To address difficulty, I do feel like there should be some minor adjustments, but I do think people are forgetting that the night market isn't going be like this on live. I am somewhat expecting for 50-100 players allowed in the public instance at a time, which means the bosses are going to die in under a minute with a massive amount of healing and shields being thrown out. There will also be no mobs around since players will burn them in seconds. Everybody will pretty much informally group up by following a zerg or act like it's alikr dolmens by pressing x to form them. It will be like Imperial City during mayhem vs the rest of the year. IC is filled with too many monsters most of the year, but during mayhem the monsters are pretty much always cleared out.
Have we not learned from things like Dragons and Harrowstorms that making content like that doesn't work long-term for average players?
For everyone who is concerned about the difficulty, there are two things that I think are worth considering:
First, I'm not sure what populations will look like on Live. On PTS, I tested it mostly with a small group of friends, with randoms joining in here and there. We're talking about most there being only half a dozen players at each encounter. But what will population levels look like on Live? I wrote the following a while back in a different thread: "Try to kill a dragon solo? Good luck, that's a long and difficult slog that most players can't do. Try to kill a dragon during a zone event? Good luck trying to tag it with a hit before it dies in 15s."
While many people in this thread are worried about the difficulty being too high, I suspect that on Live, people might be dealing with the opposite problem: that with too many players things die too fast and that there might even be questions about whether or not people get loot (we never had enough people around on PTS to see if there was a 12-person loot cap).
And along those lines, I doubt that grouping will be an issue since with more people swarming around, there won't be a need to formally group up.
Second, I don't think "long-term" is particularly relevant, because this is an "event zone". It'll be up for a limited time and then it will go away. And I suspect that this goes hand-in-hand with how they've tuned the difficulty: by making it a limited-time engagement, they concentrate the population so that the place will likely be swarming with people during the "event".
I have a feeling that what people see on PTS can be a bit mis-representative because of the low PTS population, and that it will more closely resemble what happens during a typical zone event on Live.
To address difficulty, I do feel like there should be some minor adjustments, but I do think people are forgetting that the night market isn't going be like this on live. I am somewhat expecting for 50-100 players allowed in the public instance at a time, which means the bosses are going to die in under a minute with a massive amount of healing and shields being thrown out. There will also be no mobs around since players will burn them in seconds. Everybody will pretty much informally group up by following a zerg or act like it's alikr dolmens by pressing x to form them. It will be like Imperial City during mayhem vs the rest of the year. IC is filled with too many monsters most of the year, but during mayhem the monsters are pretty much always cleared out.
Adding onto this, I do like how fast the trash respawn and that you can see the progress of spawning the Argent bosses via the braziers, I think it will help. But you also don't know which one's dead until you get there, so if there's a group ahead of you killing the bosses you might have to camp out at a boss. I know a ZOS employee mentioned the population cap being lower than usual, are we able to be privy to that information? I think it's important for knowing what sense of scale we're looking at in the big picture.
Enemoriana wrote: »While it's true that Market on live would be much more populated than on pts, I want to remind of one problem with "there will be enough players to melt anything": time.
Market wouldn't be equally populated 24/7. I don't know how it is on other servers, maybe the players are distributed more evenly, but PC EU has clear peak time, when there really could be a lot of players in market districts (and there will be try-to-hit-the-boss problem in first days especially), and it is much less populated in other hours.
There was Imperial City as an example - and even during events there are dead hours, when you can go through all IC and meet only one or two players (that's time I usually do dailies there - and have quite a lot of cases not being killed even once... while it takes only 2–3 player hits to kill me).
And there are three separate districts.
I can adjust my plans so that I can play at any time and find best density hours, but many can't. So anybody playing not in prime time and especially not in prime time closer to event end, will not be able to rely on "there will be a lot of players".
When there are a lot of players, strength of mobs means nothing - they will be melted anyway, no matter if they have 1, 200k or 1 million hp. When there are not - Market would be unplayable for many, including races, enigmas and simple dailies like "kill X mobs".
Talking about solo players is not about "want to do everything solo", it's about "no reason to go there without guaranteed group". Now many players can do nothing without group. What is needed - to be able to do at least minimal things. To participate in event, even if you don't have friends or a guild and even if you don't play in prime time.
heimdall14_9 wrote: »Enemoriana wrote: »While it's true that Market on live would be much more populated than on pts, I want to remind of one problem with "there will be enough players to melt anything": time.
Market wouldn't be equally populated 24/7. I don't know how it is on other servers, maybe the players are distributed more evenly, but PC EU has clear peak time, when there really could be a lot of players in market districts (and there will be try-to-hit-the-boss problem in first days especially), and it is much less populated in other hours.
There was Imperial City as an example - and even during events there are dead hours, when you can go through all IC and meet only one or two players (that's time I usually do dailies there - and have quite a lot of cases not being killed even once... while it takes only 2–3 player hits to kill me).
And there are three separate districts.
I can adjust my plans so that I can play at any time and find best density hours, but many can't. So anybody playing not in prime time and especially not in prime time closer to event end, will not be able to rely on "there will be a lot of players".
When there are a lot of players, strength of mobs means nothing - they will be melted anyway, no matter if they have 1, 200k or 1 million hp. When there are not - Market would be unplayable for many, including races, enigmas and simple dailies like "kill X mobs".
Talking about solo players is not about "want to do everything solo", it's about "no reason to go there without guaranteed group". Now many players can do nothing without group. What is needed - to be able to do at least minimal things. To participate in event, even if you don't have friends or a guild and even if you don't play in prime time.
expecting to solo an world boss like in pve now is the issue here overland has been eazy mode for so long players forget VR overland and VET CRAG you DIDNT EXPECT TO solo an WORLD BOSS you WORKED UP TO BEING ABLE TO BY DYING TO THEM AND LEARNING !!!!! why does everyone want EVERYTHING to be EAZY MODE in eso ???????
heimdall14_9 wrote: »expecting to solo an world boss like in pve now is the issue here overland has been eazy mode for so long players forget VR overland and VET CRAG you DIDNT EXPECT TO solo an WORLD BOSS you WORKED UP TO BEING ABLE TO BY DYING TO THEM AND LEARNING !!!!! why does everyone want EVERYTHING to be EAZY MODE in eso ???????
heimdall14_9 wrote: »Enemoriana wrote: »While it's true that Market on live would be much more populated than on pts, I want to remind of one problem with "there will be enough players to melt anything": time.
Market wouldn't be equally populated 24/7. I don't know how it is on other servers, maybe the players are distributed more evenly, but PC EU has clear peak time, when there really could be a lot of players in market districts (and there will be try-to-hit-the-boss problem in first days especially), and it is much less populated in other hours.
There was Imperial City as an example - and even during events there are dead hours, when you can go through all IC and meet only one or two players (that's time I usually do dailies there - and have quite a lot of cases not being killed even once... while it takes only 2–3 player hits to kill me).
And there are three separate districts.
I can adjust my plans so that I can play at any time and find best density hours, but many can't. So anybody playing not in prime time and especially not in prime time closer to event end, will not be able to rely on "there will be a lot of players".
When there are a lot of players, strength of mobs means nothing - they will be melted anyway, no matter if they have 1, 200k or 1 million hp. When there are not - Market would be unplayable for many, including races, enigmas and simple dailies like "kill X mobs".
Talking about solo players is not about "want to do everything solo", it's about "no reason to go there without guaranteed group". Now many players can do nothing without group. What is needed - to be able to do at least minimal things. To participate in event, even if you don't have friends or a guild and even if you don't play in prime time.
expecting to solo an world boss like in pve now is the issue here overland has been eazy mode for so long players forget VR overland and VET CRAG you DIDNT EXPECT TO solo an WORLD BOSS you WORKED UP TO BEING ABLE TO BY DYING TO THEM AND LEARNING !!!!! why does everyone want EVERYTHING to be EAZY MODE in eso ???????
I can solo vet DLC dungeons, so I can definitely say the night market is overtuned for a lower population. There's just too many adds around which is what makes it feel like its difficult. Like I said, my biggest complaint was another 30m boss crashing the primary bosses needed to obtain splinters by spamming add spawns. Even when there were 5-7 people around, something that could be expected during non peak times a month or two into the event, it was an extreme pain. If splinters aren't a guaranteed drop, the event wouldn't be worth doing with that many people around. I would honestly skip it even though I can do it. The content is clearly meant to be balanced around more a lot of people, and that's absolutely fine, they don't need to change anything how it is currently when the expected amount of players are around. They just need to scale it back when there's nobody there like with other world events. That's far from asking for an easy mode. That's just asking for it to be playable in that scenario.
.heimdall14_9 wrote: »Enemoriana wrote: »While it's true that Market on live would be much more populated than on pts, I want to remind of one problem with "there will be enough players to melt anything": time.
Market wouldn't be equally populated 24/7. I don't know how it is on other servers, maybe the players are distributed more evenly, but PC EU has clear peak time, when there really could be a lot of players in market districts (and there will be try-to-hit-the-boss problem in first days especially), and it is much less populated in other hours.
There was Imperial City as an example - and even during events there are dead hours, when you can go through all IC and meet only one or two players (that's time I usually do dailies there - and have quite a lot of cases not being killed even once... while it takes only 2–3 player hits to kill me).
And there are three separate districts.
I can adjust my plans so that I can play at any time and find best density hours, but many can't. So anybody playing not in prime time and especially not in prime time closer to event end, will not be able to rely on "there will be a lot of players".
When there are a lot of players, strength of mobs means nothing - they will be melted anyway, no matter if they have 1, 200k or 1 million hp. When there are not - Market would be unplayable for many, including races, enigmas and simple dailies like "kill X mobs".
Talking about solo players is not about "want to do everything solo", it's about "no reason to go there without guaranteed group". Now many players can do nothing without group. What is needed - to be able to do at least minimal things. To participate in event, even if you don't have friends or a guild and even if you don't play in prime time.
expecting to solo an world boss like in pve now is the issue here overland has been eazy mode for so long players forget VR overland and VET CRAG you DIDNT EXPECT TO solo an WORLD BOSS you WORKED UP TO BEING ABLE TO BY DYING TO THEM AND LEARNING !!!!! why does everyone want EVERYTHING to be EAZY MODE in eso ???????
I can solo vet DLC dungeons, so I can definitely say the night market is overtuned for a lower population. There's just too many adds around which is what makes it feel like its difficult. Like I said, my biggest complaint was another 30m boss crashing the primary bosses needed to obtain splinters by spamming add spawns. Even when there were 5-7 people around, something that could be expected during non peak times a month or two into the event, it was an extreme pain. If splinters aren't a guaranteed drop, the event wouldn't be worth doing with that many people around. I would honestly skip it even though I can do it. The content is clearly meant to be balanced around more a lot of people, and that's absolutely fine, they don't need to change anything how it is currently when the expected amount of players are around. They just need to scale it back when there's nobody there like with other world events. That's far from asking for an easy mode. That's just asking for it to be playable in that scenario.
If it was instanced content I would agree. However since this is overland and the wildcard variable of active population, I have to disagree. The fact that with practice and a proper solo build can even solo night market add packs right -now- is way more than enough lenience.
Have we not learned from things like Dragons and Harrowstorms that making content like that doesn't work long-term for average players?
For everyone who is concerned about the difficulty, there are two things that I think are worth considering:
First, I'm not sure what populations will look like on Live. On PTS, I tested it mostly with a small group of friends, with randoms joining in here and there. We're talking about most there being only half a dozen players at each encounter. But what will population levels look like on Live? I wrote the following a while back in a different thread: "Try to kill a dragon solo? Good luck, that's a long and difficult slog that most players can't do. Try to kill a dragon during a zone event? Good luck trying to tag it with a hit before it dies in 15s."
While many people in this thread are worried about the difficulty being too high, I suspect that on Live, people might be dealing with the opposite problem: that with too many players things die too fast and that there might even be questions about whether or not people get loot (we never had enough people around on PTS to see if there was a 12-person loot cap).
And along those lines, I doubt that grouping will be an issue since with more people swarming around, there won't be a need to formally group up.
Second, I don't think "long-term" is particularly relevant, because this is an "event zone". It'll be up for a limited time and then it will go away. And I suspect that this goes hand-in-hand with how they've tuned the difficulty: by making it a limited-time engagement, they concentrate the population so that the place will likely be swarming with people during the "event".
I have a feeling that what people see on PTS can be a bit mis-representative because of the low PTS population, and that it will more closely resemble what happens during a typical zone event on Live.
Yes please, as has been pointed out and is extremely deceptive given the nature of the PTS. On live the zone will be a natural active population AND it is limited time. The feedback on difficulty seriously needs to be filtered with this fact in mind because the complaints are stemming from a solo perspective on a functionally inactive server which is in no way truly reflects what it will be like on live where ungrouped people can freely help clear the overland mobs.
TheMrPancake wrote: »I managed to duo one of the wandering bosses with 25m health. I tanked it, just holding block, rolling aoes and chaining the infinitely respawning trash packs around us without any prior knowledge of the mechanics.
I had no external heals (let alone a full healer) meaning my only sources of survival were runeguard and hardened ward.
With a group of twelve, or even more, I would be very surprised if such bosses lasted more than a handful of seconds.
It's likely too late to add new mechanics et cetera, but some extra weapon damage on the bosses would be great because they don't feel very strong at the moment when on a tank setup.
TL;DR: you shouldn't do that.TheMrPancake wrote: »Contrary to some of the messages in this thread I think that the bosses need a buff.
Hey folks, good feedback once again. Some more notes for you all to ponder and put into practice.
- Population Cap: The current cap per instance of Night Market is roughly 36 players. That number is a bit fluid based on how we manage population caps but thats about the target we are shooting for.
- Event Zone: This is a limited time zone which will only be up for a certain amount of time. We DO plan to bring it back and its built into the design of faction choice, etc. as we know the initial release will not allow you to complete everything but as it re-emerges choosing a different faction is incentivized.
- Factions: It is a balancing act for sure that we wanted factions to have some benefit but we also did not want them to be complete limiter for people playing together. Even when grouped with friends of different factions, there are aspects that will still only potentially benefit your faction without being a detriment to group. Killing Faceted enemies is a good example.
- Difficulty: As mentioned before, this is very much a key area we are keeping an eye on as testing continues. There is a lot of time between PTS and when you will see Night Market reach the live servers so we have a lot of data to comb through and make tweaks as necessary.
- Relics and Keys needed for Gilded and Opulent: This is a good topic to keep providing feedback on. Relic requirements will remain because, as players get into Gilded and Opulent instances, they will see that the relics can sometimes play a part in there, in particular in the Opulent Ordeal which requires you have all the relics to complete. Key requirements as designed are limiting and we realize that so the feedback on that core loop, how it feels, fun factor, etc. will greatly help us in determing tweaks there.
Again, thanks for all the feedback and keep it coming. Next PTS will see some things "unlocked" (bags with Relic Splinters, no key requirements for Gilded/Opulent, etc) so feedback for those specific features will be great to see as well.
I get the idea is to experiment with new content. But I don’t like the implication the reveal made that previous types of content are not good and need to be ‘fixed.’ There are things that ESO has done well in the past, so I hesitate to say that tossing everything to only test new stuff is an improvement. Are there things that didn’t land and need to be fixed? Sure. But does everything from before need to be reconsidered? Also no.there is a reason why classic instanced content with selectable difficulty and assigned roles have worked so damned well over the years.
- Population Cap: The current cap per instance of Night Market is roughly 36 players. That number is a bit fluid based on how we manage population caps but thats about the target we are shooting for.
tomofhyrule wrote: »I don’t want to re-quote everything code said, but there is nobody I trust more to know what they’re talking about when it comes to group content in ESO.
Seeing all of this still makes me nervous about the Night Market as a concept. As a tank (and I pretty well only tank in higher-level content), this is looking like the standard argument against things like Marauder Zulfimbul - the encounter is super difficult because it hits hard… unless there exists a tank, in which case it’s trivial and just takes a while.
But on the whole, this is still looking like a Bastion Nymic / Writhing Fortress situation. Both were ok and fun for a bit, but I feel absolutely no impetus to grind those instead of doing more group Dungeons.
I’ll just leave with a quote from code that really resonates:I get the idea is to experiment with new content. But I don’t like the implication the reveal made that previous types of content are not good and need to be ‘fixed.’ There are things that ESO has done well in the past, so I hesitate to say that tossing everything to only test new stuff is an improvement. Are there things that didn’t land and need to be fixed? Sure. But does everything from before need to be reconsidered? Also no.there is a reason why classic instanced content with selectable difficulty and assigned roles have worked so damned well over the years.