ESO_player123 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’s funny that most of the criticism on the forum seems to come from people who have not played it.
Yes.
Assuming that someone did not play Night Market because they don't like it is error. I played it in PTS. I played it in Live. I have read the grouping calls in live. That is how I know there is gatekeeping in Night Market.
I’d be curious to hear from others who can relate to your experience. Would anyone else describe grouping in the Night Market as elitist gatekeeping?
I would also like to learn about specific examples of gatekeeping in groups in Event GF. As in what requirements are placed on those trying to join one. I'm not talking about groups for the dungeons or the Trial here. I mean the groups for doing faction/blood in the sand quests, puzzles,key or favor farming etc.
The player I chatted with stated that three groups that were active in the GF for the 'event' had prerequisites. The two that I could verify were asking for specifics. One wanted only CP100 or higher, the other wanted only tanks.
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.
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.

You know what else can hit 100k+ DPS with only a few button pushes? 1bar DK builds. Other 1bar builds still hit for more than that with Classes that haven't even had a rework yet, and here again people are trying to act like that's actually a comparison. Can we please stop saying WW is too OP when compared to Classes that haven't gotten their rework yet as a reason why it needs to be nerfed? It will be stronger because those Classes HAVE NOT BEEN REWORKED YET. Including other 1bar builds, probably a number of 2bar builds. But we're seeing the same argument with WW now that we saw with DK: "It's too strong compared to X unworked thing so nerf it so it's not so OP!" How are things supposed to be made stronger if people continuously call for nerfs so they're equal to stuff that hasn't been refreshed yet? I genuinely don't understand that thought process of "somehow make reworked X thing better while making sure it's not stronger than unworked Y thing".
And while you might think it's "sad" that there are people who can't even handle 1bar rotations (and let's face it, to get the most out of WW it's not just 'press 1 2 and 3 and you win' it's double casting Fercious Roar to stack for Claw Fury, it's making sure to proc your own Blood Frenzy, it's properly knowing when to use your Execute and when not to, there's the Blood Hunger mechanic, it might not be much to a seasoned player but it's disengenuous to try to say just press 3 buttons and you win), it's been brought up by the devs in the past that the average person doesn't do very high DPS regardless. All this "WW is too strong because it can hit super high numbers with just some button presses" talk is ignoring that most people who play WW will NOT have optimal Gear. They WON'T have a decent Mythic, if they have one at all. They WON'T be paying attention to/refreshing their DoTs properly. They WON'T be doing much of anything other than probably spamming Flaw Fury or Rip and Tear because they "look cool" or something. And they most certainly won't be getting a bunch of buffs from optimized group play because a LOT of people don't do that kind of content. Just look at how many people are saying they don't like the NM because of being ""encouraged"" to group.
We can point at what experienced (aka above average and top) players can do and say "this is too much damage" but one has to be able to admit that mot people will NOT be hitting these extreme numbers that people have been showing. What we WILL be seeing is more around the 80-90k damage, and even that's probably a high expectation for most of the playerbase. But we already HAVE other 1bar builds on Live that can EASILY hit those numbers, like so easy it's kinda ridiculous, and that's on Classes that haven't even been reworked yet.
So tell us again how reworked WW being able to hit those numbers is somehow bad when other Classes that haven't even got their refreshes yet can do that and more on a 1bar build? Even though by all means it SHOULD be stronger than non-reworked Classes.
Zodiarkslayer wrote: »Can I bother you to make sure that noone in the combat team takes this too serious and remind them that PvP is a derivative game mode and not an original one, please?
If Signet is nerfed, there will be another combo of super high burst. Nerfing a piece of equipment can and will never change the mindset of the players.
Just like Warden Charm. The players using it right now will find another to troll kill in Cyrodiil, if the charm is ever removed.