Night Market - Week One Notes

  • Remathilis
    Remathilis
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    Can we do something about the "weak enemy" splinter drop? I only got one despite playing in groups every night.
  • ob1ken0bi
    ob1ken0bi
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    I am loving the Night Market. I play solo and with a group.
    A couple things I found difficult when grouping, which is kinda the idea of the Night Market

    1. Keys. They are making it tough to coordinate with groups. A lot of good suggestions in this thread. I like th eidea of the one time deal. Once you're done the first time, you should be able to interact with any group that is doing a boss you already did.

    2. Chests. I basically just ignore them now. Its a small amount of gold and a overland set piece and that's it. If you have Deshaan or Wrothgar sets, there is no point of risking getting caught opening them. I would suggest something that has a chance to get in the chests. Like Favor points or a lead for furnishing.

    3. In district Quesr Rewards. Same as chests. The favors are great but the reward inside is just a gear piece. It's great if you dont have them but let's be honest. You made the difficulty high and most players at higher levels already have all these overland pieces.

    4. Have a bank in the Night Market. I know there is one in the house when you get 5,000 favors but a bank to put things on sale in the trader would be nice, especially since you are giving out a ton of gear pieces in the rewards.

    5. The Tonic of Portent Favor is a rare, craftable consumable that grants a 100% bonus to Faction Favor earned from Night Market enemies and district events for 30 minutes. EXCEPT it doesn't give 100% bonus on in district Quest rewards, which is a district event.
  • jad11mumbler
    jad11mumbler
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    Nice to see ZoS address the feedback!

    I know a fair share of it has been negative from some parts of the playerbase, notably solo players that are hesitant to group, but NM has been a breath of fresh air for many of us!

    Love the extra zone to group up with my social guild!
    We used to group up to do WB zone clears, but with so many players those were getting killed far too quickly, to the point we had to implement a "One light attack" rule so everyone could get a share of the loot.

    Love being able to pop up a "Night market group starting soon, come join!" In guild chat and seeing people flock to it.
    200 characters and counting across 14 accounts.

    @Jad11 - PCNA
  • Rkindaleft
    Rkindaleft
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    Honestly, anyone who's actually paying attention in game can see how much this event has taken over and how popular it is.

    Guilds that aren't even focused on trials/dungeons/high level PvE are talking about it. Even my casual trader guild runs groups more than once a night. Group Finder has exploded - on PS/NA right now on a weekday evening there's 15+ listings for Night Market and once you actually join a group it fills up in like 60 seconds max. It's also got a bunch of people who weren't sure on group content before to try out stuff like trials, and a lot of them enjoyed doing them, and that's fantastic for the game overall.

    The only place I'm seeing regular negativity is on the forums, and it's largely dominated by the same handful of posters (everyone knows who they are). In game and even on Reddit the reception is quite positive.
    Edited by Rkindaleft on 8 May 2026 00:25
    PlayStation NA https://youtube.com/@rkindaleft
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  • BetweenMidgets
    BetweenMidgets
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    Fix the quest sharing aspect of the game. Quests from the Plaza which were stated to be sharable, many are not if some unknown conditions are or are not met.

    There should not be a barrier to quest sharing in a group designed zone.
    PC-NA
  • Furyous
    Furyous
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    I really enjoyed Nightmarket.

    I went in solo on my Raid character without changing anything on my build and normal Thresh adds were doable for me. I would prefer the Nightmarket to be a bit harder so I actually have to prepare my character for solo playing, but I understand that it can't be balanced for the top 0.1%, so I would say the difficulty is fine.

    I cleared everything without grouping, but with random players, occasionally accepting their groupinvite and tagging along. It was a fun experience. Sometimes a bit frustrating when I looked at the group damage of a 12-man group and saw I did 40% group damage, but that's my toxic endgame raider personality and is not the fault of the Nightmarket.

    After exploring everything solo, I went in with a Dungeon HM group and did the dungeons For my liking it was too easy, but I have every Dungeon-Triple-Achievement, so again I guess I can't expect this kind of content to be balanced for my level. Maybe a HM would be nice here.

    I haven't done the trial yet, so I can't say anything about it It's hard to find a trial group for me. There are not many endgame raiders left that are motivated to do things outside of raiding.

    After completing every boss, there was only the 10k faction favor left to do. Skirmish-Hopping war ziemlich effektiv. Joining Skirmishgroups via Groupfinder easily let me do 5–6 Skirmishes an hour. With the new "Tonic of Portent Favor", that's 1 k Favor, so it was done very easily without much effort.

    Even less effort was Blood on the Sands Daily Quest. You can just take this quest, join a random big group via groupfinder and travel to the instance they are in. You don't need to leave the Questhub and the group completes the quest for you. Doing that with all my characters gave me 750 Favor in 30 minutes without doing anything. Maybe this needs a fix. If everyone does this, it could disrupt group play.

    So I guess I had a fun week, but Nightmarket is finished now. There is just no reason to play it again. But that's a problem for the game in general, not just the Nightmarket.

    The rewards in the Nightmarket are the same as always: Overland Sets that I already have, annoying items that clutter up the inventory, whose only purpose is to sell them for gold. I never understood those. Why not drop gold directly? These items just disrupt the game flow. After a few bosses, I have to stop and sell those for gold.

    If I could make a wish for the next Nightmarket, it would be better rewards, but I don't know what these rewards could be.

    Style number 250 could maybe be worth it, but I would just farm that style, because I always complete the collection, I don't actually use them. But other than that I have no idea, maybe something completely new needs to be introduced into ESO as rewards in general.

    Also a raid with an unusual Number of Players could be interesting. Maybe a 20-player raid. It would follow the theme of grouping with people you usually don't play with and break with old habits.

    Overall, I really liked the Nightmarket; it's a step in the right direction Finally, ZOS remembered what the M's in MMO stand for.
    It feels like Craglorn back in the days.

    "Damn, sounds like you had an absolute blast solo-carrying the entire Nightmarket on your god-tier raid build 😂

    Quick question though… did you sprain your arm patting yourself on the back that hard the whole time? Because reading this I’m pretty sure your keyboard is still dented from all the humblebrags.

    Congrats on being the main character of ESO though, king. The rest of us peasants will just keep enjoying the content like normal people."
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    +1 having to re-earn the keys after each completion has largely killed any desire for me to try the Trial again.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
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  • spartaxoxo
    spartaxoxo
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    On the subject of rewards, one thing I would like to see are rewards that change the fun or usefulness of the main attraction.

    For example, since the big reward for Night Market is the house, it would awesome to get crafting stations that look like small work orders. Think a clothing catalog with Glittering Goad models illustrated on the pages, or a weapon rack with Ruckus themed weapons the character inspects to order from a blacksmith. Small stations that we could put in the rooms that wouldn't detract from the overall atmosphere. A small little crow's nest with little shiny baubles as a jewelry station for the thousand eyes.

    We've been needing something like these anyway since stations are always massive looking and distracting and the Night Market would be a sensible place for work order themed stations.
    Edited by spartaxoxo on 8 May 2026 03:02
  • Contraptions
    Contraptions
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    Fully admit I was wrong about how popular NM would be, which is good to see. Let's hope it can keep this energy for the next month or so eh.

    And yeah, using group finder is definitely the way to go if you're pugging it. Just have a decent tank and most encounters are ok.

    Some of the issues like getting credit for skirmishes and the RNG for fragments has been addressed a bit. Which is nice, kudos for the speed.

    Keys are still the major pain point. Getting trial set rewards was also nice for calamitous. Make them rotate perhaps? Good chance to fill out stickerbook for trials that aren't as popular anymore. And agree that overland sets are just junk nowadays. Furnishings, furnishing plans, motifs, raw mats etc. are all much better. Golden box to me is actually good. Blue box is... usually garbage.

    Some content has probably been nerfed a bit already, which I don't mind. The parch races having no more floor mounted walls to jump over and only crouch walls. The skittering skirmish not spamming so many adds. and some others.
    Patroller and Editor at UESP
  • spartaxoxo
    spartaxoxo
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    Could you guys maybe put the gilded keys in the faction vendor for say 20k each with achievement? This way if someone is missing a key for the trial/dungeon then they could buy it but it would be too expensive for most to want to so there would still be plenty of farming. That way groups don't gotta disband when they realize their buddy forgot they didn't have it.
  • BHoth_
    BHoth_
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    Thank you for the night market! The presence of drop in, drop out pve group content is something I thoroughly enjoy in mmos, and while this isn't perfect it's a great addition to the repertoir of activities ESO offers. Gw2 has many excellent examples of this kind of content, and it makes the open world gameplay in that mmo so much better for it.

    Please make the loot worthwhile, tho! As well as making all quests shareable and reducing the respawn rate of normal mobs.
    Edited by BHoth_ on 8 May 2026 03:56
  • SirBanana1992
    SirBanana1992
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    Hello! I am quite enjoying the NM myself and appreciate the effort that went into it! I have mostly similar complaints as expressed here, namely the key system. I would like to add pain points I have about some of the non-combat activities I would like to see adressed.

    Skittering Precinct:
    - This is the one that is somewhat combat related but is about a design flaw in the Skirmish but it seems that attracting aggro of this particular Skirmish at any point causes you to be permastuck in combat throughout the entire precinct with no way to lose it, not even on the rooftops and even with no nearby enemies. Getting yourself killed might clear it but this is not a practical way to lose it if you were near an objective already. Seems the spawning spider mobs from it chase you to the edges of the precinct and will not let go. This has ramifications on any other activity type in the precinct as they will interrupt your various activities, and worse, completely prevent you from participating in the spider torch minigame since the buttons cannot be interacted it while in combat. When alone it might be enough to just let yourself be killed and respawn but in a large group the entire group would have to collectively let itself be killed and this may be annoying to coordinate.

    The Parch:
    - Very simple but I'd just like to be able to keep my Shadowy Disguise active when going through a sandwall. If enemies are on the other side I can't do my sneaky activities safely and have to find a different way around.

    Sorrow's Friend:
    - The Light torch puzzle feels like it sometimes barely gives you enough time by yourself to redirect the stones. It is one thing trying to figure out the solution but sometimes as I am changing them I don't even have time to check the 4th before it fires off. I'd like either an extended timer before the lights fire or a 5th interaction to lets us manually fire it off when we're ready. It feels counter-intuitive to be presented with a puzzle but not have the time to think about a solution at all.

    Night Market (general):
    - If the Night Market is an instance, I'd like to be able to quick-exit (PTE for the PC players) the instance to return to my normal activities.
    Edited by SirBanana1992 on 8 May 2026 15:41
  • TinyDragon
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    I'm super excited to see you acknowledging feedback so the that the loud voices saying the "vocal minority" are the ones enjoying Night Market aren't yelling in a vacuum. I've been enjoying night market a lot, and everyone I've spoken to in my casual pve guild and endgame pve guild has felt similarly. I've been concerned you would move away form the difficulty or group requirements, so I'm very happy to see this as something you want to continue.

    With regards to keys, it is a bit difficult. Could they be consumable? That way, I'd get rewards for helping my friends farm splinters, and killing ardents repeatedly. I could farm in advance and then run dungeons with multiple friends instead of need to redo my keys after. I understand one and done would make the zone very quiet later on!
  • CatalinaWineMixer2
    CatalinaWineMixer2
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    Eso has needed events like this for a long time. You guys far exceeded my expectations! This event is genius! Until it's release, I didn't think it was possible to find a way to encourage the Realm to group up and work together. I am still astonished. Whoever masterminded it, please give them a raise and a bigger budget!

    I ran the new trial and didn't know whether to laugh or have tears of joy😂 Just being there to experience people trying to figure it out and come up with a strategy was was the best part!

    There are so many benefits to the community due to this event, I would be here all day trying to list them. I will highlight some of the very important ones.
    1. It encourages people to play with others outside of their guilds, trial groups and dischord channels. This is one of the most important things that can happen im any MMO!
    2. It is the absolute best way to bring more players from all walks of Eso into more difficult content.
    3. It is a way for players of all levels of the game to interact with one and other. And learn from each other. So many people Ive been grouped with have endlessly thanked me for opening up parts of the game to them they never though possible. Only its you guys they should be thanking! I was just playing the content you guys made, same as them.

    There are a few things I hope you guys will stick to your convictions on, one of them being the key system. Please, whatever you do, dont let people stockpile keys. Doing so would stop people from running groups there and take us backwards into farming. And it would cause people to only run it with their inner circles, not the Realm. And it will cause a population decline over the course of the event. Please please please, dont let people stockpile keys.

    Please do not alter the difficulty of the Night Market. It is absolutely perfect where it is! It's not over the top and its not a walk in the park either.

    Im guessing at this but I think the purpose of the faster spawn rates is to keep the number of the instances down. The fact that we must keep fighting our way through is a good thing when it comes to better performance and also to keep us engaged in combat. Its so engaging, im always telling my groups, keep moving! Keep fighting!😎 It creates much needed action.

    You guys touched on a lot of the polishing I think it could use. For a new system and event, it was such a good rollout. There will always be a few hiccups here and there but I cant wait to see whats in store for the future with this! I will add a separate post later on in the event with suggestions that might improve the Night Market and other similar events (please, lots more of these!).

    Please keep up the good work and thank you for listening to us and making fun and exciting new group content!
  • noneatza
    noneatza
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    Keys are an issue, sure, but making the dungeon keys a one time thing is a big no-no since once everyone has them it will become nearly impossible to pug a dungeon, there will be no incentive to repeat-play them.

    Either introduce the dungeons INTO the trial and eliminate the dungeons entirely, OR keep the same system and make the keys last 24 - 48hours. This way there will always be some population around to play the dungeons.

    OR, (and this is an outstandingly lazy to do things), make the keys permanent but add an achievement to the tune of "complete dungeon x number of times" with a reward(title? cosmetic?). The number being large enough to be a proper grind and to artificially force some of the population to redo it.
  • TaxiDriver2116
    TaxiDriver2116
    Soul Shriven
    I’m loving the Night Market a lot! I only have one main criticism that bothers me: please allow us to stack up several duplicates of all the keys. I have a couple groups and I want to run Opulent Ordeal with both of them. It’s difficult to get everyone on the same page with keys. I would enjoy it that much more if I could farm all the keys I need for multiple OO runs ahead of time so I’m prepared for these groups 💕
  • shadoza
    shadoza
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    "We want Night Market to encourage grouping and reward players for those choices but there is something to be said about having some solo-oriented activities."

    My sub renewal is currently in the off position. That something to be said should have already been stated already. Consumers are feeling slighted. The bad feelings have been festering long enough that they are making a path into the fora now.

    Being an after thought is not promising. You encourage grouping and reward groupies for following your choices. The solo players will drift off to other titles by other production teams. You won't miss them because you don't listen to them. You will think the silence is conformation. (I am not a conformist and never will be.) Since you do not need the financial support of solo players, I tossed my budget at another game a couple days ago and am spending time elsewhere.

    I cam play this game free when I feel like playing it. The groupies can pay for their new content themselves, while I play the content I paid for.


  • fizl101
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    Loving night market alot, really like getting ia verses for a while. The key situation (I like the suggestion someone made that they would be reusable for a limited period of a few days) and challenge with the mini quest markers visibility aside, its definitely high up there on the content I enjoy
    Soupy twist
  • mchudo
    mchudo
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    Hello there,
    NM is an interesting experience. I don’t think it is my big cup of tea but so far I managed to grind it enough to my surprise… Personally, I expect that i’ll run out of incentives very soon as i’ve completed almost all that is of interest to me. Need to grind faction dailies and then could return to the world for daily chores… unless there will be some new interesting incentives added.

    As for further improvements,

    I wish the kill count of the daily quest was removed from the main screen. I’m playing on ps and I could not find a way to remove the pop ups from the middle of the dcreen. When killing those 75 enemies in a group, those multiple pop up messages cover pretty much all the screen for quite a while, can’s see through. Maybe a basic count on the right side quest menu would be enough?

    Aaaanddd, maybe double columns could be removed from the unlockable rooms in the night den. Or at least some… that could improve the look by a lot.
  • CAB_Life
    CAB_Life
    Class Representative
    Continue making incremental adjustments. I think better cues as to what someone should be doing when they enter the event is a must. Furthermore, the key dungeons should be queueable. If the goal of this event is to encourage participation in the game’s various multiplayer systems, making these dungeons the only dungeon that you can’t queue for next to four man arenas seems a bit silly, and for that matter four man arenas should also be queueable at this point—they’re hardly any more difficult than the most recent vet dungeons.

    Other than that, I’ve completely reversed from my initial impressions, which were quite negative, into thinking this event is a net positive.

    Don’t touch the difficulty it’s fine.
    Edited by CAB_Life on 8 May 2026 08:40
  • Supreme_Atromancer
    Supreme_Atromancer
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    Stoked its been recieved so well. I love that the post is not written in divisive us-and-them language. I'm having a great time with my guild doing Night Market, but I do get how it would feel to have a barrier if you just like to solo!

    The communication made me feel happy about ESO. Keep up the good work. And keep those spell scrolls coming, btw. I want moar!!!
  • Dracane
    Dracane
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    It made me happy to read your closing lines. It comes as no surprise to me that challenging group content in an MMO brings players together to tackle it (the core idea behind the term) I'm glad to see the results pleased you and met your expectations.

    And here is to hoping that this can influence future decisions as well. More group zones akin to old Craglorn or the Night Market; more challenge and good grind. It's frustrating to die as a DD in the Night Market, but ESO offers you all you need. You can sacrifice 3% DPS and slot a heal or a damage shield. Especially with spell crafting available to every class.

    The engagement numbers prove that people rise up to the challenge and become more engaged. No one likes it when the grind for something is quickly concluded in an hour or two with no obstacles on the way. And I am pleased to read that you are sort of adamant when it comes to the difficulty of it. Player characters can be so overpowered nowadays; there must be an appropriate difficulty to even challenge them anymore.
    Edited by Dracane on 8 May 2026 11:57
    Auri-El is my lord,
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    and Magnus my mind.
  • Taarente
    Taarente
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    After spending a fair amount of time in the Night Market and now reaching 10,000 favour, I think I can finally give some fair feedback on the experience overall. I would consider my playstyle as an experienced ordinary player, willing to try something out and adapt.

    For context:

    * Completed all district daily quests and faction quests
    * Completed all zone activities and mini-games
    * Completed the trial once
    * Completed the dungeon content
    * Did not complete every smaller achievement or challenge achievement inside the dungeon/trial
    * Reached 10,000 favour and have now mostly closed the book on the Night Market for the time being

    My overall view is this:

    The Night Market is probably some of the toughest “open world” style content ESO has ever produced for ordinary players. Not impossible, but genuinely demanding.

    One thing that became obvious very quickly is that the danger is not just bosses. It’s the constant environmental pressure:

    * endless trash enemies,
    * aggro chains,
    * roaming bosses,
    * players dragging enemies into safe areas,
    * and the simple fact you are almost never truly safe.

    It actually reminded me more of Imperial City or Cyrodiil than traditional overland PvE.

    One of the biggest lessons for me was that traditional “optimised” builds often failed operationally in this environment. High DPS and complex rotations are great until you are dead.

    The zone heavily rewards:

    * survivability,
    * recovery,
    * mobility,
    * simplicity,
    * sustain,
    * and the ability to continue functioning under pressure.

    For me, the answer became adaptation rather than chasing meta performance. That is not to say this is the only way, just what worked for me. I saw a wide variety of builds in the zone and in forums everyone had their style.

    Taarente a 1 bar heavy attack oakensoul sorcerer dps evolved into a survival-focused heavy attack setup designed to endure long engagements and recover from chaos. This was the character most often completing any of the tasks. I would join any pug groups forming if they were doing quests or activities

    Valinwe a Warden healer swapped between a tougher PvP-style healer setup in the districts and a more traditional dungeon healer role once inside structured content. That flexibility worked extremely well and honestly felt necessary for the content.

    Praxedes an imperial dragonknight tank changed the most. My original dungeon/overland tank setups struggled because this zone applies relentless pressure and recovery matters enormously. Eventually I simplified the build heavily:

    * core survival tools always available,
    * taunt and breach always available,
    * constant shielding/healing,
    * attrition damage,
    * emergency defensive ultimates.
    * Stage 4 Vampirism.

    Once that clicked, she became extremely effective. Not flashy, not a parse monster, but reliable. By the end she was joining groups, tanking bosses, roaming the districts, taunting horrors and generally taking revenge on the entire zone.

    One thing the Night Market made very clear:
    If the tank dies, everything destabilises very quickly.

    That may sound obvious, but this zone exposed how important battlefield control and survivability really are compared to theoretical optimisation.

    I also think some criticisms are fair:

    * rewards often do not match the effort required,
    * some mechanics/readability could be clearer,
    * the constant trash pressure becomes exhausting over time,
    * and the experience can become mentally draining rather than exciting after extended sessions.

    I still think the biggest weakness is reward structure. If players are fighting enemies tougher than some veteran trial trash packs in an open-world environment, the rewards need to feel worthwhile and consistent.

    That said, I do think the zone succeeds at something ESO rarely does:
    It forces adaptation.

    By the end, I stopped trying to overpower the Night Market and instead learned how to operate inside it. Once that clicked, the experience became much more enjoyable.

    Reaching 10,000 favour genuinely felt like completing a campaign rather than simply finishing another event grind.

    For now though, the district bosses can enjoy the peace and quiet. Praxedes has decided their punishment is complete.

    I hope you find this useful feedback.
  • Malyore
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    I want to point out as well that, even though it's obviously more difficult, there are still a lot of tasks that can already be done solo in the NM. A lot of the daily quests don't require a group, and even that duneripper boss can be soloed due to the way it tracks its health.
    There is already a good mix of both group and solo activities in the NM. So, despite being a solo player myself, I wouldn't want to see the identity of the NM dampened just because soloing is difficult. Especially since you can soft group too.

    That should always be the option. Soloing should never be impossible due to mechanics like two buttons to press at the same time. The only way something should feel like it's not soloable is due to how difficult the content is. The determined usually can find a way, and that's part of the fun of playing solo.
  • Destai
    Destai
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    ZOS_Finn wrote: »
    Well, Night Market has officially launched, and we have been sharing in everyone’s trials, tribulations, delights, and despises over the past week or so. We felt it would be a good time to give a bit of an update to what we have seen feedback wise, share some of the results we have seen on server, and identify some key areas we will look to improve when Night Market returns.

    Appreciate the feedback and insights!
    ZOS_Finn wrote: »
    There is also feedback regarding difficulty and balance. We knew that balance would be a key area for folks stepping in here. It was one of the aspects we wrestled with in development and testing. What we have seen is that players that come with a group or find one via group finder are generally having a much better time than those trying to go it alone. This is something we will dive into the data once Night Market is finished to see what, if any, adjustments we can (or should) make there. (For example, adding a pop-up to the districts zone-in similar to what we currently have for dungeons and trials that warns about the difficulty and suggests finding allies via the group finder.) We want Night Market to encourage grouping and reward players for those choices but there is something to be said about having some solo-oriented activities.

    So I'm not hearing anything in here about varying group sizes. Is that something you guys are also evaluating?

    It still sounds like you're assuming people either group up in a trial-sized group or lone-wolf the content. That's not how people play. So again, here's more questions, hopefully we can get an answer.
    • Can the Night Market accommodate smaller group sizes?
    • If I get separated from my group, how do I catch up?
    • If the content needs a minimum player size, why not bake that into the system?
    ZOS_Finn wrote: »
    Rewards are another area we have seen lots of feedback. We understand that folks may not be keen on the rewards for some of the aspects of the Night Market (overland sets?) so we can take a hard look at that for the next iteration too.

    When you say "take a hard look" - what does that mean exactly? Are you going to do surveys to find out what people actually like? I would think you'd at least ask us what we'd like to see in a more official format. Because frankly it seems like the teams don't know sometimes. Like how did the overland sets get allocated as rewards to begin with? Was it a placeholder, what's the intention there?

    You guys do amazing work on some of these systems, but I think more consideration is needed for the long term health of said systems. Like when NM is permanent, why am I going to run it for years? Those kinds of questions are just as important as other design decisions, IMO.
    Edited by Destai on 8 May 2026 14:31
  • Tazzy
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    I was really skeptical about whether the Night Market would be my thing. I had actually planned to skip it, since group content isn't really my thing. But curiosity got the better of me, and I have to say, I actually had a lot of fun; I’ll definitely be showing up there again sometime. There was absolutely no need to organize into a formal group, I simply joined in with other players when I saw that a boss fight was in progress. Otherwise I recommend stocking up on invisibility potions and Soul Gems. It was fun. Well done, ZOS!!
    Edited by Tazzy on 8 May 2026 15:20
    This one has no regrets *Raz
  • AScarlato
    AScarlato
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    I've had a lot of fun but am feeling the repetitiveness others mentioned. That's totally fine - if I go for 10K faction that's WAY more gameplay out of this than I get out of every other event that has released so far for me.

    Maybe PVP ones get more from some people, but most of the events have been 1 and done quests of varying writing quality, or daily repeatables that felt more like chores than fun.

    Outside the event itself, I will get extended joy out of my home and decorating it. I also have a new goal to get my gold to a good level for the vault which I can work on year-round. So thanks!
    Edited by AScarlato on 8 May 2026 14:56
  • SerafinaWaterstar
    SerafinaWaterstar
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    Sort out the key thing. It’s ridiculous.

    As I have said on a previous thread, you make an area that’s predominantly for group play then make it hard for groups to play certain bits?! Why?
  • Elendildur
    Elendildur
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    People have spoken about the keys already. but the main problem for me is the quests. They are way too difficult to find for how bad the rewards are. I like the idea of finding gear sets from older content, but overland gear isn't very useful.

    If the quests continue to give bad rewards, they need to be easier to find. Maybe put all of them on the noticeboard at the start of the district, so people can grab them quickly (and make them sharable)
    If the quests continue to be difficult to find, they need to give better rewards. Maybe they should drop gear from any trial, with a small chance at perfected gear
  • Tidezen
    Tidezen
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    Event is awful. Socializers/Extroverts love it, predictably. They love coercing others to play with them, forcing people to interact with them, who don't want to. Won't take no for an answer, keep trying to force unwelcome stuff on you.

    I've been playing MMORPGs since 1999, Everquest days. I played in farm groups in Dark Age of Camelot. Then WoW, grouped all the time, was a member of raid groups, even an Officer and Raid Leader at times. So it's not like I don't have experience with games that have forced grouping. Have spent decades of my life with them, in fact.

    But I always loved MMOs despite the forced grouping. Not because of it. Never because of it.

    Two MMOs that I loved, that did group events the "right" way, imho, were RIFT, and GW2. Neither of those force you to "sign up" for a group--you can come and go as you please.

    Sure, there are still group dungeons, or raids. For those types of people who enjoy those specific types of activities. But for a limited time event? What in the nine Hells were you even thinking? Trying to force your entire playerbase into some forced grouping zones, through multiple dungeon-level tasks and trial-level events???

    This is an awful, awful way to go about things. This is exactly why MMOs keep dwindling as a genre. Because they only seem to understand the "social" side of their audience, and keep actively alienating the other side of the MMO audience.

    The "other side" of the MMO audience, is the people who play MMOs to GET AWAY from the real world...in lives and jobs in which they are forced to socialize, almost every day, often for long hours. People who play to exist in a persistent, immersive, and ever-changing world...but who DO NOT want to be forced to engage with other players...at all.

    I have a lot more I could say, but...please, for the love of all things holy, please stop forcing social engagement on your entire playerbase, just because the social crowd wants it. It drives away the players who would want to play your game, but feel alienated and gatekept behind all your forced group content, for pretty much anything of merit.

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