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 1stor cry in shame if we finish last
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spartaxoxo 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 1stor cry in shame if we finish last
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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 wrote: »spartaxoxo 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 1stor cry in shame if we finish last
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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?
spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo 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 1stor 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.
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.
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 mobsI 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
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
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.
Blood_again 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 ofa part of the battle mechanic
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 mobsI 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.
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.
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.
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 mobsI 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.
Sharlikran wrote: »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.
Then I find out that the one relic piece that I do manage to get is CHARACTER BOUND... to my healer!!!
There is no fun if you don‘t have a large group. And those missive quests? You stumble upon them or you miss them. And you can‘t complete them if your team goes elsewhere.
This is chaotic.
And how do you even complete the events at the wells? They don‘t end ever…