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Night Market - Week One Notes

  • Tallon_IV
    Tallon_IV
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    Please fix "Fatal Flask". I've searched every inch of the huge circles you provided for the "Deadly Concoctions" and can't find them, and I've seen other posts with the same issue.
    PC NA
  • nellonen
    nellonen
    Some guild mates and I have been discussing the key grind constituting a major bottleneck for coordinating groups around offline lives.
    Could a solution be turning the key fragments into a guaranteed consumable item drop every time you kill a certain boss? Using the old morphing collectible system as a template (and don't make them unique items)? That way, people can collect keys for a later time, allowing for more planning flexibility for the instanced group content?
    Edited by nellonen on 8 May 2026 16:01
  • virtus753
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    nellonen wrote: »
    Some guild mates and I have been discussing the key grind constituting a major bottleneck for coordinating groups around offline lives.
    Could a solution be turning the key fragments into a guaranteed consumable item drop every time you kill a certain boss? Using the old morphing collectible system as a template (and don't make them unique items)? That way, people can collect keys for a later time, allowing for more planning flexibility for the instanced group content?

    Could also just make them account-wide collectible fragments, so once you have the argents done you can access their respective pseudo-dungeons whenever, and when you have the pseudo-dungeons done, you can access the pseudo-trial whenever.

    As much as there were things I really liked about New World, the requirement of farming consumables to get one-time access to dungeons and other group PvE content came across very strongly as an attempt to gate the content due to the extremely limited nature of that content. (That is, the design seemed intended to drag out what little content there was in the then-anemic PvE endgame.) It’s one of the many ways the New World team came across as re-inventing the MMO wheel at the beginning, and they changed course eventually. It’s disappointing to see ESO go backwards here and follow the model of an MMO that ultimately failed, in some part because of the lack of PvE content. I don’t mind earning access to content in theory, but once it’s earned it shouldn’t have to be repeatedly farmed, imo. If the concern is there’s not much of that content to do once access is permanently earned, adding an artificial gate in consumable keys is not going to address that. If anything, it highlights it, at least for me.

    It’s especially frustrating because it exacerbates the extremely temporary nature of this content, when we were very clearly told a year ago that any new content in this new seasons model was *not* going to be removed after a temporary season—now it’s going to be removed in half a season instead.
  • Malprave
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    First I want to repeat what I've said in other posts, the Night market is fantastic!

    Second, I don't have a huge issue with the way the keys are, but I understand why other players do. I get why the keys exist and don't think they should be a one and done type thing. But maybe they could have a limited number of uses so players that frequently group together will have more "overlap".

    Three uses then you see an on screen message " You got through the door but unfortunately your key broke! Before you pass through this door again you'll need to obtain another key."

    I don't know. I'm sure you guys can think of something more clever than that. But multiple use keys could remove some friction here while still keeping players in the districts helping other players.
  • Malyore
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    Elendildur wrote: »
    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

    I like that they make you look around, but I don't like that they make you look around in constant swathes of enemies with fast respawns. It felt nice having to actually use my eyes to look at walls for propaganda, but it ended up just being me running around in circles while getting bombarded with attacks as I try to ignore all of the gameplay around me.
  • Elendildur
    Elendildur
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    Malyore wrote: »
    Elendildur wrote: »
    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

    I like that they make you look around, but I don't like that they make you look around in constant swathes of enemies with fast respawns. It felt nice having to actually use my eyes to look at walls for propaganda, but it ended up just being me running around in circles while getting bombarded with attacks as I try to ignore all of the gameplay around me.

    I don't mind any of the objectives, it's finding the quest in the first place I find problematic. The propaganda one seems to be a set spawn location, but the others in that district move their starting location, which makes them difficult to find
  • Mattymoo92
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    Tidezen wrote: »
    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.

    Hey if Zos are forcing you to take part of the event please call ur countries police. It’s abhorrent that they are in your house forcing you to consume the night market content. Hope you are well?
  • Soarora
    Soarora
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    Tidezen wrote: »
    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’m an introvert and do not want to play with people who aren’t interested in playing with me and I love NM. So… no.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Elendildur
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    Soarora wrote: »
    Tidezen wrote: »
    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’m an introvert and do not want to play with people who aren’t interested in playing with me and I love NM. So… no.

    What do you mean? Obviously you secretly hate NM! That person said so, and they definitely know you better than you know yourself!

    /s
  • AScarlato
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    Tidezen wrote: »
    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.

    I feel so strange being an introvert with a life and a job where I have to talk to people who still enjoys Night Market lol.
  • anadandy
    anadandy
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    Tidezen wrote: »
    Event is awful. Socializers/Extroverts love it, predictably.

    Let me stop you right there. I'm the most introverted introvert to ever introvert. I loathe social interactions and avoid them whenever possible. My idea of hell is required voice comms and face to face work meetings.

    And I'm really enjoying NM. It's obvious you don't and that is perfectly valid. But it's inaccurate to make a broad statement like that.

    Edited by anadandy on 8 May 2026 17:41
  • baldylox
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    Same as others. KEYS...omg. so much wasted guild progression time has been wasted because we are all out of sink. im fine getting keys, but long term. its gonna be crap. id rather get a key per my character then have it unlock permanately after first clear/kill

    hope quest markers get fixed or updated to be more easily seen more than 1-2m away. i dont have them memorized and lots of running and dying to avoid mobs while searching the quest circles.

    would love to see the oasis be traversable to each other. they are portals...

    been enjoying it as dps and healer. not tried on a tank yet. thx for new content for causal groups that a challenge!
  • C_Inside
    C_Inside
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    As someone who enjoys endgame group content I only engaged in the Night Market for a total of about 2 hours. There were 2 reasons why:

    1. The rewards are mostly all garbage
    Besides the Signet there is exactly nothing else I could possibly want. You get some garbage overland sets that have been made obsolete over the years, 3 monster sets that are made obsolete by the Signet itself, and a bunch of furnishings which I don't care about because I don't like housing. Please for the love of God make some better rewards for Night Market 2.0, particularly for endgamers. After I got the leads for the signet there was literally nothing else for me to work towards in the Night Market.

    2. The whole event felt like mindless zerging
    This mostly came down to the excessive trash spam tbh. The bosses were fine, but when in order to get to them you have to wade through a quagmire of constantly respawning trash packs that don't give anything, it just felt incredibly tiring. The trash packs don't drop anything, they don't give XP, they aren't difficult, and they don't have any interesting mechanics. They are completely pointless. A complete waste of my PC's processing power and a waste of my own time.

    For Night Market 2.0 I really hope you fix these 2 things so I can actually have a reason to participate in it. There seriously needs to be some better rewards next time so we can actually have something to work towards. I understand a lot of people are OK with just doing the dungeons/trial for the sake of it, but it just feel meaningless to me and many others when there is nothing to show for it.

    As for the trash, just delete them. Completely remove the trash packs and have the NM be a boss rush. The bosses are the main event as far as I'm concerned so there's no point in wasting time with meaningless trash. This would also help solve the issue where a lot of people are complaining about not being able to play solo. You can have the boss rush be for groups, and the puzzles/races/lore in the in-between zones be available to people that want to solo.
  • thechalkdust
    thechalkdust
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    ZOS_Finn wrote: »
    • Population within the Night Market has seen its fair share of feedback as well with folks noting they wished the population was a bit higher. We crafted the experience to fit within the current population limits and adding (or taking away) would potentially cause a detrimental experience in public areas. That said, for future iterations of the Night Market we will re-evaluate these population caps given the newfound data and feedback.

    The problem with the population cap is not the number, it's the spread: one cap shared by four zones.

    Exceeding 36 people in one district would be too many. (36 is already straining performance on console at skirmishes.) But 36 people spread across 4 districts is too few.

    I'd suggest separate caps per district, with a soft cap at 24 with a hard cap at 36, meaning the game will not automatically fill an open instance with new players or groups exceeding 24, but groups can still pull in extra people manually, up to the hard cap (creating some flexibility).

    The result: all instances will have healthy population (not too high, not too low, and none will be empty). Groups can still pull in more people up to the cap, and groups have the option to return to plaza if they're in a full instance and want to get everyone together. The design consequence of a per-district pop cap would be that instances get determined and reassigned each time you pass through the plaza (instead of once upon entering the plaza), so ungrouped players might not always stay together in the same instance when passing through the plaza. But groups would still be kept together, and ungrouped players are generally disinterested in staying together anyway. The plaza itself might be able to hold more players (especially with dueling disabled) to create a more populated feel.
  • wolfie1.0.
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    My complaints:

    Its too easy to troll other players by dumping a boss or extra mobs on them. Someone did this to a group I was in early this morning in order to get help...and wiped the group.

    I dont like that once you start the main quest on a character your stuck using that character until its done. Abandoning it doesn't do anything.

    Favor earning is slow and grindy. Keys are a pain.

    There needs to be a resurrection invulnerable period at least 1 or half a second. Ressing and taking 100k hit before I can block or dodge or anything stinks.

    We need more respawn points.

    The issue is that in night market the mobs respawn as fast as Cyrodiil, hit like late arc IA, and are packed like a public dungeon. While player restrictions are that of player deaths in cyrodill. If your supposed to be able to self res out of combat then please look at it.
  • Onomos
    Onomos
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    Given how this is a group oriented zone, especially for PUG groups, the skirmish timer bug on the scoreboard needs to be fixed. Today, the time said a skirmish was active in Skittering (it wasn't). The next area countdown went down to 0 in Sorrow (nothing happened). And then it finally stared in Parch. By that time, most people had fled the group.

    I'd guess this might have something to do with groups forming across multiple instances, so it's breaking the timer. But it does need to be fixed soon. It's demoralizing getting a full group together for a specific activity and then it falls apart because the game is confused.
    Primary: DK Orc DC
    Secondary: Warden Bosmer AD
  • Psyphiman
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    I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.

    Edit: The 11 Companions would be a great guild name!
    Edited by Psyphiman on 8 May 2026 20:01
  • Arunei
    Arunei
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    I would honestly caution hyping up engagement so early in NM's release, because EVERY big release goes this way. People pile in for about a month or so and then engagement starts to die out. People either get bored, get frustrated by X or Y grind, or get what they wanted and then don't mess with the content. I'd say it would be better to wait until the end of the cycle for the NM to get a better idea of how many people KEEP engaging with the content.

    There's also something to be said about people needing to farm Keys, because that can make engagement seem like it's higher than it is. Are a majority of people doing the general content because they WANT to, or are they only doing it over and over because they HAVE to in order to do the content they'd prefer to (the Dungeons and Trial)?

    And then there's definitely something to be said about making group content where grouping doesn't work as often as it should. Random groups can be hard to fill, especially if you're looking for specific things. Groups can fall apart quickly for a variety of reasons. Groups can be too weak and wipe repeatedly. Getting to a group that's further in can be impossible because of overtuned trash packs. Groups can consist of people in different factions but faction quests as I understand can't be shared to people in other factions. If the answer is going to be "just group" then grouping ACTUALLY needs to work and groups need to have an easier time at succeeding than it sounds like many have.

    The biggest issue in regards to grouping seems to be trash being too strong, honestly. If you die and get separated from the group, it can result in not being able to get back to them. If the group is too far in you might not have any ability to even get to them. If enough people die and they get scattered around the map, people can wind up just giving up and the group winds up being too small to do much of anything else. Trash packs genuinely need to be tuned down to SOME degree so that getting to a group isn't so hard and getting separated from a group isn't so punishing.

    Because as it stands, I 100% see the NM going to same route as big "group" things have time and again. Activity for a while after release, but then after a time too few people are doing the content for one reason or another and it gets to a point where a majority can't get a group together to run it. I would say it would be better to make things a bit more accessible so the NM actually sticks around for the long haul, then to keep it where it is and risk it vanishing after the initial three runs because interest and engagement dropped off too hard.

    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • shadoza
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    Psyphiman wrote: »
    I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.

    Edit: The 11 Companions would be a great guild name!

    I think some folks have had a bad experience because not every group is pleasant. Some are very selective and will kick you or avoid you if you do not meet their gear or skills standards. (gatekeeping is real)
    Asocial people might find public rejection confusing or difficult to not take personally. They want to experience the Night Market and maybe they want the house, but they are loathed to risk that aggressive behavior that sometimes comes with dealing with strangers. (You can see the aggression in the fora. Imagine what it might be like for them in the game chat where the Devs don't see it.)

    The house rewards are often viewed as a great reward by those that do not decorate because they give a quick access to various countries on the map for new characters that had not been there.

    On the bad side, the Night Market was billed as an event for everyone when it was introduced. While that bill has been toned down, it still rings in the minds of the players that heard it. If the Night Market had been billed as a new approach to a trial dungeon, this whole scene would have been different. The controversy with solo players would not be.
  • Psyphiman
    Psyphiman
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    shadoza wrote: »
    Psyphiman wrote: »
    I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.

    Edit: The 11 Companions would be a great guild name!

    I think some folks have had a bad experience because not every group is pleasant. Some are very selective and will kick you or avoid you if you do not meet their gear or skills standards. (gatekeeping is real)
    Asocial people might find public rejection confusing or difficult to not take personally. They want to experience the Night Market and maybe they want the house, but they are loathed to risk that aggressive behavior that sometimes comes with dealing with strangers. (You can see the aggression in the fora. Imagine what it might be like for them in the game chat where the Devs don't see it.)

    The house rewards are often viewed as a great reward by those that do not decorate because they give a quick access to various countries on the map for new characters that had not been there.

    On the bad side, the Night Market was billed as an event for everyone when it was introduced. While that bill has been toned down, it still rings in the minds of the players that heard it. If the Night Market had been billed as a new approach to a trial dungeon, this whole scene would have been different. The controversy with solo players would not be.

    Maybe there is some gatekeeping in vet dungeons and trials but it’s an overreach to say there is gatekeeping in Night Market pickup groups. It sounds like the anxiety you are describing is from people’s past experiences or biases. Then they decide in advance they don’t like the Night Market.

  • dcrush
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    Although many others have mentioned it, I also want to call for a way to collect or save the dungeon and trial keys.

    I did the trial once, then had to do the boss farm again, did the dungeons again, then farmed the bosses again… and now I have a guild trial run tomorrow. I have the key ready and if it was a regular trial I’d probably run it again today before the guild run tomorrow because I want all the masks. But if I do, I have to do the dungeons again before the guild run and there’s no guarantee I’ll have enough time to do them. So instead of it encouraging me to play more, I’m playing less.
  • shadoza
    shadoza
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    Psyphiman wrote: »
    shadoza wrote: »
    Psyphiman wrote: »
    I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.

    Edit: The 11 Companions would be a great guild name!

    I think some folks have had a bad experience because not every group is pleasant. Some are very selective and will kick you or avoid you if you do not meet their gear or skills standards. (gatekeeping is real)
    Asocial people might find public rejection confusing or difficult to not take personally. They want to experience the Night Market and maybe they want the house, but they are loathed to risk that aggressive behavior that sometimes comes with dealing with strangers. (You can see the aggression in the fora. Imagine what it might be like for them in the game chat where the Devs don't see it.)

    The house rewards are often viewed as a great reward by those that do not decorate because they give a quick access to various countries on the map for new characters that had not been there.

    On the bad side, the Night Market was billed as an event for everyone when it was introduced. While that bill has been toned down, it still rings in the minds of the players that heard it. If the Night Market had been billed as a new approach to a trial dungeon, this whole scene would have been different. The controversy with solo players would not be.

    Maybe there is some gatekeeping in vet dungeons and trials but it’s an overreach to say there is gatekeeping in Night Market pickup groups. It sounds like the anxiety you are describing is from people’s past experiences or biases. Then they decide in advance they don’t like the Night Market.

    There is gatekeeping in the Night Markets.
    You said: "I don’t understand the criticism about social interaction." Now you say: " Then they decide in advance they don’t like the Night Market."
    I offered an answer to your wonder. If you have a predetermined concept/understanding then I cannot say more.
  • shadoza
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    Rkindaleft wrote: »
    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.

    Perhaps this is the only place you are looking for it.
  • Arunei
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    When I had a look at Reddit last, the reception wasn't overwhelmingly positive at all. Either way, I'd like to address this somewhat hypocritical mindset of "I'm only seeing negativity in the forums" that I keep seeing. I've said it once but it seems to warrant pointing out again.

    Whether it is here, in-game chat, Reddit, Steam, Discord servers, or some other social media, all any of us are EVER seeing is a small fraction of the overall playerbase. The people trying to discredit others' concern and dissatisfaction by saying it's "only a minority" because X or Y is "mostly positive" can have the argument turned around on them. That they're only seeing what a fragment of the community are saying and that doesn't make one side's views the majority or the minority. It means we're seeing at most what a couple hundred people might think out of a playerbase thousands of times that size.

    So can we perhaps drop this whole "most people I see are happy with it!" means of trying to dismiss dislike? Plenty of people in various places ARE dissatisfied, others aren't. It's like people are trying to claim negative opinions and feedback don't count just because it's on the forums. That's not how feedback works, you can't simply try to hardwave things away because you don't agree with them.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • spartaxoxo
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    When it comes to whether or not an event is successful, participation percentage is a key metric. And this one is wildly successful. Group Finder has the most activity it's ever had in the history of the game.

    I'm not saying that there are no legitimate complaints or that a person can't validly dislike it. The event is not perfect and the devs can certainly use negative feedback to improve it. But, we do know that this is a highly popular event. We have two objective measures for that unlike normal. We have the favor numbers, which are in the multiple millions which isn't possible with low possible. And we have the group finder activity being the highest ever.

    A minority opinion isn't invalid just because it's held by a minority. There's definitely stuff they can do to improve things and I'm sure that they will use that feedback to do so next go around. But this event has been a huge success already.
    Edited by spartaxoxo on 9 May 2026 01:41
  • Arunei
    Arunei
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    We have numbers that COULD be inflated because of the way getting Keys seems to work. Like I said before, it's possible people aren't doing certain content because that's what they WANT to be doing, it's because they HAVE to in order to do the Dungeons/Trials. We have no way of knowing how much of that Favor is gotten because of that, and we have no idea if engagement would fall off at all if the Keys were one-time obtained or able to stack. Even ZOS' data can't tell them WHY people are doing certain content, just that it's being done.

    There is, again, the problem of taking an initial burst of activity at the start of a new Zone (because let's not forget it IS a whole Zone and not simply an Event like the Jubilee or New Life) to mean something is actually popular or not. Because EVERY new Zone has that initial burst of activity. What will be more telling isn't how active something is at its beginning, when people are coming in to check it out or working to get what they want, but rather how active it is towards the end. Is the content engaging and fun enough once people are done getting what they want that they keep doing it simply because it's fun? We already have people who've been largely positive starting to get bored or burned out, and some of them don't even sound like they've been really grinding particularly hard.

    We can't judge something's success from just a few weeks of it being introduced. Most everything is a success at first. But that doesn't necessarily mean it'll maintain that momentum. We won't have a really accurate picture of how successful it really is until closer to the end of the first run.

    As for the LFG tool, I would honestly be surprised if it wasn't having the biggest surge of activity since it's inception given how hard the NM is. But that also doesn't necessarily mean that all those groups are succeeding, just that they're being put together. It's kind of designed to force people into using it too because of how low the popcap is across the whole Zone per instance; if you DON'T use the LFG tool you more than likely won't be finding a group, from what I've seen other people mentioning.

    And I know this probably sounds like "oh just disregard the numbers to push a dislike" but that's not the point at all. The point is to say numbers at the START of something won't matter as much as numbers at the END of it.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • AScarlato
    AScarlato
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    Arunei wrote: »
    We have numbers that COULD be inflated because of the way getting Keys seems to work. Like I said before, it's possible people aren't doing certain content because that's what they WANT to be doing, it's because they HAVE to in order to do the Dungeons/Trials. We have no way of knowing how much of that Favor is gotten because of that, and we have no idea if engagement would fall off at all if the Keys were one-time obtained or able to stack. Even ZOS' data can't tell them WHY people are doing certain content, just that it's being done.

    So it sounds like ZOS designed an engagement loop for the event that increased activity, so it worked. Sounds good to me.
  • msgeek
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    key co-ordination is a pain. have an unlimited integer of keys for each destination.

    i had to clear all dungeons ~8 times to get one group ready for the trial. if i had those keys would have simplified massively, could pre-farm like 10 entries into the trial.

    bugs... i've not seen mentioned:

    skittering skirmish. unlimited spider swarms. I've even seen these at the edge of the (whole zone) map! once you get too many because no one does the mechanic the whole instance is screwed. Death anywherer seconds after jumping down, no way to counter. Maybe if everyone leaves it would reset... but yea that's not going to happen.

    Werewolf boss. The blue/green debuff mechanic rarely doesn't spawn. de-aggro and reset you get the same issue. only managed to work around by going to new instance.

    duneripper boss. sometimes it's active but on entry there are no green poison spewing things so no way to progress the fight.

    timers showing when next skirmish. Often wrong or showing 0s. Work around by asking group who has one with an actual countdown which (mostly but not always) has seemed accurate.
  • Hotdog_23
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    CAB_Life wrote: »
    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.


    Absolutely, please make the key dungeons queueable. This is such a headache to do. You could have at least put them at the entrance or near the entrance like you did the trial.

    The only other real problem I have is that the area is dead and there are not really any groups to join in off hours, which makes the zone not enjoyable or playable. Sure, there is always a group in the group finder, but what they are doing is not what I always need to accomplish at that moment and time.

    Stay safe :)
  • Psyphiman
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    shadoza wrote: »
    Psyphiman wrote: »
    shadoza wrote: »
    Psyphiman wrote: »
    I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.

    Edit: The 11 Companions would be a great guild name!

    I think some folks have had a bad experience because not every group is pleasant. Some are very selective and will kick you or avoid you if you do not meet their gear or skills standards. (gatekeeping is real)
    Asocial people might find public rejection confusing or difficult to not take personally. They want to experience the Night Market and maybe they want the house, but they are loathed to risk that aggressive behavior that sometimes comes with dealing with strangers. (You can see the aggression in the fora. Imagine what it might be like for them in the game chat where the Devs don't see it.)

    The house rewards are often viewed as a great reward by those that do not decorate because they give a quick access to various countries on the map for new characters that had not been there.

    On the bad side, the Night Market was billed as an event for everyone when it was introduced. While that bill has been toned down, it still rings in the minds of the players that heard it. If the Night Market had been billed as a new approach to a trial dungeon, this whole scene would have been different. The controversy with solo players would not be.

    Maybe there is some gatekeeping in vet dungeons and trials but it’s an overreach to say there is gatekeeping in Night Market pickup groups. It sounds like the anxiety you are describing is from people’s past experiences or biases. Then they decide in advance they don’t like the Night Market.

    There is gatekeeping in the Night Markets.
    You said: "I don’t understand the criticism about social interaction." Now you say: " Then they decide in advance they don’t like the Night Market."
    I offered an answer to your wonder. If you have a predetermined concept/understanding then I cannot say more.

    How do you know there is gatekeeping in the Night Market? Have you played it? I have, and I have seen absolutely no gatekeeping. The groups have been casual, friendly, and fun.

    It seems that much of the criticism on the forum comes from people who have not played it.

    Edited by Psyphiman on 9 May 2026 05:02
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