decaffeinated wrote: »The biggest issue seems to be grouping is REQUIRED yet quests can't be shared, and with everyone on different quests coordination is hard. The Skittering is much harder (interestingly The Parch is easy).
Wait! Where have I read this before? Let me think, let me think....... PTS feedback thread? Is it possible?
Sample of the many posts on this topic below.
And? Was this issue around sharing quests fixed? eeeeeeeeeeeeeee nope!
Huh, that name in the screenshot looks familiar.
@Akskad @decaffeinated So, I think it's worth clarifying something here that I didn't know back during PTS when I first wrote that bit about sharing.
tomofhyrule wrote: »I might also modify the difficulty of certain things a bit. Currently most basepop (trash) is balanced as normal trial basepop. I would actually reduce the difficulty of specifically the basepop mobs to normal dungeon difficulty - not the bosses, and not even the elite mobs (the big enemy in each pull), but I would pull the handful of trash down a bit. That would really not change much for vet players (unless they are specifically looking for difficulty in being swarmed), but less experienced players could then better focus one dangerous mob in the pull instead of being oneshot by everything.
Techwolf_Lupindo wrote: »Is there bug thread for night market?
My bug is the furniture from "Furnishing container: The Thousand Eyes" is not stacking in the furniture vault.
CameraBeardThePirate wrote: »Are Skirmishes supposed to start at the same time in all instances of a district? That doesn't appear to be happening - in some instances it's not starting at all.
On PS-NA yesterday afternoon I joined a group that was camped on the skirmish spawn point in Sorrow's Friend. In attempting to join them I wound up in a separate instance. Arriving at the spawn point I found the skirmish to be active, but it never spawned for them. Unfortunately before they could travel to me, it deactivated.
Given that we have timers showing the time until the skirmish becomes active for each district, I imagine the intent is to provide some sort of synchrony across instances for skirmish spawns, but that doesn't appear to be working consistently.
Idk what the keybind is on console, but there's a scoreboard type thing for the Night Market that you can open and one of the pages there has a cooldown for each of the Skirmishes. They seem to spawn one at a time every 30 minutes.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »At any normal time I'm a great supporter of options, not least in respect of difficulty levels.
This is not a normal time, however, in that we know the ZOS team has been significantly reduced in size and that the amount of new content is therefore impacted. At such a time it is even more important that such new content as is viable is aimed at the widest possible range of players, and that means implementing difficulty level options.
This new content is clearly out of the reach of many players, perhaps even most. The others may argue from their veteran BIS dungeon and trial experience with thousands of CPs that you can just run Group Finder and it's all a doddle, but that isn't what many players are used to doing or want to do, and many are simply low level or casual. Their loss for sure, but also ZOS's loss too as they assuredly want their content creation to be widely used and acclaimed.
No rational player wants the Night Market switched from its present focus to a more casual one, but everyone would benefit if it was given some difficulty options as they'd all be able to play it then, their way. And ZOS would benefit too.
Again, I am a PvPer. I've literally never had a PvE build apart from an oakensoul heavy attack builds and a one bar beam build with crafted gear. I do not do vet trials, I rarely do vet dungeons and typically struggle through them.
How many CPs do you have?
Dude you are missing the forest for the trees. It doesnt really matter how much CP one has if their style of gameplay can vary completely. Acting like someone with high CP is automatically going to have an easy time in NM is just as bad as gatekeeping those with low CP from joining groups. Champ points don't even add that much these days anyways since the CP2.0 rework.
The point is that there is an ingame feature that allows you to join a PUG group. The Night Market is designed to be completed by PUG groups. It has very few coordinated mechanics, and just needs someone holding aggro and someone tossing around some heals. You can be CP 200 in crafted gear, join a PUG, and get carried through. You may die, you may get stuck at times, but if I can do it in a PvP build with horrible rotation skills with a PUG, anyone should be able to do it with a PUG.
I wrote it in some other thread already, but I would have set the Market up differently, with different content types (both group as well as solo tasks) people could just choose freely from, in any way getting the chance for the fragments, relics and housing rooms. Not because I personally think every expansion needs solo content (I'm personally absolutely fine with additions that are group only), but - you see the drama on these forums right now. So going for mixed content might be the best-received option. And the Market as a location is surely big enough so tasks of different playstyles could have been placed there.
In particular, I would have utilized the factions for different task styles. Right now, there's no real difference anyway, and everyone is doing the same things. Instead, they could have given one faction a clear "boss combat and group content" identity. Another faction could have been focused on solo content and puzzles, for example. And then there could have been one for solo spywork - sneaking, sabotaging, collecting info, etc. In the end, those seem to be the primary playstyles of this location anyway: For questing, you best sneak around alone, for boss fights, you group. They could have as well incorporated that into the location story somehow.
Apollosipod wrote: »Those mechanics would have for in super nicely with the lore of the factions as well. The Thousand Eyes needing to sneak around, maybe do things like Cyrodiil scouting reports, and being able to use some kind of hidden tunnels (even just some that you interact with and poof, you're on top of a building again) would have been such a cool dynamic. As it currently is the Ruckus is the play style for every inch of content in the NM. Dominate, crush, rip, and tear through strength. If I've signed up with an army of daedrats, spiders, crabs, whatever, then why am I now a part of a militaristic juggernaut? Joining factions that align with your preferred play style would have been super cool and give those factions an identity
mbeetley_ESO wrote: »EXHAUSTED. This whole thing is just a waste of time. Some people are of course going to enjoy it, but jeez. Yesterday we had a daily to kill two Brazen enemies. Spent half an hour wandering around fighting mobs and waiting, in vain, for the Brazens to respawn. Seriously?
Then we spent 20 minutes tonight fighting mobs waiting for the Skirmish to start, eventually gave up to go work on other quests. Yes, I looked it up afterwards and found a claim that they evidently spawn about every 30 minutes, but don't give me a flipping daily for which I have to wait half an hour to do it. That's not a daily quest. That's a waste of time. At least the bosses don't appear on the map when they're not up. Could you at least have the skirmish icon also be present only when it's active?