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Official Night Market Feedback Thread

  • spartaxoxo
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    SeveN085 wrote: »
    Next time you make a 3 bosses that require splitting into 3 groups, please make it an actual dps race for once and not another boring "you have to slow down and kill at the same time or they enrage". Make it dps race so that we can flex when our group finish 1st :) or cry in shame if we finish last :/ .

    I also don't like the they need to be killed at the same time finish to the trial. It forces groups to slow down their burn for the slower players instead of freeing themselves to able to help others. Once you kill your boss, you should be neutral, and then you can help with the other mechs that are there
  • ESO_player123
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    spartaxoxo wrote: »
    SeveN085 wrote: »
    Next time you make a 3 bosses that require splitting into 3 groups, please make it an actual dps race for once and not another boring "you have to slow down and kill at the same time or they enrage". Make it dps race so that we can flex when our group finish 1st :) or cry in shame if we finish last :/ .

    I also don't like the they need to be killed at the same time finish to the trial. It forces groups to slow down their burn for the slower players instead of freeing themselves to able to help others. Once you kill your boss, you should be neutral, and then you can help with the other mechs that are there

    I also did not like that part. But I still do not now if something bad will happen if you help to kill the boss for another team if they are behind. I think on the last run a couple of DPS from other teams started attacking the boss that was not theirs to help the other team. I did not notice any ill effects. So, is there a reason not to help besides a possibility of missing the circles were you soak the damage?
    Edited by ESO_player123 on 11 May 2026 05:12
  • spartaxoxo
    spartaxoxo
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    spartaxoxo wrote: »
    SeveN085 wrote: »
    Next time you make a 3 bosses that require splitting into 3 groups, please make it an actual dps race for once and not another boring "you have to slow down and kill at the same time or they enrage". Make it dps race so that we can flex when our group finish 1st :) or cry in shame if we finish last :/ .

    I also don't like the they need to be killed at the same time finish to the trial. It forces groups to slow down their burn for the slower players instead of freeing themselves to able to help others. Once you kill your boss, you should be neutral, and then you can help with the other mechs that are there

    I also did not like that part. But I still do not now if something bad will happen if you help to kill the boss for another team if they are behind. I think on the last run a couple of DPS from other teams started attacking the boss that was not theirs to help the other team. I did not notice any ill effects. So, is there a reason not to help besides a possibility of missing the circles were you soak the damage?

    The circle things is a big one as it means you don't want to stray too far from your door (range DPS doesn't really risk anything) but what I meant by that is there are a lot of little smaller mechs like the sandstorms that more people could keep their eyes on if they weren't having to babysit their boss/circles because their part of the fight is done. You start the trial in neutral colors but once you get marked by your door, you can't help with those and have to stick to the relic that corresponds with your door. If the bosses could be killed separately, they could also allow them to release that curse. And then you'd be able to use any relic you wanted rather than babysit your door. So you'd be able to better assist teammates that fall behind.
    Edited by spartaxoxo on 11 May 2026 05:21
  • SilverIce58
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    I've honestly been having a lot of fun with the Night Market. I just unlocked the final wing of the house, and defeated all Brazen, Argent, Calamitous, and Skirmish bosses. All in all, while I'm still sitting at around 2k Favor, I've been having fun. Now I don't know if I'll get to 10k during the event, but probably at least 5k. There's no real reason (for me) to get to 10k other than a couple of furnishings, but those aren't really sweet enough for me. I'm sure there's more things ya'll could introduce as furnishings for the Night Market other than the stuff we can currently buy.

    In my opinion, the sets that drop in the Market, it would be cooler to have them be sets from where each boss is brought from. What sense does it make to bring Sellistrix in, but not have any Arx Corinium gear drop? That could give some people more reason to farm the content, fill their sticker books.

    For content like this, definitely grinding every day would not be fun. I've been playing every so often, and playing on my other characters when/if I actually want to play ESO (my main character is done with most every content that's not some dlc dungeons and some dlc trials, so I park him in the NM and hop on my many Argonians).
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • ESO_player123
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    SeveN085 wrote: »
    Next time you make a 3 bosses that require splitting into 3 groups, please make it an actual dps race for once and not another boring "you have to slow down and kill at the same time or they enrage". Make it dps race so that we can flex when our group finish 1st :) or cry in shame if we finish last :/ .

    I also don't like the they need to be killed at the same time finish to the trial. It forces groups to slow down their burn for the slower players instead of freeing themselves to able to help others. Once you kill your boss, you should be neutral, and then you can help with the other mechs that are there

    I also did not like that part. But I still do not now if something bad will happen if you help to kill the boss for another team if they are behind. I think on the last run a couple of DPS from other teams started attacking the boss that was not theirs to help the other team. I did not notice any ill effects. So, is there a reason not to help besides a possibility of missing the circles were you soak the damage?

    The circle things is a big one as it means you don't want to stray too far from your door (range DPS doesn't really risk anything) but what I meant by that is there are a lot of little smaller mechs like the sandstorms that more people could keep their eyes on if they weren't having to babysit their boss/circles because their part of the fight is done. You start the trial in neutral colors but once you get marked by your door, you can't help with those and have to stick to the relic that corresponds with your door. If the bosses could be killed separately, they could also allow them to release that curse. And then you'd be able to use any relic you wanted rather than babysit your door.

    Wholeheartedly agree.
  • Lugaldu
    Lugaldu
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    I know this point has been raised several times, but I'd like to emphasize again that something is definitely wrong with the design:
    You fight for 20 minutes in a skirmish, everyone dies 20 times (at least), you keep running back and forth between the rooftops and the battlefield, and then you suddenly die yourself just before the end of the fight and emerge on a rooftop at the other end of the map – and by the time you get back to the battlefield, the fight is obviously over, you don't get a chest, and the daily quest isn't completed.
    This is absolutely not funny. I was so angry yesterday after getting a skirmish as a daily quest from the faction leader and then not being able to complete it. First, you have to wait forever for a skirmish to start, then you have to wait until enough people have gathered, and in the end, you've wasted an hour for absolutely nothing.
  • Eliahnus
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    I'm a PVE player and while I was very reluctant in the beginning I'm enjoying Night Market very much.

    I've accumutated almost 40,000 favor so far on my three accounts and I've done about everything there is to do, unlocked everything, completed the trial sets, the dungeons, ...
    I use the Group finder for everything and share quests with the other players.

    No matter what content ZOS releases, there will always be a group that is pleased and a group that is displeased.
    Related to the design, choices had to be made. Just play the content as it is meant to be played by ZOS, why always complaining...
  • muetor3166
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    Overall, a positive experience.
    It is a challenging zone that encourages group play and reinforces guilds as a platform for organizing groups.
    Character builds must be carefully considered and adapted to the specific challenges of the zone.
    A very welcome feature is the ability to accept and progress through quests even while the character is engaged in combat.

    Some aspects require adjustment.
    The points where players can resurrect are not available as travel destinations, nor are the four-player dungeons. This should be changed; there are still plenty of enemies to fight regardless.
    In many cases, quest markers only become visible when the character is standing directly in front of them. For players who have to actively search for quests, this involves a considerable amount of searching—often while they are under near-constant attack.
    The patrol paths of roaming bosses frequently intersect with the positions of stationary bosses and skirmishes. This often poses a significant problem, particularly for spontaneously formed groups.
    Some visual effects trigger or resolve with a noticeable delay, especially during larger-scale battles. This process should be smoother.
    Currently, groups for the four-player dungeons and the 12-player boss encounter are formed using the general Group Finder tool. For the four-player dungeons, it would be more appropriate to utilize the dedicated Dungeon Finder tool instead.
    The mini-games are somewhat poorly designed. In particular, the reset intervals—or the overall timing—of the mini-games within the zones are often too short. This system should be overhauled.

    There are also distinctly negative aspects.
    The contents of the reward chests obtained from zone-specific quests are practically worthless. Once players have reached the required point threshold for their faction, they permanently stop accepting these quests.
    Restricting access to the four-player dungeons and the 12-player boss encounter in the current manner is a poor solution. Specifically, requiring players to clear the lowest tier of "Silver" bosses to gain access makes no sense. It is entirely sufficient if access to the 4-player bosses needs to be unlocked just once, and then the three preceding bosses must be defeated before every visit to the 12-player boss.
  • JonesHeathen
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    This is total redemption from the boring Wall.

    I like it a lot, any content in MMO that forces you to play in a group where you need to communicate is a good content.
    I mean even us PvPers like this event, it's just fun. Yes, it's buggy in some rare cases but overall it's fun and strenghtwise is pretty balanced.

    If it was up to me I would even add more random things.

  • twisttop138
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    coop500 wrote: »
    Syldras wrote: »
    9th evening.

    I really don't want to sound too negative, but after having posted here every day about my current progress and my impressions, I think it only fits it I write another post, even if it's less positive than the past few (and it might even be the last post on this thread, before I return to other topics on these forums).

    I guess I've just reached the point where boredom has completely set in. It's just the same every day: kill this, collect that, with no meaning behind anything. No story that can keep me engaged, no progress of any kind in that world (beyond collecting fragments and points, so basically the clearly game-y/grindy aspects) - the Market could burn down tomorrow, why would my character bother? As a story-, lore- and roleplay-focused player, it's bland. Nice visuals, but that's it.

    I'll still continue because I know my progress rates, so I know it will only take another few days until I have everything I want. So ditching it now would not made sense. But I've reached the point where I'm counting the days until I can ditch it. Also, I feel I've had enough grouping for the next 950 years.

    I don't want anything changed about the Market, as obviously there are people who find it fun. But for me, the interest really dropped massively after a few days of exploration. The endless repetativeness does nothing but bore me out.

    I agree fullheartedly, I did the grouping thing, I did the solo thing, I've dragged friends into it, I still want to help them get their house wings, but as for me actually doing it? I'm burnt out already, and will likely hard-drop the NM once I get 10K favor.

    Yeah I'm starting to see this too. While I've had a great time with friends in here, after doing the dungeons and trial with my respective teams, all my activity in here is for others. I'm annoyed that I have to keep grinding keys to take groups into the dungeons but that's been litigated to death. Trying to get the relics and rooms open for groups of players in my social guild has set some serious fatigue. It all becomes a little mindless and I begin to understand what @Syldras is talking about. Had a blast bringing my solo playing wife in with a small group and doing most of the bosses, a skirmish and the wandering bosses. But I'm having a hard time saying yeah I'll take a group lol.
  • Fischblut
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    Solo experience is depressing and miserable in districts, but that is to be expected.

    I can't read some lore books and notes peacefully, because they are placed among mobs :/ I took all daily quests in district and still don't know what most of their notes say, cause I had to click on them fast until mobs killed me.

    Moving with a good group (no fake roles, each person is good at the game, nobody is left behind to deal with mob packs alone) are awesome. Especially with buffs from bosses/puzzles etc.

    My favorite buff is Flame circle from Skittering puzzle, so satisfying to mow through mobs with it :smiley:

    Key requirements for dungeons and trial are really weird... On one hand, they promote constant flow of people in districts and dungeons. On the other hand, they make this feel like boring grind and limits the ability to help people out if I don't have required keys.
    I personally have no problem with consumable keys, but please make them stack to x3 number, or maybe make them trade-able. This way, with good group on good day I can stock up on keys in advance, so I have a breathing room for next day or two. Or if keys are trade-able, people could farm them and give/sell to someone in need.

    Also, this event really showed who is friend in need for me - surprisingly, not all people want to help their "friends" with keys.

    As for trial, I like that it's short, interesting... and I've already gathered groups for no death in here two times. Maybe some lucky people will get their 3rd chance for this achiv in my group again <3
    Edited by Fischblut on 11 May 2026 11:23
  • dcrush
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    Something that others have already mentioned that should be fixed - I got eaten by the dune ripper right at the end of a skirmish and when I got out the skirmish was over and I did not get any rewards or faction points despite only missing the last 20 seconds.
  • vlad49mgd
    vlad49mgd
    Soul Shriven
    Dear developers! It's the 21st century, the time for the introduction of AI technologies. I suggest trying to implement online chat translation. On the North American server, it's clear that all players there are English speakers. But on the European server, there are French-speaking, German-speaking, Russian-speaking, Spanish-speaking, and many other languages. We gather in diverse groups, and believe me, not everyone has the level of English necessary for fluent communication, let alone grammar. The game has come up with "cheat sheets" like Morse code, like "gg, ty, tnx," and in raids, they even use some kind of "ancient cuneiform." I'd really like to implement automatic chat translation, and perhaps online AI technologies could be a great help in this regard.
    Thank you for your attention!
  • twisttop138
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    Fischblut wrote: »
    Solo experience is depressing and miserable in districts, but that is to be expected.

    I can't read some lore books and notes peacefully, because they are placed among mobs :/ I took all daily quests in district and still don't know what most of their notes say, cause I had to click on them fast until mobs killed me.

    Moving with a good group (no fake roles, each person is good at the game, nobody is left behind to deal with mob packs alone) are awesome. Especially with buffs from bosses/puzzles etc.

    My favorite buff is Flame circle from Skittering puzzle, so satisfying to mow through mobs with it :smiley:

    Key requirements for dungeons and trial are really weird... On one hand, they promote constant flow of people in districts and dungeons. On the other hand, they make this feel like boring grind and limits the ability to help people out if I don't have required keys.
    I personally have no problem with consumable keys, but please make them stack to x3 number, or maybe make them trade-able. This way, with good group on good day I can stock up on keys in advance, so I have a breathing room for next day or two. Or if keys are trade-able, people could farm them and give/sell to someone in need.

    Also, this event really showed who is friend in need for me - surprisingly, not all people want to help their "friends" with keys.

    As for trial, I like that it's short, interesting... and I've already gathered groups for no death in here two times. Maybe some lucky people will get their 3rd chance for this achiv in my group again <3

    My favorite buff is the lightening wizard dude. The buff is super easy to get, just crouch through an extremely short race. We always grab him first.
  • SkaiFaith
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    IMPORTANT PLEASE: I'd like to know from devs - are we going to keep the faction Favors we gained first time when the second time will come around?
    What I mean is: I need 10K Glittering Goad Favors to purchase some faction items. If I reach it during first time, will I be able to purchase them again when it comes second time, even if I'll be pledged to someone else?
    My 10K Favors gained for Glittering Goad, will they ever "go away from my account"?
    I understand that second time the factions will start from 0 on servers, but shouldn't our accounts work differently individually, keeping track of how much we earned in each faction "lifetime", and therefore keeping things unlocked and forever purchasable, not depending by other factors?
    "..........Anyway, here's how
    to tell if your RPG
    sign is cheap" - Tony(?)
  • Blood_again
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    dcrush wrote: »
    Something that others have already mentioned that should be fixed - I got eaten by the dune ripper right at the end of a skirmish and when I got out the skirmish was over and I did not get any rewards or faction points despite only missing the last 20 seconds.

    Sorry to hear you missed the skirmish reward.
    The problem with the missed reward has to be fixed. I see players lie dead close to the battle's end because of being afraid to lose a reward.
    A player has to obtain a reward once they participate and stay in the district.

    However, I'm convinced that the calamitous bosses' route shouldn't be updated.
    They are challengers. They are surprise enemies. They were created to ambush a group when nobody expects it. So they do.
    I found it amusingly funny when the Duneripper ate half of our group unexpectedly in the middle of the battle.
    His route through some tight streets as well as across the skirmish zone makes him not just a school bus to ride but a funny kidnapper who you should always be aware of :) a part of the battle mechanic
    The Best Faction you might ever choose on the Night Market. Join The Thousand Eyes!
  • ShinyBacon
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    now that i have played a couple of days (and have figured out a few more things) i have some more feedback

    Generally i do really like the night market and its concepts. I think its a right step in direction to deliver challenging content.
    With the group finder its easy enough to find or make a group (disclaimer i normally play 80% solo, just occasionaly random dungeons or grouping for daily zone quests. buti dont have anything against group content or grouping up)

    Daily fetch quests. I understand they are there to supplement the favor gain and to offer a little different content than just zerging bosses (which is a lot of fun) But i found them all to be very frustrating, with or without group.
    • the questmarkers are behaving funny, dissapearing and re-appearing, almost flickering when zooming into the map especially if you have accepted multiple fetch quests
    • the radius is to big, WAY to big, it takes multiple attemps (because you get insta killed by adds) to just get to the zone, and the quest marker in the questzone only appears when you are in the EXACT spot and facing the EXACT direction that the interact button wants you to. The quest marker itself has to appear much earlier when approaching and the interaction zone of the button needs to be larger. I would argue that the quest marker on the object should appear instantly when entering the quest zone, we still have the difficulty of navigating behind the house or around the corner so i dont think it would make it too easy.
    • the enviroment is not helpful, especially those patios or house borders that you have to walk over, to get closer to the walls dont behave like steps where the character can just walk over it, no... i have to jump otherwise i get stuck on a tiny step and murdered by adds XD can we smooth out the terrain a bit, please? so that once we have found the point of interaction at least we can bee-line it there quick
    • quest spawn points. Do they change where these quests spawn? i tried to find some of them again but couldnt find them in the spots from the day before. Can we keep the spawn points the same, with all going on and how hard it is to navigate (nothing against the difficulty, this is not meant as a complaint) If you have a cutlery drawer you want the spoons always in the same place and dont go hunting for spoons every day to make things more "engaging"

    General navigation in the zones
    • Wahshrine: i figured out that the the central crafting area in the plaza is actually a wayshrine, but it doesnt have a wayshrine marker on the map and it doesnt say when interacting with it, can a wayhrine marker be added to the map please and the tooltip name changed to make people understand that they will be interacting with a wayshrine (I cant remeber what it actually says, sorry)
    • relics.... ...... okay hunting the splinters was kind of fun, BUT only on my main account where I logged in on the first day and all groups did all bosses and no one had a relic to take the short cuts. I only could log in and play a couple of days later on my alt and it was... tedious and painful. Joined a group that was doing all the parch bosses, they made their way to the incinaration beetle but 4 of us didnt have the relic and died over and over again to go around the long way, by the time we arrived they had already killed the beetle and didnt want to wait around to do it again. Navigating the map being dependend on a tool that you collect is not how you make groups work together. Maybe remove the navigating function from the relic, it already has multiple functions (for your house, for findign treasure and enemies.. which is REALLY cool)
    • this is a first world problem for advanced lazy players, but the faction NPCs in the plaza are too far away XD i need a horse to get to the Ruckus leader my mag caracter runs out of stamina to reach them haha.

    Skirmishes
    • something is off with the timer, i understand that different instances have different timers, but even if i am in a group in an instance that says starting soon, it doesnt start soon and the screen just gets stuck at (0s) i really like to farm skirmishes because they are soooo much fun, but we organise a group, hang around the skirmish place and nothing happens
    • explaining mechanics: Luckily there is on screen prompt what you vaguely need to do to advance the skirmish, and I KNOW that people dont read their screens (I work in a field that has to make instructions for customers and ...OMG... people cant read haha) so i was wondering if some additional cues could be added. For example to have a slight flash of the progress bar and an audio cue when the brazers have been used correctly and progressed. At least this way we have 2 more cues that can be understood even if you dont pause to read the screen. Also the red tiny spiders are very hard to see in the chaos of the skirmish, especially for red green colour blind people (or me who just gets easily overwhelmed with lots of stuff going on on the screen)
    • other than that i love skimishes, they are sooo much fun, i have to confess i still dont know exactly what to do in the parch with the motes and what is happening once the electric field is up, but the atmosphere you created is amazing. I dont like how long it takes me to go back though once i died.

    OK thats a lot of feedback, and i am sure i have more but cant think of it atm. Most of its really just making the UI more accesible and make it easier to read what i am supposed to do. It can be quite stressful when tryng to survive. I am looking forward to the next iteration of the night market already.
  • dcrush
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    dcrush wrote: »
    Something that others have already mentioned that should be fixed - I got eaten by the dune ripper right at the end of a skirmish and when I got out the skirmish was over and I did not get any rewards or faction points despite only missing the last 20 seconds.

    Sorry to hear you missed the skirmish reward.
    The problem with the missed reward has to be fixed. I see players lie dead close to the battle's end because of being afraid to lose a reward.
    A player has to obtain a reward once they participate and stay in the district.

    However, I'm convinced that the calamitous bosses' route shouldn't be updated.
    They are challengers. They are surprise enemies. They were created to ambush a group when nobody expects it. So they do.
    I found it amusingly funny when the Duneripper ate half of our group unexpectedly in the middle of the battle.
    His route through some tight streets as well as across the skirmish zone makes him not just a school bus to ride but a funny kidnapper who you should always be aware of :) a part of the battle mechanic

    Oh I agree, it’s a fun extra mechanic and if I die to it I’ll have to run back from a spawn point. But it should not be the case that if you’re there for most of the fight and it happens, you don’t get any rewards at all.

    And on a different topic, I just realized shoulder coffers can only be bought from your own faction even though the masks can be traded cross-faction. Unless I am mistaken about that. But that’s pretty annoying.
  • Kallykat
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    Fischblut wrote: »
    Solo experience is depressing and miserable in districts, but that is to be expected.

    I can't read some lore books and notes peacefully, because they are placed among mobs :/ I took all daily quests in district and still don't know what most of their notes say, cause I had to click on them fast until mobs killed me.

    As someone who typically reads all the lore books, this was frustrating for me too. For most books, I had to resort to just noting the title and then reading it in a separate window on the UESP wiki while my character lay dead. If you check out the page for each district, there are links near the bottom to all the books you can find in the district. I don't, however, think it makes sense to design it so that players can't read the lore books in the game as they find them naturally in the world.
  • Sharlikran
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    I honestly think the Night Market looks amazing, and after trying the event I can really see how creative the developers were with the atmosphere, factions, mechanics, and overall design.

    Some of the things that stood out to me were:

    * The rocks/crystals coming out of the ground looked really interesting.
    * The race-related daily quest sounded genuinely fun, but I died trying to do it and honestly had no idea what I was supposed to do or how the activity worked.
    * The overall atmosphere and faction design feel very unique compared to a lot of past content.
    * There seem to be a lot of mechanics and systems hidden within the event that I would actually like to learn and experience.
    * The sand wall mechanics also looked interesting, but I still need 7 fragments to get through them.

    The problem I’m running into is simply participation. I would genuinely like to know what guilds people are in that are actively running Night Market content daily between roughly 5 PM and 10 PM Pacific time, because in the casual guilds I’m currently part of, there are very few people doing the content at all.

    I have 4–5 hours a day available to play, so time is not the issue. The issue is that the event does not appear to be realistically soloable, and if you cannot consistently form groups, progression becomes extremely difficult. Even using the group finder, I have struggled to find activity related to the Night Market.

    That creates a strange situation where the event looks incredibly creative and interesting from the outside, but many players may never really get to experience what makes it special because they cannot get far enough into the content to understand or participate in the mechanics.

    I completely understand ESO having difficult group-focused activities, and I know many players enjoy that style of gameplay. I’m mostly wondering if future events could include some kind of solo-friendly or smaller-group progression path so players in casual guilds or different time zones can still meaningfully participate.

    I wish everyone good luck in the Night Market. After eleven days, I currently have 5 of the 30 points and have completed 3 daily quests. There just are not enough people participating in the Night Market within the guilds I’m already part of, and realistically I cannot spend my time constantly leaving and joining multiple guilds trying to find groups running the event.
  • twisttop138
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    Sharlikran wrote: »
    I honestly think the Night Market looks amazing, and after trying the event I can really see how creative the developers were with the atmosphere, factions, mechanics, and overall design.

    Some of the things that stood out to me were:

    * The rocks/crystals coming out of the ground looked really interesting.
    * The race-related daily quest sounded genuinely fun, but I died trying to do it and honestly had no idea what I was supposed to do or how the activity worked.
    * The overall atmosphere and faction design feel very unique compared to a lot of past content.
    * There seem to be a lot of mechanics and systems hidden within the event that I would actually like to learn and experience.
    * The sand wall mechanics also looked interesting, but I still need 7 fragments to get through them.

    The problem I’m running into is simply participation. I would genuinely like to know what guilds people are in that are actively running Night Market content daily between roughly 5 PM and 10 PM Pacific time, because in the casual guilds I’m currently part of, there are very few people doing the content at all.

    I have 4–5 hours a day available to play, so time is not the issue. The issue is that the event does not appear to be realistically soloable, and if you cannot consistently form groups, progression becomes extremely difficult. Even using the group finder, I have struggled to find activity related to the Night Market.

    That creates a strange situation where the event looks incredibly creative and interesting from the outside, but many players may never really get to experience what makes it special because they cannot get far enough into the content to understand or participate in the mechanics.

    I completely understand ESO having difficult group-focused activities, and I know many players enjoy that style of gameplay. I’m mostly wondering if future events could include some kind of solo-friendly or smaller-group progression path so players in casual guilds or different time zones can still meaningfully participate.

    I wish everyone good luck in the Night Market. After eleven days, I currently have 5 of the 30 points and have completed 3 daily quests. There just are not enough people participating in the Night Market within the guilds I’m already part of, and realistically I cannot spend my time constantly leaving and joining multiple guilds trying to find groups running the event.

    We're trying to do a couple boss hunts a week. We were doing so many rostered groups that it became more of a chore and fatigue started to set in. Though I see many people asking in chat and forming groups in chat in some of my guilds for daily kill quests and boss hunts.
  • Sharlikran
    Sharlikran
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    That honestly makes sense, and I can understand wanting to avoid burnout from constantly scheduling organized groups.

    For players like me though, the difficulty is kind of the opposite. I’m more of an overland/casual-content player and do not really run dungeons, trials, or PvP. I saw that Ozezan is tied to Timeless Wallow, and after looking into the achievement progression, I realized I currently do not even have access to what is needed to enter some of those areas yet.

    That’s where I’ve personally struggled with the Night Market. I can see how creative and interesting the event is, but because so much progression appears tied to organized group activity, I’m having trouble finding a realistic way to participate consistently as a mostly solo player in casual guilds.

    I know a lot of players enjoy group-focused content, and I completely respect that. I just think events like this highlight how different parts of the playerbase experience ESO differently. Some players already have established dungeon/trial groups ready to go, while others mainly enjoy exploration, quests, housing, lore, and overland gameplay and may not have access to organized groups on a regular basis.

    So for me it’s less frustration with the event itself, and more wondering how future events might better include players who primarily approach ESO as a solo or casual social experience.
  • Onomos
    Onomos
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    On the subject of burnout or people migrating away from NM after the initial rush, I worry that the dungeons/trial content may become harder to achieve, especially for people who haven't yet done them. I have yet to do any of the Gilded bosses and worry that I may have a good run of bad luck trying to find a group that is either a) willing to explain the mechs to a newbie or b) able to complete the task at all without getting frustrated. GF has been a blessing but there is also the reality that for the most part, there is nothing stopping people from jumping ship when they feel like it. At least in dungeons there's a penalty for leaving the group.

    I'm enjoying NM as a brief diversion, but if the flame flickers out here before long, it's going to be tougher to get even the basic zone activities done.
    Primary: DK Orc DC
    Secondary: Warden Bosmer AD
  • Syldras
    Syldras
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    vlad49mgd wrote: »
    on the European server, there are French-speaking, German-speaking, Russian-speaking, Spanish-speaking, and many other languages. We gather in diverse groups, and believe me, not everyone has the level of English necessary for fluent communication, let alone grammar.

    I don't think grammar needs to be perfect, but it's true that communication can be difficult at times, with some people not speaking English well (or perhaps not at all). Now that I'm grouping with random people for the first time for the Night Market, I'm honestly surprised how often I see people typing in different non-English languages in group chat, even if the group listing was in English. Which makes me wonder: Are they not aware they're on an international server, or do they not speak English and hope that someone can help them somehow nonetheless (I usually see it in some kind of "emergency" situation - except for that, the chat is usually very quiet)? It also made me wonder if language issues might be one reason these groups are so silent (I assumed they just see no reason to say much), or why people are not reacting when they make some mistake and people try to inform them about mechanics in chat. Thinking about this, I can probably be more tolerant to that behavior - they might really just not understand. But it still doesn't solve the problem that it makes it harder to coordinate groups if you can't really communicate with everyone.
    Fischblut wrote: »
    Solo experience is depressing and miserable in districts, but that is to be expected.
    I can't read some lore books and notes peacefully, because they are placed among mobs :/ I took all daily quests in district and still don't know what most of their notes say, cause I had to click on them fast until mobs killed me.

    That's indeed a problem (even though, sadly, there's not much lore anyway, and most quest documents are just generic babbling telling you to fetch/free/burn whatever and go to a box to get the reward). After discovery, those books/documents should show up somewhere in the plaza or at those safe spawn points where everything could be read without being attacked all the time.

    Also, I had hoped for more narration in general, some kind of progressing story with the market factions. Having dialogue in the combat zone could lead to new problems, that's true, but why not having some story unfolding, over the course of different quests, that could take place in the plaza? I mean going into the combat zones to do tasks, but the dialogue could take place in your faction home zone around the faction leader/questgiver. They could have even involved more faction npcs into some kind of story there, or have the appearance of the faction home area change with story progress.

    Right now those factions are barely anything than just random meaningless labels, and the faction leaders 3 identical questgivers with some different skin put onto them, for random daily quests that have nothing to do with their faction identity at all. Which is maybe my biggest disappointment - it's all just visuals (beautiful visuals, but just facade nonetheless), and the actual content could be condensed to one random quest guy giving you some random generic quest a day. And that's it. Same with the faction merchants - except for the faction flag, they all sell the same items. The three factions are basically just visual bloat.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
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