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Official Night Market Feedback Thread

  • allochthons
    allochthons
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    Please change it, so we don't have to regather the keys every time we want to run the dungeons (much less the trial). Getting people synched up is extremely difficult.
    She/They
    PS5/NA (CP3100+)
  • Vrienda
    Vrienda
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    You guys instanced everything terribly. Joining in on an empty night market, exploring a bit then deciding to check and join group finder only to be kicked out of the night market and be forced to walk all the way to your team mates from scratch sucks. It also makes the game mode feel completely abandoned. You also disproportionately have one faction the better set which means it's curb stomping the others.

    I think you need to put the adventure zone idea in the bin again like you did in 2014.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • SeaGtGruff
    SeaGtGruff
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    One thing (out of many)-- for the love of Mara, please consider changing the interaction key for the jump pads to something that's easier to find with our fingers and hit while we're running around and fighting off mobs, because X is too awkward to hit if your fingers are positioned over the W, E, 1, 2, and 3 keys. It's too easy to hit something like C by mistake, and popping open your character sheet in the middle of being attacked by a mob is not fun. If the dev team thinks that E would be a bad chouce for this, how about F?
    I've fought mudcrabs more fearsome than me!
  • Meowzette
    Meowzette
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    I've tried repeatedly to get into a group farming my faction zone. If it is an existing group deep into the zone, and I haven't been fortunate enough to get into the group upon early creation, there's no way I can reach that group.

    I've tried porting to a group member, running, dying, rez-ing at a spawn point, running, dying, rinse repeat but I can't make it. How is this workable?

    NM is about as enjoyable as hitting myself in the head with a hammer. And I rent the hammer.
  • RemnantFantasy
    I've been playing ESO for a very long time. Do I always like all the events and ideas? No, of course not.

    However, most of the time, even when I don't like it I can see the reasoning behind it and why it was created. I'm a mostly solo player - I'll group up with guild mates sometimes (albeit rarely) to do trials etc, but it's not my preferred play style. Over the years I've accepted that there's some content that really isn't for me, and that's fine.

    I didn't want to post here until I'd at least tried it, so hopped on with a guild group last night, and in all honesty no, the Night Market isn't for me in any way. That's fine, it is what it is. But there one thing I simply don't get.

    I would think ZOS know their player base. They must know that most of us aren't running around with superpowered min-maxed builds. From what I saw last night, most of the Night Market is really aimed at high end trial guilds - people who are used to gearing for trials and working together as a group. Again that's all well and good, but this type of content is highly divisive as many (including me if I'm honest) will perceive it as catering to a small subset of players.

    All of this puzzles me to be honest. As the big 'ta-daah' moment for Seasons, why this? Why launch something that is going to so heavily divide your players? I'm perfectly happy to ignore it and go on my merry way as I have done before (as will others). But personally I think something a little more toned down, perhaps with some content that was difficult (but doable) solo might have been a better approach. I know that seasons allow for 'narrow-band' content and I get that it isn't going to be for everyone, but kicking off your 'new thing' with something that effectively 'locks out' a significant portion of your players because of the difficulty and type of content just seems a bit wrong-headed to me.
  • Frayton
    Frayton
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    Please change it, so we don't have to regather the keys every time we want to run the dungeons (much less the trial). Getting people synched up is extremely difficult.

    This is one of the worst things about NM.
  • Athory
    Athory
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    From me to you, with all the love: [snip] Market
    🎵 “Welcome to the [snip] Market” – AI Song (ESO-inspired parody) 🎵

    This is a fan-made AI-generated song inspired by frustrations and experiences in The Elder Scrolls Online.
    It’s a satirical take on group-focused content, queue systems, and the balance between challenge and accessibility in MMO design.

    All lyrics are written as a parody and personal interpretation — not meant as a literal critique of any specific players or developers.

    Lyrics:

    Verse 1
    Welcome to the [snip] Market, lights are kinda dim,
    Solo player queued up, but the odds are looking grim.
    "Just find a group!" they say, like it’s easy as can be,
    So I’m staring at the finder like, "Is it finding me?"

    Pre-Chorus
    Got no guild, no Discord call, just me and my doubt,
    Queued into chaos like I know what this is about…
    But the system says "you’re ready," so I guess I’m in too deep,
    Now I’m learning boss mechanics while my character can’t even sleep.

    Chorus
    Ohhh welcome to the [snip] Market show,
    Where you go in solo but you’re told to go with bros,
    And if you don’t have friends, well, good luck, here we go…
    Is this fun or is it punishment? Nobody seems to know!
    Ohhh [snip] Market, what’s the plan?
    Queue with strangers, hope they understand…
    But half the time it’s chaos, wipes, and "lol gg bro,"
    And you’re asking yourself why you even came here though.

    Verse 2
    They say "content designed for groups," yeah I heard that line,
    But the group finder gave me silence, and I’m running out of time.
    "Just adapt, just learn, just improve," that’s what they say,
    While I’m dodging boss mechanics like my sanity’s away.

    Pre-Chorus
    And rewards? Oh yeah, a monster set, how divine,
    After 40 wipes and confusion in a straight-up decline…
    But don’t worry, it’s "fun," at least that’s what they claim,
    While I’m staring at my death screen memorizing the pain.

    Chorus
    Ohhh welcome to the [snip] Market show,
    Where you queue alone but it’s "group content," don’t you know?
    And if you ask for balance, they say "you’re just too slow,"
    So just suffer, learn, repeat… that’s the cycle, here we go!

    Bridge (spoken sarcastic tone)
    "So… you have to stay dead while playing the game… to play the game?"
    Lol.

    Final Chorus
    Ohhh [snip] Market, shining bright,
    Where frustration meets "it’s working as intended," right?
    But deep down we all know what they tried to do,
    Just wish the fun part made it through.
    Edited by Athory on May 2, 2026 10:40PM
  • Emeratis
    Emeratis
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    Second Feedback Post+Some Suggestions/Requests for future Night Market runs:
    Keys
    I am requesting a hotfix adjustment to keys. I love most of the Night Market but I am getting progressively more frustrated with the logistics of juggling multiple groups. I run in a trials guild where I am a member of three cores and weekly participate in an open run, I lead an achievement based beginner friendly to mid tier guild, and I have been filling for friends' guilds/groups because I genuinely love the Night Market and enjoy it. It is becoming increasingly problematic to manage key stage. The other day, I had every group farming overland. I farmed every Argent 3-5 times to help everyone get their keys and fragments. Early the next day a few of us made an improv group to do the dungeons and the ordeal. Most of us also refarmed the Ardents after but some had to go. Later in the day one of our core groups had to farm ardents to get some people keys before we could do the dungeons. While a hm/tri capable trials guild will not have problems going from ardents to opulent ordeals in a 2 hour block, beginner and mid tier groups will. It also feels really bad to farm ardents multiple times with no extra credit and then to find yourself lacking keys when you need them because it was spent with another group and have to farm them again some more. It feels like I'm spending more time catching people up and juggling everyone's key status. I would like more time in the instanced content because I find it very fun and while I find the overland portions of Night Market also fun, I would prefer if I had a more balanced experience.

    I don't care what solution is done but please either make it so you could hold multiple keys so farming in advance stacks or make it so the keys are also a single use/unlock and then you can enter the instanced content whenever you want with whoever else has already prepared once. Key prog is killing a lot of my enjoyment of something I otherwise really like.

    Suggestions, both from myself or talking with friends/guildies for Night Market QOL/future ideas:
    • Faction Solo Buff-I had an idea/request from pts to give some fun idle thematic things in the plaza. Loosely it was pet/interact for Thousand Eyes, brawl with npcs/training dummy things for Ruckus, and dance with a partygoer for Glittering Goad. My friend and I were spitballing ideas on how to tweak the solo player experience to be a bit more fun/forgiving while also keeping Night Market challenging and suggested maybe making these idle activities grant a buff if the player is not in a group and only works while solo. A lot of the race/minigames give powerful buffs so it would fit with what is already there and possibly give solo players a starter buff to help them out and give them a bit more power.
    • Helper Faction Agents-I suggested in my first post that an npc similar to dungeons/trials that calls out mechanics in a story accurate way might help especially for skirmishes in the districts and cut down on player confusion, it would also make the districts feel populated by more than just the player and enemies.
    • Better Rewards-I suggested a few things like adding a small chance for rare/priceless drops to maybe sweeten the pot on some Night Market rewards, especially for the winning faction. Another suggestion could be to let leads, curated or not, from all sources drop from the Night Market with an increased droprate. This would help those of us who have been stuck on annoying codex entries for a long time get some progress and also fit the theme of great treasures and secrets. We've been asking for more reliable progression for leads for a while and this could fix that while keeping leads more rare outside of the Night Market being active possibly if the devs want to keep it that way.
    • New Districts/Lore support-I would love down the line to see new districts and themes that expand the story and mystery of the Night Market. A friend of mine went back and forth for ideas of new districts and relics to traverse them because we found that flavor/story fun. We talked about reimagining things like Graven Deep's bubble walk underwater for a district or a district where a relic changes the day/night cycle or weather to help you traverse different paths. There is so much creativity that could be had here.
    • More Story/Lore-Similar to the above but it would be cool to eventually see more questlines in the Night Market related to the main story or even faction specific questline/storylines to do to learn more about the factions and their leaders. The Curator, the faction leaders, the Night Market itself all have teases of there is more to learn over time and I hope that we see that.
    • Fixing Side Quests-I do like some of the idea behind the explorative nature of the side quests but I think either giving each a static location/objective points or making it so the detect radius on them is higher would solve a lot of issues people have with them. I also really think side quests especially need better rewards as many people are finding them pointless outside of the achievement for doing each one and I found many to be fun flavor and interesting and would like to see them be just as rewarding as the plaza dailies.

    I think this is about all for part two other than bugs or things already said by others. Again, I really love the Night Market and want to see it made better over time. It can definitely be so much more than it is right now.
  • method__01
    method__01
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    finished the trial after 2+ hours,had some wipes ......its not hard after you understand what to do but learning the routes
    needs study the maps on web ,otherwise you must have one on each group who knows where to go

    locx0aefjcj5.png





    I've had the luck to be in an awesome PUG group who support each other (all strangers never meet them and this creates positive feeling for game -this is ESO truly meaning for me and why i dont ever quit:)

    good luck to all who try ,fail but dont give up
    Edited by method__01 on May 3, 2026 12:13AM
    PC EU/NA /// PS4 EU/NA

    Vasanha
    This one hears nothing. Sees nothing. This one only sweeps.
    desperately need a survey assistant
  • RaikaNA
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    What is the point behind the faction selection idea for this event? Everyone is joining the winning team. Ruckus and glittering don't stand a chance of winning because there are too many people who are joining Eyes. This is a failure for sure.

    372629llwp0u.png

    PC NA server
  • Emeratis
    Emeratis
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    RaikaNA wrote: »
    What is the point behind the faction selection idea for this event? Everyone is joining the winning team. Ruckus and glittering don't stand a chance of winning because there are too many people who are joining Eyes. This is a failure for sure.

    372629llwp0u.png

    PC NA server

    I've seen a lot of similar comments but honestly unless rewards change from pts, the underdog factions could be considered bigger winners. The fragment for the recipe and ingredients for Glittering Goad and Ruckus are way higher than Thousand Eyes which is arguably oversaturated on the marketplace.

    Meanwhile on pts, this was all the winning faction got for winning which imo is disappointing:
    7s4fbgxrjmtx.png
    Second and third place got purple and blue versions of their monster set respectively.

    Unless things changed from pts the end of the season rewards aren't really a big deal no matter your faction's place.
  • Soarora
    Soarora
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    Too much to quote but I agree with everything @Emeratis has said so far. I want to add to their feedback #2 that the buffs sourced from within the plaza could be something like speed from Thousand Eyes, defense from Ruckus, and healing from Glittering Goad. Speed to help solo players get past the trash, defense and healing to help them survive.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Estin
    Estin
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    Vraedlich wrote: »
    Estin wrote: »
    I am back to give more feedback, this time for the dungeons and the trial.
    For the trial, I found it really fun. It only took the group I found 2 tries, but I liked the flow of the fight. I was fortunately blessed with people who knew mostly what to do, and that is going to be the key phrase here. I'd imagine if I got into the trial again with people who didn't know what to do, it will be really chaotic. It's on par with a regular vet trial around 2018-2020, so it's not too difficult, but I can see that it requires a lot of coordination. But like with any trial, people should come prepared. I wouldn't change anything about the mechanics for this trial even if I don't fully understand the orb passing mechanic, but outside that, it flows really well when people know what to do. It's also interesting for this dungeon to need 3 tanks and 9 DD with. I suspect healers aren't too happy about that. The would no doubt be helpful in execute, but there isn't too much incoming damage and DDs with self heals will be more than enough to get through it. My only feedback I would give is to make the grapple poles easier to target, mostly on the purple side. After passing/picking up the orb from the purple side, you can go back to the large island directly in front, and then there is a pole high up on the island immediately to the left, but it was too inconsistent with being able to target it. I usually had to run up the ramp on the larger island first to be able to target it, but outside that, I felt everything was designed really well.

    Having attempted to complete it for ten hours yesterday, it sounds like you were carried.
    Red side is the grapple side, not purple.

    The last attempt we did, was the only attempt we got a boss dead, and then the others became enraged and wiped group.

    Competent leader, everyone over champ 2k, all knew mechanics (new guys generally took a couple of runs). Except rage.

    Balancing tanks and bombs, this is the hardest content I've had to do in the game.

    I wouldn't say I was carried, I was just in a group that had other decent players. I was also not the only one who was in there for their first few attempts.

    I was on red side with my attempt, and I was talking about picking up/dropping off the orb to the purple side and there being 1 grapple mark that is partly blocked by a rock which makes targeting inconsistent.

    The mechanics for the dungeon are relative simple to intuit. It's only the orb mechanic about who goes first, but reviewing my recording of the fight, it looks like the game tells you when it's your turn to go first, and you only need to look for a glowing figure in the air to find where the orb is.

    The rest of the fight's mechanics are simple. Soak the damage in your corner when it happens and parse on the boss while the tanks hold aggro. People on the red side have to grapple to break the spider web pull on someone, people on the orange side have to dispel the sandstorm to reveal the add, and I believe purple needs to do some rift mechanic similar to the dungeon. The rest of the fight is a tank and spank while avoiding ground AOEs.

    My side killed our boss first, and the other two had 5-7m HP left, but they didn't enrage at all, and they were still up for a good 15 or so seconds. Did you make sure to keep the bosses split?

    Overall this trial wasn't hard. I would put it around vSS and vCR+0 in terms of difficulty.
  • Estin
    Estin
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    SeaGtGruff wrote: »
    One thing (out of many)-- for the love of Mara, please consider changing the interaction key for the jump pads to something that's easier to find with our fingers and hit while we're running around and fighting off mobs, because X is too awkward to hit if your fingers are positioned over the W, E, 1, 2, and 3 keys. It's too easy to hit something like C by mistake, and popping open your character sheet in the middle of being attacked by a mob is not fun. If the dev team thinks that E would be a bad chouce for this, how about F?

    Set synergize to a side mouse button and you won't have the problem. I only have 2 side buttons on my mouse and use 1 for dodge roll and the other for synergize
  • Syldras
    Syldras
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    4th evening.

    Progressing as usual in terms of favor points. 5 new golden antiquity leads. Only 3 new relic fragments, but of course it's slowing down now that I need specific ones and don't get a new one with every boss kill.

    I can already nagivate through the Spider District in my sleep, but I still have trouble finding those missing people (Why do I even need to find the same dead people every day?) and, to a lesser extent, the propaganda posters. I suspect the quests are sometimes bugged and the items and markers don't show up at all.

    Chat was dead as usual. Bosses are spawned for a long time and no one kills them. You can wait there forever and no one comes by. I looked into the guild finder and there were only 5 posts at that time, none of them for my district.

    I opened one myself and it actually took a bit of time until it was full (so they absolutely do not fill within seconds if you play at a more unusual time). Group filled to 12, one person left again immediately. Half of the group somehow got stuck elswhere and maybe a third died right when entering the district anyway. But they made it to the boss, after a while! And I got 2 missing fragments from that bronze one and the following silver one. Which was all I wanted.

    If "soft grouping" - not seeking for group members in a menu or forming a group before entering, but just organically running with some people you meet in the district - is one intended playstyle for this zone, it really needs some improvements to make coming across other players easier. You can really stay at one location near a boss or spawn point for half an eternity and see no one.

    Edited by Syldras on May 3, 2026 2:20AM
    @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
  • Lekjih
    Lekjih
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    Honestly it's been super fun. Disclaimer that I am an end game trials person with access to other end game trials people to group with.

    We get into 8-10 man groups and just swarm through. Need at least one tank and healer but it's been a blast. My stealth characters have a job for solo. The threats are actually threats. Mechanics are important or you will die. Too many people are used to standing in aoe, hitting the wrong targets, not paying attention, don't know a boss mech and unwilling to learn. The night market doesn't allow that. I like that you can't res yourself with soul gems, it both raises the stakes and makes the zone lore feel more real (the clannfear scouts didn't disintegrate on death).

    I do wish the quest markers would show up from an extra 20ft away or something, but once you know what to look for (quest board etc) it's not really a problem.
    671d played, 257 on a Warden.
    Lucent clannfear suggestion sketch on my profile
  • code65536
    code65536
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    RaikaNA wrote: »
    What is the point behind the faction selection idea for this event? Everyone is joining the winning team. Ruckus and glittering don't stand a chance of winning because there are too many people who are joining Eyes. This is a failure for sure.

    372629llwp0u.png

    PC NA server

    The biggest problem is "winning" just means "more population". This was even said during PTS. At a minimum, the score should've been population-adjusted. But really, the competition never made since. You're encouraged to group up with and work with other faction members, and you can't even see what faction other players belong to. And so despite this not being an actual competitive environment (unlike Cyrodiil) and despite the scoring mechanism being meaningless since it's just measuring population count, ZOS decided to take up a significant chunk of your screen with an ever-persistent scoreboard when such a scoreboard doesn't even exist in Cyrodiil!
    Nightfighters ― PC/NA and PC/EU

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    Media: YouTubeTwitch
  • Martiandawn
    Martiandawn
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    I've been to Night Market several times. There is hardly anyone there. That reality offers a stark contrast to previous expansions, when newly-opened map areas would be swarming with players in the wake of a chapter release.

    In the past, ESO expansions included new world areas with story quests geared toward solo play along with dungeons and trials designed for group play. This expansion offers nothing for "casual" players who tend to play solo; it is geared toward the "hardcore" gamers who chase after builds that make the most of the current meta. It is not surprising that casual players are deciding to pass on Night Market. However, most of the hardcode folks seem to be ignoring it as well, despite assertions made by the players who are defending it so vigorously in the comments on this thread.

    Unfortunately for Zenimax, "casual" gamers are the ones who have been keeping ESO alive for all these years. The "hardcore" folks have shown themselves to be fickle; when they feel the game is not challenging enough, they go away and play other games until some new patch catches their interest. The "casual" players keep right on playing ESO, spending money on subscriptions and cosmetics. Night Market offers nothing for those "casual" players who have been subsidizing the game.

    Perhaps the next "event" will offer something to entice "casual" players to stick around. Zenimax should be worried about how many of those "casual" players are going to drift away in the meantime.
  • dcrush
    dcrush
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    SeaGtGruff wrote: »
    One thing (out of many)-- for the love of Mara, please consider changing the interaction key for the jump pads to something that's easier to find with our fingers and hit while we're running around and fighting off mobs, because X is too awkward to hit if your fingers are positioned over the W, E, 1, 2, and 3 keys. It's too easy to hit something like C by mistake, and popping open your character sheet in the middle of being attacked by a mob is not fun. If the dev team thinks that E would be a bad chouce for this, how about F?

    It’s the same button as a synergy in combat, how do you usually use those? I have mine bound to one of the side buttons on my mouse, as well as x.
  • tomofhyrule
    tomofhyrule
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    Ok, first weekend in the Market, and I have to say...

    This is really fun.

    I went in for a while with two different social guild groups, one in the afternoon and the other in the evening. Both were really just running around and killing the bosses, but both also managed to get the "do a Skirmish while engaged with a Calamitous" achievement. But the evening one was nothing short of an incredible experience.

    The afternoon group was smaller - we had about 7 or 8 people in the group, and about half of them were very casual players (like, doing DPS with a sword-and-board and only wearing mismatched armor pieces that were picked up from overland kind of casual). Fights took a long time, but we did have enough players to be able to proceed, and we got through every boss in all three districts. But we did have issues with the Skirmish in Sorrow's since the damage was low enough over the whole fight that Bedina wandered into the arena while the Spiral Descender was around 30% or so. There was a lot of dying and running back to the fight, but we got it done eventually.

    The evening one was a lot more chaotic. We had about 20 people split into two groups, and then we even ended up with a bunch of randoms in the instance as well. And a lot of times, the entire instance of 36 players was just descending on the bosses - they didn't have a chance. We actually wanted to get the achievement as we ended the night, and we saw that the Sorrow's Skirmish was starting in 4 minutes, so we ran over and then saw some randoms engaged Bedina near the arena. We had our OT run to steal her to keep her at the side of the arena while we waited for the Skirmish to start, and then half of us were in /say, /yell, and /zone screaming "LEAVE BEDINA ALONE" while we just watched her health going down... and it didn't help that we all had several buffs (including Flame Aura) from other things. The Skirmish finally started when Bedina was at 60% or so, so we were rushing like mad while the rest of the instance descended on the fight. Things were dying so fast that I couldn't chain the Restless Dead into sensible locations to kill the Horrors to free the Stones, and the whole time we're all just watching Bedina's health bar. Finally the Descender came down and we tried to dump on it, but the combination of 30+ players with all of our buffs were starting to peg the server, and the OT kept getting clapped by Bedina's Dark Convergence and then she'd wander in a bit and hover on top of one of the Stones. We were all panicking as everything kept freezing and it felt like I was going to d/c and we would just miss the achieve. And then finally she was at a sliver as we got the stone down to finish off the Descender. And we could clearly see she was still up by the time it died.
    One of the leads was logging and looked at it. She was at 52k (0.18%) when the Descender died. It was incredible since we all thought we failed the achievement.

    Honestly, I'm really having a great time. I do miss Dungeons and I'm sad we didn't get new ones this year (especially after the masterpiece that was Black Gem Foundry; those boss fight designs were the best in the game hands down), but I'm happy with the Night Market.
    I do find it easier to solo things like the Oddities and the Races and the District dailies (a tanky build or stealth is your friend), but the idea of this zone is really cool. I also do think that the idea of it popping in and out of existence is necessary - that way it won't end up just being old and stale, but every time it comes back it'll drive engagement.

    But I am pleased with this. And I had so much fun today.
  • SANGUARI
    SANGUARI
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    q1y34qzg1hgw.jpg

    What I liked
    • Zerg + fast rotation farm works well, tempo is good
    • 12-man PUG coordination is smooth and enjoyable
    • Trial design is solid: not hard mechanically, but requires real coordination, which makes it fun
    • Event encourages grouping and social play
    • Met 20+ new players by organizing boss and trial runs

    What I didn’t like
    • Reward structure is weak: mostly junk motif, furniture and outdated gear
    • Key loop is unrewarding: keys reset, no drop, cosmetic or reward. No reason to repeat!
    • Event duration vs rewards mismatch, too long for too little payoff
    • Very fast completion: most content done in 3–4 days, no long-term incentive
    • Trial has no replay value after helmet + achievements
    • Alt advantage: more alts = more coffers = higher fragment chance
    Instance conflict (not big deal):
    • While waiting for Skirmish you rotate Brazen and Argent, but if others kill them it can desync the flow and break your farm rhythm, sometimes leaving you idle until Skirmish.
    • More players = more activity, but also more disruption and downtime
    Overall
    Strong core loop and coordination, especially in Trial and organized zerg farming. But progression, rewards, and replayability fall off too fast. As a active player, I was basically done by day 3, and there’s no real reason to keep grinding in a 50-day event.
    Edited by SANGUARI on May 3, 2026 6:28PM
  • Rkindaleft
    Rkindaleft
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    I've been to Night Market several times. There is hardly anyone there. That reality offers a stark contrast to previous expansions, when newly-opened map areas would be swarming with players in the wake of a chapter release.

    In the past, ESO expansions included new world areas with story quests geared toward solo play along with dungeons and trials designed for group play. This expansion offers nothing for "casual" players who tend to play solo; it is geared toward the "hardcore" gamers who chase after builds that make the most of the current meta. It is not surprising that casual players are deciding to pass on Night Market. However, most of the hardcode folks seem to be ignoring it as well, despite assertions made by the players who are defending it so vigorously in the comments on this thread.

    Unfortunately for Zenimax, "casual" gamers are the ones who have been keeping ESO alive for all these years. The "hardcore" folks have shown themselves to be fickle; when they feel the game is not challenging enough, they go away and play other games until some new patch catches their interest. The "casual" players keep right on playing ESO, spending money on subscriptions and cosmetics. Night Market offers nothing for those "casual" players who have been subsidizing the game.

    Perhaps the next "event" will offer something to entice "casual" players to stick around. Zenimax should be worried about how many of those "casual" players are going to drift away in the meantime.

    There is a significant portion of the casual community that are cyclical. Often only returning on new zones and questlines and leaving once they're done with the current expac. How is that different to elite trial groups finishing up whatever the latest trifecta is in a few weeks/months and returning when the next trial is released?

    Plus Endgamers are one of the biggest spenders of gold. They have nothing to use the millions of gold they earn through trials and carries and are often fueling the economy by buying Crown stuff from other people with gold. People who buy Crowns regularly sell to endgamers because they have nothing to spend the gold on and have so much of it. Furthermore endgamers still spent hundreds of dollars buying every expansion to access the trials and probably spent hundreds for the subscription over the years to access dungeon DLC if they didn't buy them outright.

    It's okay to dislike the Night Market. But can we not lie and say they're not doing their part in financing the game either.
    Edited by Rkindaleft on May 3, 2026 3:04AM
    PlayStation NA https://youtube.com/@rkindaleft
    Tick Tock Tormentor | Saintly Savior | Gryphon Heart | Godslayer | Kyne's Wrath | Planesbreaker | Swashbuckler Supreme | Mindmender | Unstoppable
  • Wildberryjack
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    Yall need to uninstance the night market. Most of the time when I go in there is hardly anyone to be seen anywhere. It isn't as if those districts can be solo'd. Also, after messing with it a bit it's way too grindy to get favor. I'm barely at 2700 and have spent hours each day in there doing as much as I can. I'm already feeling burned out on it. And what's with the old gear in the blue coffers for doing the side quests? Junk, waste of time sneaking around in there to do those quests to get junk.

    And what's with that light game? No one can figure out how to do it even after reading guides!
    The purpose of art is washing the dust of daily life off our souls. ~Pablo Picasso
  • dcrush
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    Edit: see comment below mine, it’s not rng just grind.
    Having done the dungeons, I realized that the bust drops are not guaranteed so I checked if I could buy them at the faction vendor but no. Which means… you have to grind twelve bosses to do the dungeon and if the bust doesn’t drop you have to grind twelve bosses again for another attempt. That is absolutely ridiculous. The bust drops should be guaranteed or at least buyable with gold if you’ve completed the dungeons.
    Edited by dcrush on May 3, 2026 7:13AM
  • code65536
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    dcrush wrote: »
    Having done the dungeons, I realized that the bust drops are not guaranteed so I checked if I could buy them at the faction vendor but no. Which means… you have to grind twelve bosses to do the dungeon and if the bust doesn’t drop you have to grind twelve bosses again for another attempt. That is absolutely ridiculous. The bust drops should be guaranteed or at least buyable with gold if you’ve completed the dungeons.

    @dcrush It's not RNG. Usually, it's trophy = normal, bust = vet. But there is no vet in Night Market, so the formula is trophy = clear once, bust = clear twice.

    (Edit: Except there is a known bug that can cause the bust to sometimes be awarded on the first kill.)
    Edited by code65536 on May 3, 2026 6:48AM
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • dcrush
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    code65536 wrote: »
    dcrush wrote: »
    Having done the dungeons, I realized that the bust drops are not guaranteed so I checked if I could buy them at the faction vendor but no. Which means… you have to grind twelve bosses to do the dungeon and if the bust doesn’t drop you have to grind twelve bosses again for another attempt. That is absolutely ridiculous. The bust drops should be guaranteed or at least buyable with gold if you’ve completed the dungeons.

    @dcrush It's not RNG. Usually, it's trophy = normal, bust = vet. But there is no vet in Night Market, so the formula is trophy = clear once, bust = clear twice.

    Ok that’s good to know but for Timeless Wallow I got both in one go. Does that mean there’s a chance to get it on the first try but guaranteed in the second?
  • NeffyEnn
    NeffyEnn
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    I have really been enjoying the Night Market, and hope there's more content like that on the horizon.

    I do find it disappointing that so much of the community has written it off without really giving it a solid try, due to a refusal to group up with others or a misplaced belief that this is only for top tier trifecta players. Most of the groups I have joined have been people who are far from that skill level, with the "casuals" still clearing the zone bosses. They may not be clean clears, but they die nonetheless. I agree that due to the instancing, the zone feels a lot emptier, but the group finder works well.

    The trial was also a lot of fun to figure out, especially since none of the group I was in did it before. Due to my raid experience I think I picked up on the mechanics a bit quicker, so I fell into a raid lead position and called everything out. I was the only one really speaking in voice chat, but the others were still listening to my callouts and it actually went super smooth. And again, these were people of varying champion points and skill levels. That was honestly one of the most exciting moments I've had in this game in a long time.

    The only thing I would ask to be changed is the key mechanic for the trial, as it makes it hard to find groups. Maybe make it so once you beat it, you can reenter it any time, but to get the drops you need the keys? That way at least people could fill in.

    I do really hope people at least sincerely try it. It's not as hard as it first looks, and joining a group doesn't mean you have to be social or even talk.
  • code65536
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    dcrush wrote: »
    Ok that’s good to know but for Timeless Wallow I got both in one go. Does that mean there’s a chance to get it on the first try but guaranteed in the second?

    ZOS had confirmed that there's a bug where sometimes the bust will drop on the first kill.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • Estin
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    It seems like I was misunderstanding when they said this house would let you access your guild bank. I just got to 5k favor today, and to my disappointment I found out that you cannot access the guild store for your guild. It only lets you access the bank like the bankers in cyrodiil. If it let you use the guild store, this would've been the best hub house in the game.
    Edited by Estin on May 3, 2026 6:50AM
  • Vraedlich
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    method__01 wrote: »
    finished the trial after 2+ hours,had some wipes ......its not hard after you understand what to do but learning the routes
    needs study the maps on web ,otherwise you must have one on each group who knows where to go

    locx0aefjcj5.png





    I've had the luck to be in an awesome PUG group who support each other (all strangers never meet them and this creates positive feeling for game -this is ESO truly meaning for me and why i dont ever quit:)

    good luck to all who try ,fail but dont give up

    And don't forget to do it again after Monday so you can actually loot the Trophy Furnishing/Bust.
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