Official Night Market Feedback Thread

  • LonePirate
    LonePirate
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    noblecron wrote: »
    If you chose ruckus you're instanced with other ruckus players and they have the least population

    This is not accurate. Players are not given priority to be instanced with players of the same Faction. There may be fewer players in the Ruckus District right now because folks are prioritizing a different District, but that is not how instancing in the Night Market works. When players enter the main hub and Districts, they join based on when they entered until the zone cap is hit, then a new instance spins up. That's it.

    You can say it's not true; but the actual player experience tells a completely different story. I played the Night Market for two hours this evening during prime time on PC NA. I encountered a total of 9 other players roaming the three districts with 4 of those seemingly grouped together and the other 5 being random solo players. There were several instances where I spent 5+ consecutive minutes in the districts without seeing another player. The mobs seem to have a fairly fast respawn rate but even considering that, I did not see dead mobs or empty sections where a pack of mobs had just been wiped. Instancing in the three districts has some major problems which spells trouble for this event if things are this dead on the first day during prime time.

    Overall, my first opinion on this opening night is that this is a huge misfire from ZOS as this zone sucks.
    Edited by LonePirate on 30 April 2026 04:59
  • Soarora
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    I have more feedback trickling on in my mind.

    It very clearly is experimental content and I think that’s a good thing. It felt like breaking from the boring mold of ESO. Carrying Factotum parts around in one of the Skirmishes was definitely giving GW2… I don’t particularly like it in GW2 but in this instance? It was great. Looking forward to more experimental content!

    I forgot what else I was going to say, I’ll post again or edit this if I remember. I’ll be running again tomorrow as an open run and next week my dungeon trifecta group will be taking a crack at it. I’m sure I’ll have more feedback after seeing it in other group contexts.

    Edit: I remembered.

    Brazen + Brazen dead = Argent instantly spawns… but if you kill the Argent then the Brazen bosses don’t instantly respawn. We had to wait for what felt like 15 minutes for a brazen boss to respawn. Can it be instant like the Argent boss spawns are? It felt bad. I even thought it was bugged.
    Edited by Soarora on 30 April 2026 05:05
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Personofsecrets
    Personofsecrets
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    code65536 wrote: »
    I dont inderstand how I picked the loser faction. Why is there a lose faction? I dont even care about the faction point system, but clearly I picked the bad faction because nobody else is around. Why are the districts so empty for new content?

    @Personofsecrets Faction choice is irrelevant. You can group with anyone from any faction. You can share quest with anyone from any faction. And you can advance quest objectives together with anyone from any faction. Factions have literally zero impact on gameplay.

    When I ran this with a group earlier today, we were mostly by ourselves with only a few stray pugs here and there. Where was everyone else, I wondered. Then we went into another district, and oh, there was the zerg. One more thing to consider is that the population cap of each Night Market instance is a little low. Hard-capped at 36, IIRC. People are spread out across many instances, so it's not uncommon for a particular instance to just have one zerg, which will leave the districts that the zerg isn't in relatively quiet.

    Thank you for writing. This info is in line with another critical post that I wrote which is that the metagame of how the event works shouldn't really be a a difficult thing. Your guide is appreciated by the way. Though I will probably have to take notes or make an excel sheet to figure out what is needed to complete the relics.

    Another thing is that if the factions have no impact on gameplay, then I don't really understand their purpose other than complexity and creating meaningless winners/losers distinction for some reason. I feel in such an alien world compared to where video game designers must live.

    I also find it interesting that I didn't find an issue when playing the Writhing Wall event. I think that some combination of 3 open zones, quests that indviduals need to do, and open plan zones (rather than linear) with resetting mobs creates the instances of not finding anyone to play with.

    I fought Murklight by myself a couple of times. Dying half way through. Eventually a few other people joined. Every boss fight was taking a long time. I eventually just logged off and did some remote work for a few hour. My job was more fun, engaging, and rewarding than the event lol.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • magnus01
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    Word can't explain how disappointed i am with this trash mob filled event.
    walk through the first event door to be smashed buy 15 mobs at once WHO thinks this is enjoyable.

    i have never been so disappointed in ESO and i was a beta backer.

    you're player base is almost entirely made up of solo players and then you dump this hot mess on us.
  • thepandalore
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    If you're going to force account-wide factions, you should give us account-wide progression through these event zones.

    correction, i was able to eat it on one character and then unable to eat it on the other, so these are account-wide. the character-bound descriptor confusingly intimates these fragments, and their related achievements, are character-specific.

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    Edited by thepandalore on 30 April 2026 07:46
  • FlameDark
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    Fix players not getting credit for boss fights and skirmishes! If they unfortunately died right before the boss dies or have to respawn and run ALL the way to the boss fight they will miss getting EVERYTHING. Twice now I've had to redue skirmish fights because I didn't get the loot, the relic piece, or the achievement... because it doesn't count if you were dead when the boss dies, or you were running back to the boss after spawning on pads if no one bothers to rez you!!! At this point, I'm not helping with skirmishes anymore. I'm going to hit it once, and wall sit until it's dead or help only after this is fixed. I've tried my best to kill those bosses, I DPSed my little heart out, I helped rez people during the fights, help figure out mechanics only to get a heaping [snip] of nothing out of it. I'm done.

    Because of the choice to have such a tiny amount of people instanced in each district it is already difficult to get a group together to do the skirmishes. Especially since they take so bloody long to respawn back. So nope, not doing this anymore. This event is just awful. I can handle things being difficult to do unless grouped, I can't handle design choices (not able to use soul gems to rez at bosses) literally sabatoging the game.

    It doesn't matter if you're grouped or not btw, if you happen to die right before the skirmish ends you don't get anything. So if you're on a squishy toon I highly recommend standing WAY back from the skirmish bosses when they're below 5%.
    [edited for profanity bypass]
    Edited by ZOS_Icy on 1 May 2026 11:19
    PC/NA CP 1000 - PvE
    Arondael - Level 50 Magicka Necromancer Valyndrae (MAIN) - Level 50 Magicka Sorcerer Mithaedrun - Level 50 Stamina Arcanist
  • CAB_Life
    CAB_Life
    Class Representative
    Every activity, including trials, should have a queueable option, which would solve a lot of the complaints I see regarding required forced grouping. I don’t know why they took this feature away when—for those who recall—queueing for trials actually used to be a thing back in the craglorn days. So the tech is there but ZOS still thinks imposing friction for group content then making said group content the entire crux of an update is a good thing.
  • Firstmep
    Firstmep
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    I started out solo and later joined a group of about 10-12 later, we had a dedicated healer for most of the evening.

    I suspect one of the reasons why some people experience empty instances is beacuse grouped players will be put in the same one, and left.over spots are then filled with solos.
    So if my 12 man roams the parch the amount of slots left for the remaining 3 zones 18.
    I think pop caps could be increased a little bit at least.

    The difficulty of combat encounters are fine for group play, but the density of trash packs is a but tedious even if you can just run past them due to their short leash range.

    The cooldown on puzzles is way too long imho, these are not combat encounters and don't even award loot, please let us interact with them more often.

    Running around doing quests solo was a bit of a hassle, but once I realised that monsters have really tiny leash ranges, I just started ignoring them for the most part. Trash packs are solvable, but you will want to have decent self healing and aoe for sure. I didn't find the difficulty for trash to be overwhelming, and accepted that bosses are meant for groups mainly.
  • Franknol
    Franknol
    Soul Shriven
    I think the team needs to accept that, over the years, ESO has cultivated a playerbase that is mostly solo-orientated. As such, new releases should probably keep this in mind. Most players are either going to wanr to be able to solo stuff, or clear it with other randoms in-zone.
    There of course must always be a place for organized group enjoyers, but I do not think this is it. Not entirely, anyway.

    So much this. It's baffling they decided to bring back Craglorn again when obviously didn't worked before and some of us are so accustomed to play solo. Maybe they should take some notes of how World of Warcraft has embraced solo play lately while still offering challenging content for organized groups. I mean, why not? They are owned by the same company now.
    Edited by Franknol on 30 April 2026 05:38
  • SamuelDraconis
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    Got the house and now I just want to die. I'm not masochist enough for this [snip]
    [edited for profanity bypass]
    Edited by ZOS_Icy on 1 May 2026 11:23
    "Let me guess, someone stole your sweetroll."
  • Major_Mangle
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    Please don't nerf/reduce the difficulty. Finally nice to see some challenging group content that requires you to interact with others. Been way too much content catered to the casual solo audience for too long. First time in over 6 months I'm genuinely interested to play the game.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Lugaldu
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    I find the experience after evening one... rather tragic.
    The zone looks so exciting and there seems to be so much to do, but where's the motivation when you walk through a door for the first time and your main character, with 45,000 health, gets killed by a mob in two shots?
    Mobs that you can defeat with some strategy, but what's the point if they drop absolutely no loot? We have the same thing in the IA, but at least there the mobs in the lower arcs are easy to defeat, and you don't waste your time fighting through hordes of enemies for nothing.
    And what's with the insanity of not being able to revive on the spot? You finally find a group fighting a boss, you die, and you end up on some platform somewhere—why? It's completely beyond me why the Night Market wasn't designed for different difficulty levels. As so many have already said, if you can't play during peak hours, if there are no groups around, and you're a solo player, then there's absolutely nothing to do here.
    I was really looking forward to the Night Market and would love to explore it, but right now I can't see that happening at all. It's not fun, not relaxing, just pure stress – and I already have enough of that at work.
  • CameraBeardThePirate
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    As a PvPer, congrats ZOS. You made me really enjoy a PvE environment. I had such a blast today with a group of PvP guildies just running around, killing stuff, dying constantly, figuring out the mechanics and puzzles, it was a blast.

    This is not sarcasm either. My guildies enjoyed the heck out of it when we went in expecting a boring farm for the new mythic.
    Edited by CameraBeardThePirate on 30 April 2026 05:50
  • Rkindaleft
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    magnus01 wrote: »
    Word can't explain how disappointed i am with this trash mob filled event.
    walk through the first event door to be smashed buy 15 mobs at once WHO thinks this is enjoyable.

    i have never been so disappointed in ESO and i was a beta backer.

    you're player base is almost entirely made up of solo players and then you dump this hot mess on us.

    The fact they made content that isn't designed around solo players is okay.
    PlayStation NA https://youtube.com/@rkindaleft
    Tick Tock Tormentor | Saintly Savior | Gryphon Heart | Godslayer | Kyne's Wrath | Planesbreaker | Swashbuckler Supreme | Mindmender | Unstoppable
  • PeacefulAnarchy
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    If you're going to force account-wide factions, you should give us account-wide progression through these event zones.

    pb0b7qllfy6x.png
    Consume the splinter, it's tracked by an achievement.
  • Akskad
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    (PS-NA) Apparently there is no way to leave the Night Market outside of traveling to a home outside of Fargrave from your Collections tab. I should be able to use the wayshrine in the plaza to do so.
  • PurpleScroll
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    I won't even be touching this as it's obviously not designed for me. I have no problem grouping up with people, but I just do not find cHaLlEnGiNg CoNtEnT enjoyable. It's a challenge just to live in RL, especially with a disability, so I play games to get away from that stress and this is obviously not going to do that.

    I still cannot believe you decided to go back to Craglorn after the insane mess that area was on release.
  • Akskad
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    eb.annetteub17_ESO wrote: »
    (PS-NA) Apparently there is no way to leave the Night Market outside of traveling to a home outside of Fargrave from your Collections tab. I should be able to use the wayshrine in the plaza to do so.


    Oh wait! Where have I seen this already?
    As for hoping that this would get fixed before release. eeeeee nope!

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  • Thoriorz
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    When I read feedback on PTS about how hard Night Market is and so on, I secretly hoped that when ZOS launched Night Market, they would take player feedback into account and Night Market would have two difficulty levels: Normal, where even casual players could have fun, and Hard (or Veteran, or whatever), where players looking for a challenge would also get nice time playing. Or if not that, I figured that at least if it had the same difficulty level as Arc 1, that would be cool too.

    This morning before work, I had an hour to spare, so I decided to check out Night Market, and I was completely disappointed. The mob groups are too close together; if you want to spread out the fight a bit and kite the mobs, you immediately aggro another mob pack. The spawn rate is way too fast, and the difficulty is really too high... I get that it’s supposed to be group content, but I still expected it to be “soloable.” I mean, sure, you can fight your way through the mobs slowly, but just a few mistakes and you’re dead, so this isn’t fun from my perspective.
    Definitely a big thumbs down from me.
    PCEU
  • mdb800
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    Pointing this out: the game has been crashing a lot on ps4 with the activity. Also, in one of the districts no group can survive more than 10 seconds
  • Akskad
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    Its so hardcore. Its Craglorn 2.0. Those of us that played as Craglorn came out will remember. Craglorn was set up as a harder Zone, the wasps killed you with 1 or 2 hits, after a while ESO toned it down, so i will prob give up on it and wait until the Nerf

    Oh wait! Where did I read this before? PTS thread, maybe?
    And? Was the difficulty level adjusted? eeeeeeeeeeeee nope!

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  • Achasse
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    i dislike this whole thing. my repair bill is climbing just trying to do the first few missions. place a stone get nucked, respawn try to get the the next get nucked again. run the whole of the game in the open world without a group now to do the new shinny thing solo and get wrecked NOT fun. well the screen is getting ready to log me out time to increase my repair bill. dislike dislike dislike and hate this event. maybe in a few days will change my thought but might just leave with a bad taste in my month and not play this event.
  • merevie
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    Came home to find the Night Market empty and 1 group in group finder that promptly wiped and disbanded. It's Day 1 -half the player base should be in there?

    Very disappointed as I thought on the first day at least there would be groups.

    Only empty instances.

    Going back to Windrose until you people fix whatever reason the entire player base decided it wasn't worth doing. Once again the ESO hype team is full of hot air and content is rubbish. Utterly sick of getting let down over and over again by ESO.

    *And yes, slot Pale Order and you can spend millions of hours of soloing content without dying. But why? There are more fun games to play.
    Edited by merevie on 30 April 2026 07:04
  • Akskad
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    What is up with the daliy box rewards.? it is trash you need to put some better loot in that

    Wait! Where have I read this before? Let me think, let me think....... PTS feedback thread? Is it possible?
    Providing only a couple of examples of the tons and tons of posts on this very topic.
    And? Were the rewards fixed, so that we do not get overland gear that no one needs? eeeeeeeeeeeeeee nope!

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  • bluebanekin
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    I’ve spent some time in the Night Market on PC EU as a mostly solo player and I’d like to make a few observations.
    My main concern is that the content currently feels both very difficult and strangely empty at the same time. From reading other comments, it sounds like the instancing/population caps may be spreading players out too thinly. As a result, I often found myself alone in encounters that feel tuned for multiple players.
    I’m not a new player or someone expecting effortless overland combat — I’ve soloed normal group dungeons on this character before — but in the Night Market I was being killed extremely quickly, sometimes before I had much opportunity to react or learn mechanics properly. The issue isn’t simply “difficulty”; it’s the combination of high incoming damage, low visible player density, and content that appears to assume group participation without naturally providing it. I also understand the mobs were already adjusted after PTS feedback, which makes me wonder whether solo scaling or increased player density may still need further consideration.
    At the moment, it’s discouraging that parts of the Night Den house are locked behind Night Market progression, particularly for players currently struggling with the difficulty.
    The gear rewards do not feel especially motivating, since many of the featured sets are already easily available through existing overland content.
    I do think the atmosphere and concept of the Night Market are interesting, and I’m hoping things improve once more players are active, strategies emerge, and any balance adjustments are made. For now though, as a solo-oriented player, the experience has felt more frustrating than enjoyable.
    PC EU server

    My main toons
    Ganrane Lvl 50, Orc, Stamblade, Covenant, Grand Master Crafter.
    Elsreir Crowlorn (werewolf) Lvl 50 Nord Stamknight, Dominion
    Tasma-Jee Lvl 50 Argonian Magplar, Pact
    Sonna Spellthar Lvl 50 High Elf MagSorc, Pact
    Sanguinem Cordis Lvl 50 (vampire) Dark Elf, Sorcerer, Pact
    Olfrid Crowlorn Lvl 50 (werewolf) Nord Stamknight, Pact.
    Gwardena Lvl 50 Breton, Warden
    Calvāria Lvl 50, Necromancer
    /spoiler]

    Dark moons, what was that?
  • Renato90085
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    vet trial trash combat is borning,but zone boss and mech is good
    This is probably the most interesting new content I've seen in the 8 years I've been a player.
  • Akskad
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    First off, the Curator dialogue topics read as though I'm meant to know about this "Night Market" even though this is the first my character (or I) have heard of it. I have to mention it to him before he even speaks of it.
    Second, I've exhausted all dialogue topics he has and yet the quest still tells me to "Talk to the curator".
    Is this thing broken?

    Wait! Where have I read this before? Let me think, let me think....... PTS feedback thread? Is it possible?
    Actually, on the PTS, at least one line of dialogue still worked.
    And? Was the quest fixed? eeeeeeeeeeeeeee nope!
    It was actually broken even more.
    But then, why would you expect the starting quest to be tested before launch, right?

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    Edited by Akskad on 30 April 2026 08:04
  • SkaiFaith
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    Feedback.
    For it to be fair:
    - we should be allowed to mount in it.
    - every group of mobs should be avoidable with stealth, not completely blocking passages forcing you to engage.
    - favors should frequently drop from regular mobs (I killed more than a hundred without a single drop) otherwise what is even the point of all these mobs? Just to slog, interrupt and annoy?
    - remove the need to "claim favor" from the gold orb: it seems to spawn randomly during quests and I never understand if I am not seeing it or it has not appeared. Just make it a normal auto-loot added to our account.
    - increase favors from daily quests.

    I won't repeat what almost everyone else here have already said (instance issues, too hard, etc.) but I agree with every raised red flag.
    My feedback is in addition cause I think solving it could alleviate the problems.
    "..........Anyway, here's how
    to tell if your RPG
    sign is cheap" - Tony(?)
  • Akskad
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    Taryn57 wrote: »
    Nothing is explained properly so it's very confusing, especially how to get started.

    Wait! Where have I read this before? Let me think, let me think....... PTS feedback thread? Is it possible?
    Only a couple of posts as example.
    And? Was this issue around clarity fixed? eeeeeeeeeeeeeee nope!

    npmyk12u99tm.jpg


    Edited by Akskad on 30 April 2026 08:04
  • E_Lucan
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    Thanks for this feedback, @E_Lucan! That first bullet is a bug. We're putting together a known issues list that includes a few things we knew about before launch today, plus things identified today. We should have that in the next day or two.

    Thank you for the reply! I think maybe if for example the table showing the event bosses had bits of text on it just plainly stating "You can find these bosses in XYZ location", "If you kill these bosses, this other tier of bosses will spawn", "if you gather items from the districts, you can access these bosses", etc., it would solve a lot of the initial confusion I had, since the more I think about it the more the mechanics that confused me are tied to the boss progression. I recall there are some details that pop up when hovering over the bosses, but maybe a longer and very simple description would help clarify the structure.

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