

Not sure about the guild bank since repairs will be available. The only use case I care about is my Mythic raiding guild being able to play whatever race we want. However, I do hope to see guild queuing and that open world friendly marking functionality you mentioned added eventually.

Edited by dembro

Share this post


Link to post
Share on other sites
22 hours ago, Trest said:

So, what do cross-faction guilds allow the “other” faction members to do?

What I’ve seen so far suggests it’s not much more than access to guild chat?

For this to be useful, it seems to me that we would need the abilities to:

  • post guild finder listings for both factions (especially so I can invite my other-faction alts to the guild)
  • invite guild members to party (even if “party” functionality doesn’t apply to open-world areas) so we can run stuff (at least instances) together
  • post/do guild crafting orders
  • access to guild bank by both factions (including repairs)

I do, also, like the suggestion I saw elsewhere that guildies should be treated as friendly (as if they were same faction) in open-world content, unless they have war-mode on.

Regarding the friendly option, why would you attack your own guild even in war mode? War mode should be revamped to being hostile to all other groups instead of just horde vs. alliance. Could start making guilds their own entity in open world war mode.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Savage Ebony Battle Turtle is an upcoming promotion mount coming in Patch 10.2.7.
      The mount will be available in some sort of Promotion in the future.
      "The cannons are powered by an unquenchable rage to seek out enemies and bring them to justice. Nothing can outrun a cannon."

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
×
×
  • Create New...