Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

PTS Update 49 - Feedback Thread for Night Market

  • shadoza
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    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.
  • prettyokayray
    prettyokayray
    Soul Shriven
    ZOS_Finn wrote: »
    - 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.

    For clarification: Is this a cap of 36 across the ENTIRE Night Market (plaza + districts) as one instance? or is each district + the plaza its own seperate instance with a cap of 36?
  • CaptainRele
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    ZOS_Finn wrote: »
    - 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.
    Is this cap for the Plaza and Districts 36 summed together, or each instance individually? Like 36 for Sorrow's Friend and 36 for the Starlit Plaza?
  • KAT0MI
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    ZOS_Finn wrote: »
    Rewards

    - We have seen the feedback regarding loot and are taking a hard look at the rewards so that you feel your time is valued.

    Just wanted to voice the concerns of my community over the information of trade bars from the PTS. A lot of members will have very little time to log on just to do the single task to gain the tickets from the events. They don't have time to constantly grind to earn the 300 bars to equal the 3 tickets they would get from completely a single logging on task.

    Hopefully when this goes live they will still be able to earn the 200-300 bars from logging in and doing an event task then if they have time, grinding for the 3 bars that is shown to drop
    PS4/PS5 NA | GM of Great House Indoril | PSN: XKat0m1x | Proud Member of Alok-Dilon Alliance (AD Alliance)
  • LunaFlora
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    KAT0MI wrote: »
    ZOS_Finn wrote: »
    Rewards

    - We have seen the feedback regarding loot and are taking a hard look at the rewards so that you feel your time is valued.

    Just wanted to voice the concerns of my community over the information of trade bars from the PTS. A lot of members will have very little time to log on just to do the single task to gain the tickets from the events. They don't have time to constantly grind to earn the 300 bars to equal the 3 tickets they would get from completely a single logging on task.

    Hopefully when this goes live they will still be able to earn the 200-300 bars from logging in and doing an event task then if they have time, grinding for the 3 bars that is shown to drop

    for actual events it will be the same.
    Like Jester's Festival on pts:

    https://forums.elderscrollsonline.com/en/discussion/687882/pts-patch-notes-v11-3-1#latest
    Event: Jester’s Festival
    Jester’s Festival returns with some significant changes. Let’s dive in.

    First, you’ve likely noticed that Event Tickets are gone. Any previous Event Tickets you had have converted to Trade Bars on a 1:100 basis (that is, if you had 3 Event Tickets before U49, those turn into 300 Trade Bars).

    In general, but not always, things that were previously priced for tickets now cost Trade Bars at that same ratio (a 5 ticket item might be 500 Tickets).

    On quests where you would have previously earned Event Tickets, you instead now earn a container of Trade Bars. The reward ratio is still the same; if a daily quest would have given you 3 Event Tickets it will instead now give you 300 Trade Bars in a container as part of the quest reward.

    miaow! i'm Luna ( she/her ).

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    "Eagles advance, traveler! And may the Green watch and keep you."
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    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Varana
    Varana
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    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    And I don't see the necessity to tune this to normal solo players.
    They don't do that with dungeons either.
    Those pretty much require a group - or to be really, really good at soloing.
    Not all content is for everyone.

    And reading the last patch notes about lowering the difficulty of Solstice's last story boss made me wary of demands for lowering the difficulty.
  • coop500
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    Tried Night Market again to see if I was just having a bad day on my solo arcanist with Zerith decked in full purple tanking gear. My character is decked with full gold gear, two skills to provide healing and shields to both himself and Zerith.

    Over 30K HP
    Over 23K armor before buffs (though with oakensoul)
    Two sources of shields (one being beam though)
    Numerous sources of healing (two skills and tentacle smack)

    We both just get curbstomped by random mobs. Especially the pack with the big twohanded sword guy who makes the fire ring. It's not right away, I can even kill a few smaller packs, but it goes downhill FAST.

    Edited by coop500 on January 22, 2026 8:25PM
    Hoping for more playable races
  • Lord_Hev
    Lord_Hev
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    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    Make friends with tanks and healers. If people are naturally incentivized to play non-dps roles, you will just naturally encounter them in the zone without needing to even ask or group them, and you can be completely solo to boot.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • shadoza
    shadoza
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    Varana wrote: »
    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    And I don't see the necessity to tune this to normal solo players.
    They don't do that with dungeons either.
    Those pretty much require a group - or to be really, really good at soloing.
    Not all content is for everyone.


    And reading the last patch notes about lowering the difficulty of Solstice's last story boss made me wary of demands for lowering the difficulty.

    The part that I placed in bold is what the problem is. Too much of the content requires grouping. Everyone who pays, pay the same why should they not have access to content they want to do? Perhaps all group content should be placed behind a pay wall. This way, those who cannot do the content because they won't group don't have to pay for content they won't be using.
  • Arunei
    Arunei
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    Varana wrote: »
    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    And I don't see the necessity to tune this to normal solo players.
    They don't do that with dungeons either.
    Those pretty much require a group - or to be really, really good at soloing.
    Not all content is for everyone.

    And reading the last patch notes about lowering the difficulty of Solstice's last story boss made me wary of demands for lowering the difficulty.
    Except they LITERALLY SAID in the livestream reveal that it's meant for "experienced players" and groups but also designed to be ACCESSIBLE TO EVERYONE. So that kind of shoots down the tired and overused "not all content is for everyone" argument.

    They can literally lower the HP trash mobs have and the damage they do to be more in line with DLC dungeon stuff, before they got made easier. They can 1000% make it less difficult without gutting the difficulty entirely. Like I said make it more like how pre-nerf Craglorn used to be, when you got to a certain level (both in terms of gear/rotation and skill/experience) you could go in solo even though it was difficult to do and you could still get folded by a pack of three Wasps if you weren't careful. But the way it is now is too difficult for average people, which when they said in the livestream it was supposed to be made for EVERYOBE to asscess it, isn't really a great look.

    Also, to touch on the point about "this is the PTS and the numbers here aren't like on live there will be floods of randos to run with", if the pop cap is 36 per instance, there's a very good chance you won't be running across others. Plus as others have said, what if you only have time to play outside peak hours for your region? Making it limited time just means people will rush the content so they get everything they want before the Market goes away for a while, and then for the rest of the time the people who didn't or couldn't rush will be like that meme from The Room of whathisname looking around.

    It happened with Dragons, with Harrowstorms, and other incursions that have been added. Eventually people will finish the content and those left behind either struggle to find enough people to do them, or have to wait for events that might only happen every once a year, if then. And if nothing new is really added when the Night Market comes back, it would be less incentive for people to go back into it if they already got everything they wanted the first time. That's probably going to be less of a concern since I can't imagine them NOT adding more stuff every time it comes around, but still.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • shadoza
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    Lord_Hev wrote: »
    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    Make friends with tanks and healers. If people are naturally incentivized to play non-dps roles, you will just naturally encounter them in the zone without needing to even ask or group them, and you can be completely solo to boot.

    No. I do not want to group. I not looking to make friends in a video game.
  • Arunei
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    Lord_Hev wrote: »
    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    Make friends with tanks and healers. If people are naturally incentivized to play non-dps roles, you will just naturally encounter them in the zone without needing to even ask or group them, and you can be completely solo to boot.
    How are people incentivized to play a role they don't normally want to, when solo DPS are having a hard time as it is? Tanks and Healers aren't typically known for being able to easily or quickly do content as they naturally tend to do less DPS than a dedicated DPS build. So if the only incentive for people who don't already like and play these roles is to have a more miserable time playing a build that can do less than their preferred role...who, again, is actually being "naturally incentivized" to play those roles?

    Also "make friends with people of these roles so you can play with them and not need to do the role yourself" is the complete opposite of "if people are encouraged to play these roles you'll run into them at random and not even need to talk to people you know so you can play solo".
    Edited by Arunei on January 22, 2026 9:54PM
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • CyberDiva
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    Here are a couple of thoughts for you after plowing through this thread thus far.

    * Lower trash mob difficulty. Absolutely. It desperately needs it, especially with a cap of only 36 players who will more than likely all be on the other side of the instance when you walk in and nowhere near where you want to go if history repeats itself. This helps to prevent people from just throwing up their hands and saying, "Nope! Not going to bother" after dying to the same single trash mob twenty times in the span of five minutes within 200 feet of the door (This is just a slightly exaggerated example to make the point). This will make the "inexperienced player" happier. The chances of at least half of the people in the game having trial gear is probably not that high, and it certainly sounds like you are probably going to hurt a lot without it. Not many people are going to do trials just to get gear to do Night Market. Not going to happen.

    * Keep boss difficulty as is. This will definitely keep the "experienced player" happy.

    * Throw out your decision to not allow Challenge Difficulty in Night Market. Night Market clearly needs it.

    * Re-add the ability to use Soul Gems on yourself. Trying to get back to the group that left you behind and does not care about you is not fun if you cannot survive even a single trash mob because you do not have "elite" gear and do not play "the meta."
  • coop500
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    CyberDiva wrote: »
    Here are a couple of thoughts for you after plowing through this thread thus far.

    * Lower trash mob difficulty. Absolutely. It desperately needs it, especially with a cap of only 36 players who will more than likely all be on the other side of the instance when you walk in and nowhere near where you want to go if history repeats itself. This helps to prevent people from just throwing up their hands and saying, "Nope! Not going to bother" after dying to the same single trash mob twenty times in the span of five minutes within 200 feet of the door (This is just a slightly exaggerated example to make the point). This will make the "inexperienced player" happier. The chances of at least half of the people in the game having trial gear is probably not that high, and it certainly sounds like you are probably going to hurt a lot without it. Not many people are going to do trials just to get gear to do Night Market. Not going to happen.

    * Keep boss difficulty as is. This will definitely keep the "experienced player" happy.

    * Throw out your decision to not allow Challenge Difficulty in Night Market. Night Market clearly needs it.

    * Re-add the ability to use Soul Gems on yourself. Trying to get back to the group that left you behind and does not care about you is not fun if you cannot survive even a single trash mob because you do not have "elite" gear and do not play "the meta."

    This would be good, it feels like a happy medium between the two sides to me. Especially including Challenge Difficulty for those who somehow feel it could be harder.

    And yes that's a reality check the devs need about groups. Very rarely do people give two fricks about the noob that died. You're just going to be left behind and separated from your group, and unable to fight your way back at the current power level of the trash mobs.
    Hoping for more playable races
  • AzuraFan
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    code65536 wrote: »
    It becomes considerably easier if you have a tank in your group.

    I haven't tried it on PTS, but this is concerning. From the stream, I got the impression you could enter the zone and spontaneously group with other players (without actually grouping with them), sort of like when a bunch of players show up to do a dragon or a difficult WB. But if you need certain roles to make it reasonably doable, that kind of flies in the face of that.
  • Eurymachos
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    I'm in a guild with a "different" recruiting system and so we have a variety of players all the way from people who role-play in taverns to people who have a calendar of all the vHM trials they are doing this week.

    When I posted in our discord about how hard the "overland" mobs are, there were a number of people who were pretty happy about it. Even though I get rinsed every on every pull as a mod-tier solo player, I'm also happy with the difficulty. It seems to be a reasonable overland for four player groups and I think that viewing as "overland for a four person group" is probably the right way to view it.

    Why is it fairly straightforward even for a duo? It's overland, if you want complicated then enter the dungeons and the trial.
    Why is it tedious for a duo to kill the bosses. It's designed for four people.
    Why is it really quick for 12 people? They are on their way to the trial. Why slow them down?

    Does anyone else find this a useful way of looking at it?

    Ngā mihi,
    Eurymachos
  • code65536
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    AzuraFan wrote: »
    you could enter the zone and spontaneously group with other players (without actually grouping with them), sort of like when a bunch of players show up to do a dragon or a difficult WB.
    You could definitely do that, and I expect that's what the vast majority of players will do.

    AzuraFan wrote: »
    But if you need certain roles to make it reasonably doable, that kind of flies in the face of that.
    Why do you consider this to be contradictory? To use your example of the dragon, if you and three other random people are fighting a dragon, and none of you are tanks, there will almost certainly be a lot of deaths and a lot of rezzing. But if someone at the dragon is a tank, it'll be a much smoother, and easier experience.

    Tanks have always made hard-hitting enemies easier.
    Nightfighters ― PC/NA and PC/EU

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  • heimdall14_9
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    this what i love about having SUB accounts that are low CP i get to step away from what my MAIN ACCOUNT can or cant do and speak from an lower standardize set up and 100% id never bring my 684cp ACCOUNT into this without an GROUP being with ME and tho my sub 1115cp CAN handle itself so my 2932cp should do great , same level of knowledge on how to play the game so thats really an DEVS question to ASK themselves is this for the 684cp players or the 2932cp players !!!!!!!


    speaking from that 684cp perspective THIS AINT FOR ME!!!!!!!!!
    Edited by heimdall14_9 on January 23, 2026 1:35AM
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • Eurymachos
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    I've seen a bunch of people complaining about having to grind all the glorp[*] you need before you can get into the trial.

    Quite frankly one the problems is the drop rates and ESO's 100% untrusted RNG. The Night Market is plenty difficult, so you can just set the drop rate to 100%. Nobody's going to be running around solo farming stuff.

    Ngā mihi,
    Eurymachos

    * glorp. All that completely useless stuff that you are required to farm/create simply to allow you farm/create other glorp. You know, creature fat in the Writhing Wall event, or Inferium Essence in a certain Minecraft mod. It's everywhere and nobody likes it.
    Edited by Eurymachos on January 23, 2026 2:06AM
  • kojou
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    How do you feel about the distribution of rewards during this event zone?

    I feel like the rewards were not consistent with the level of effort. Easier bosses dropped pretty much the same as the hard ones. I thought there were be something fantastic to gain by killing a big 26M health boss in the corner and was let down.

    How have you found the difficulty of the Night Market? Please provide any additional context to the difficulty ratings below.

    "Difficult" solo for trash mobs, "Too difficult" solo for bosses. As a group of ~6 players I think the difficulty was about right.

    Did you play Night Market solo, with a random group, or an organized group (friends/guild members)?

    I tried it solo, 5-6 player random group, and 1 friend. Obviously a team with comms will be the most ideal.

    How did you enjoy the Event Zone? As this is a new event type, we would like to get any positives and negatives.

    I like it conceptually. I loved the original inception of Craglorn. My only real complaint (besides the terrible rewards) is that there wasn't enough emphasis on story. With Craglorn there was a whole story line associated with it, with this it feels more like random mob grinding slaughter.

    Did you try the different activities? If so, did you like them? Please let us know whatever you think worked and what missed the mark.

    We tried the one where you burn spiders from brazers until a boss spawns. Unfortunately the players assembled weren't able to kill the boss that spawns and nobody had the patience to do the brazer thing again.

    How do you like the new Patrons?

    Character wise they were the most interesting part.

    Did anything not function to your expectations?

    The rewards. Primarily the "curated set piece" drops. If I wanted any of that stuff I would run the game content for it. I don't care enough about filling out my "sticker book" to be excited about any of it. I wish the rewards were a bit more epic, especially for killing the bosses.

    Do you have any other general feedback?

    Add more options in group finder to specify what you want to do with your group in the Night Market.
    Playing since beta...
  • Heronisan
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    shadoza wrote: »
    Varana wrote: »
    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    And I don't see the necessity to tune this to normal solo players.
    They don't do that with dungeons either.
    Those pretty much require a group - or to be really, really good at soloing.
    Not all content is for everyone.


    And reading the last patch notes about lowering the difficulty of Solstice's last story boss made me wary of demands for lowering the difficulty.

    The part that I placed in bold is what the problem is. Too much of the content requires grouping. Everyone who pays, pay the same why should they not have access to content they want to do? Perhaps all group content should be placed behind a pay wall. This way, those who cannot do the content because they won't group don't have to pay for content they won't be using.

    What? All group content is behind a pay wall, you have to buy it to get access, so is the rest of the game.
    And no, the majority of content does not require grouping. Outside of veteran trials/ dungeons, literally nothing requires grouping, they are now even starting to add solo dungeons. Every normal dungeon can be solod pretty much, almost all veteran dungeons can, every single overworld event can be soloed, there are solo arenas

    Literally every single mmo have content most players cant complete, this is the reality of games.

    You have acces to the content, but if you want to complete it, you better get used to be part of a group.

    This is the only zone out of every single one, where you actually have to form a group so far, the only one, and on live with more people running around, u probably dont even have to do that

    If u cant deal with the reality of how mmo's work, which is having content where you team up as tanks/healers and dps, just stay out of the content, it was not made for you. Nor should the difficulty be lowered so hard you can run in there and hold RT all the way to the end, better learn to do what any competent player does, which is adapt their builds to the content, dont expect the content to be adapted to ur build.
  • Heronisan
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    Arunei wrote: »
    Lord_Hev wrote: »
    shadoza wrote: »
    Lord_Hev wrote: »
    The big take-away here is this zone is going to remind people that other roles then just dps exist and should be treated with respect. Massive win. More incentives for people to learn to play tank and healer.

    And if the people do not want to play tank or healer?
    Are you suggesting that herding players into an otherwise undesired place is a good thing? Not a win at all in my PoV.

    Make friends with tanks and healers. If people are naturally incentivized to play non-dps roles, you will just naturally encounter them in the zone without needing to even ask or group them, and you can be completely solo to boot.
    How are people incentivized to play a role they don't normally want to, when solo DPS are having a hard time as it is? Tanks and Healers aren't typically known for being able to easily or quickly do content as they naturally tend to do less DPS than a dedicated DPS build. So if the only incentive for people who don't already like and play these roles is to have a more miserable time playing a build that can do less than their preferred role...who, again, is actually being "naturally incentivized" to play those roles?

    Also "make friends with people of these roles so you can play with them and not need to do the role yourself" is the complete opposite of "if people are encouraged to play these roles you'll run into them at random and not even need to talk to people you know so you can play solo".

    A tank and healer is not hard locked into their role, we have armory station with 2 free slots, it takes about 5 seconds to change from a dps build to a tank build. Have you never interacted with this mechanic? If i quest or do solo stuff, i go dps, im with people who need tank? Armory to tank, voila... Dont want to play tank? Tough luck, for hard content ur gonna do what people have done in mmo's since they where invented, which is find one.
  • ShinyBacon
    ShinyBacon
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    CyberDiva wrote: »

    * Re-add the ability to use Soul Gems on yourself. Trying to get back to the group that left you behind and does not care about you is not fun if you cannot survive even a single trash mob because you do not have "elite" gear and do not play "the meta."

    i think this i s a key point, that really needs to be looked at and would solve lots of problems. We NEED to be able to resurrect on the spot, regardless of difficulty, It will make it easier for grouped people to stay in the fight and keep the difficulty high, and it will help solo players to tag along, it will also make it easier and more rewarding to dip in and out even for expert players that might have time constraints.
    By all means put a timer on it. 10 seconds wait until you can resurrect yourself, but honestly i dont think thats needed either, maybe in the instanced dungeon and trial stages, not in the open plane.

    I for myself would not call myself an expert player but mildly experienced, my life has changed from years ago doing hard mode trials to having limited time, finding myself playing solo more and more (not because im against grouping its just harder to get real life and gaming coordinated)
    So i am okay that i might not be good enough for the content but i would love it if i could at least dip my toes in every now and then and tag along. I dont expect to clear it all and progress to the trial stage solo (that would be delusional and i would not want that silver platter handed to me) But i would like to at least be able to dabble in those earlier "open world" stages. I am not going to do that if i have to run all the way back and find the group.
  • AzuraFan
    AzuraFan
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    code65536 wrote: »
    AzuraFan wrote: »
    you could enter the zone and spontaneously group with other players (without actually grouping with them), sort of like when a bunch of players show up to do a dragon or a difficult WB.
    You could definitely do that, and I expect that's what the vast majority of players will do.

    AzuraFan wrote: »
    But if you need certain roles to make it reasonably doable, that kind of flies in the face of that.
    Why do you consider this to be contradictory? To use your example of the dragon, if you and three other random people are fighting a dragon, and none of you are tanks, there will almost certainly be a lot of deaths and a lot of rezzing. But if someone at the dragon is a tank, it'll be a much smoother, and easier experience.

    Tanks have always made hard-hitting enemies easier.

    Because people are reporting that they're being crushed by trash mobs fairly quickly, and found it easier with a tank. I don't agree about it being the same as dragons. A group of DDs can take on a dragon without dying at all.

    Anyway, if you can spontaneously group with any roles and have a decent chance of doing the content without it being miserable, that's great. If not, I'll just ignore it.
  • ZOS_Finn
    ZOS_Finn
    Associate Design Director
    ZOS_Finn wrote: »
    - 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.

    For clarification: Is this a cap of 36 across the ENTIRE Night Market (plaza + districts) as one instance? or is each district + the plaza its own seperate instance with a cap of 36?

    The entire Night Market is one zone so this would be for Districts and Hub. Gilded bosses are 4-player instances and Opulent Ordeal is a 12-player instance.
    Associate Design Director
    Staff Post
  • coop500
    coop500
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    ZOS_Finn wrote: »
    ZOS_Finn wrote: »
    - 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.

    For clarification: Is this a cap of 36 across the ENTIRE Night Market (plaza + districts) as one instance? or is each district + the plaza its own seperate instance with a cap of 36?

    The entire Night Market is one zone so this would be for Districts and Hub. Gilded bosses are 4-player instances and Opulent Ordeal is a 12-player instance.

    Uhm, okay so that's actually insane to only have 36 players across the entire zone.

    Yeah this is toast on arrival after the first week at best on live.
    Hoping for more playable races
  • Treeshka
    Treeshka
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    Everything about the Night Market seems good, after all it is a new content that has a challenging side.

    I am an achievement hunter in this game, but the idea of not being able to get the achievements for other factions due to faction choice being account wide for the duration of the Night Market is not a good thing for me. I can of course wait, but after all these years, most people are not used to this way of achievement gathering.
  • CaptainRele
    CaptainRele
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    ZOS_Finn wrote: »
    The entire Night Market is one zone so this would be for Districts and Hub. Gilded bosses are 4-player instances and Opulent Ordeal is a 12-player instance.

    That number feels concerningly low to me at first glance. Maybe I just don't know what 36 players actually feels like, but sharing that cap between 3 combat zones and 1 non-combat zone feels like you'd run the risk of people hanging out in the plaza preventing those in the districts from getting allies in challenging fights. I hope this number is open to feedback.
  • CyberDiva
    CyberDiva
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    ZOS_Finn wrote: »
    ZOS_Finn wrote: »
    - 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.

    For clarification: Is this a cap of 36 across the ENTIRE Night Market (plaza + districts) as one instance? or is each district + the plaza its own seperate instance with a cap of 36?

    The entire Night Market is one zone so this would be for Districts and Hub. Gilded bosses are 4-player instances and Opulent Ordeal is a 12-player instance.

    36 players across the whole... Um. I could -maybe- see 36 per district, sure. But the entire... No offense, but that sounds insane.

    What is the reasoning behind this, please?
  • Finisherofwar
    Finisherofwar
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    I like the Night Market content and the difficulty of it feels great but I do not like the "factions" part of it.

    The "factions" feels like it artificially inflates the amount of times we have to do things without meaningfully changing things. Also it feels like it divides the playerbase for Night Market and also divides the experience.
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