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Night Market - I was wrong

MJallday
MJallday
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When NM came out, it felt terrible. Everything killed you, you couldn't take 10 steps without wiping, it felt compeltley un-doable. I hated it.

After spending a couple of weeks in there, im happy to admit i maybe was to hasty in my opinion. The key factor has been that you cant really enjoy it until you're in a group of 4-6+ people. It literally FORCES group play.

sure you can take a tanky build it - but then you still struggle doing anything beccuse the amount of adds and boss health is so high.

im actually really enjoying it. ive done all the achievo's - except 0 death trial and the 2 other faction 10k points - so yeah its been a good thing i think.

the only things that still annoy me are

* the respawn ghost timer is faaaaaaaaaaaaaar to long. it needs to be 5s max - not almost 20s
* the respawn points need to make sense - not put you 4000043 miles away.

  • SkaiFaith
    SkaiFaith
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    I got an insight from another player's comment about the respawn long time - it's made on purpose to help you run through enemies without aggroing them and rejoin your group/turn in quests. Yes, you can interact with quests while ghost.
    So it helps and can stay, now that we still get credit.
    "..........Anyway, here's how
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    sign is cheap" - Tony(?)
  • BretonMage
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    I'm enjoying it too.
    MJallday wrote: »
    * the respawn ghost timer is faaaaaaaaaaaaaar to long. it needs to be 5s max - not almost 20s

    The respawn timer needs to let you run and join your group in the skirmishes/bosses without attracting the attention of 50 mobs on your way there. I don't really want to make everyone's lives harder by dragging all the mobs into the battle.
  • tmbrinks
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    I feel like an appropriate change to the respawn timer would be to make it similar to that of Imperial City where you are "immune" for a short while after coming down (or up) the ladders. But you can force your way out of it by attacking the mobs to shorten the timer if you wish.

    That way, those that want to run through the mobs to get back to the group aren't pulling them and/or can turn in the quests. Yet those that want to fight would be able to do so quickly after reviving.
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  • peacenote
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    tmbrinks wrote: »
    I feel like an appropriate change to the respawn timer would be to make it similar to that of Imperial City where you are "immune" for a short while after coming down (or up) the ladders. But you can force your way out of it by attacking the mobs to shorten the timer if you wish.

    That way, those that want to run through the mobs to get back to the group aren't pulling them and/or can turn in the quests. Yet those that want to fight would be able to do so quickly after reviving.

    I totally agree! I have been both simultaneously grateful for and angry with the spawn timer, depending on whether I'm a) trying to get back through mobs or b) challenging myself with a small group and we wipe simply because I don't "count" even though I have been there for what feels like forever, waiting to fight.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
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  • Gabriel_H
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    MJallday wrote: »
    When NM came out, it felt terrible. Everything killed you, you couldn't take 10 steps without wiping, it felt compeltley un-doable. I hated it.

    After spending a couple of weeks in there, im happy to admit i maybe was to hasty in my opinion. The key factor has been that you cant really enjoy it until you're in a group of 4-6+ people. It literally FORCES group play.

    sure you can take a tanky build it - but then you still struggle doing anything beccuse the amount of adds and boss health is so high.

    im actually really enjoying it. ive done all the achievo's - except 0 death trial and the 2 other faction 10k points - so yeah its been a good thing i think.

    the only things that still annoy me are

    * the respawn ghost timer is faaaaaaaaaaaaaar to long. it needs to be 5s max - not almost 20s
    * the respawn points need to make sense - not put you 4000043 miles away.

    If the respawn timer was shorter you wouldn't be able to run through mobs/dark areas and get back to the fight as quick
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Necrotech_Master
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    SkaiFaith wrote: »
    I got an insight from another player's comment about the respawn long time - it's made on purpose to help you run through enemies without aggroing them and rejoin your group/turn in quests. Yes, you can interact with quests while ghost.
    So it helps and can stay, now that we still get credit.

    this, and you can technically do other things while in ghost if you are in a group such as rez (not sure if thats intentional, but it might be since its an "interaction" and they might have had to allow that to be able to interact with the quests while in ghost)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

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    feel free to stop by and use the facilities
  • Eliahnus
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    MJallday wrote: »

    * the respawn ghost timer is faaaaaaaaaaaaaar to long. it needs to be 5s max - not almost 20s (1)
    * the respawn points need to make sense - not put you 4000043 miles away.(2)

    (1) It's intentional to let you go back to the place of the fight without being hindered.
    (1) and (2) are related. It totally makes sense!
  • TiberiusZolcor
    I beg to differ. I actually despise the Night Market update. The Golden Pursuits that are come with the Night Market update almost force you to group up to complete them, let alone maybe join a guild out of desperation to find people to help you if you can't get anyone to hear you in Zone. I've been to the Night Market area, and the map is incredibly quiet. Nobody seems to offer any invites to any potential farming groups etc.

    I feel the Night Market was Zeni's attempt at appeasing the whining PvPers from Cyrodiil who were getting mad at getting ganked, had issues with classes, or were just mad in general.
  • Vulkunne
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    Could not agree more.
    Today Victory is mine. Long live the Empire.
  • raystormusa
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    … almost force you to group up to complete them, let alone maybe join a guild out of desperation to find people to help you if you can't get anyone to hear you in Zone. I've been to the Night Market area, and the map is incredibly quiet. Nobody seems to offer any invites to any potential farming groups etc

    1. Night Market is a group-centric event zone. The primary design of NM is for groups. If you must solo, use a tanky 100K dps build, or if district questing, use a solo shadowcloak invis pot thief build to do your district quests.
    Vulkunne wrote: »
    Could not agree more.

    2. Every instance containing the Starlit Plaza and 3 districts has a cap of 36 players. It is not a public overland zone that can accomodate hundreds of players. Do not expect it to be populated like a public overland zone.
    https://forums.elderscrollsonline.com/en/discussion/692367/night-market-36-player-cap

    If you want to get into a group, use Group Finder to join one, or start one yourself for your specific objectives (eg “Parched Brazen and Argent bosses for Keys”). Or ask in your guilds. Do not depend on NM zone chat to reply because :
    - you may be in a fresh instance - new ones spin up whenever an existing one has reached its cap
    https://forums.elderscrollsonline.com/en/discussion/staff/691995/prev?from=2026-04-29+20:10:53

    - the current group there might be already full
    - the group has their hands full in a Skirmish with Calamitous together. VFX spam on their own screens while performing mechanics - yeah, aint no tme to look at zone chat
    - the current group might be finished with their objectives and are leaving
    - the skirmish in that instance is inactive or on a long cooldown, so anyone wanting that will port out to look for an active one.
    Edited by raystormusa on 9 May 2026 06:28
  • miteba
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    @MJallday Gave you an awesome because it is nice to see people admitting they were hasty on their criticism;
    Firstly because it will provide more realístic feedback to developers.
    Secondly because you are having fun, which is what really matters.

    And imho Devs deserve to be praised when they present us players good and diverse content, challenging or not, or being your cup of tea, or not.
  • Al_Ex_Andre
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    MJallday wrote: »
    * the respawn ghost timer is faaaaaaaaaaaaaar to long. it needs to be 5s max - not almost 20s
    * the respawn points need to make sense - not put you 4000043 miles away.
    The respawn ghost timer is longer than usual, precisely because they chose to only put two respawn points per zone so can be far away from the battle, but so that you have time to comeback without aggroing all the mobs on your way. (Just saying. :-) )

    congrats on your achievements!

  • MRAW
    MRAW
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    MJallday wrote: »
    * the respawn points need to make sense - not put you 4000043 miles away.

    Right, especially in the Parch Calamatious if you respawn you might be very far away from the Cala so you cant go in again

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