MidnightDuel wrote: »What happens AFTER the Night Market ends?
- Where will the entrance to the Night's Den house be located? Will players be able to exit the house in Fargrave when the Market is gone? Will there be an entrace somewhere in Fargrave?

How about you count number of people who posted positive feedback vs negative just in this thread. You will get both the idea and the stats.Parasaurolophus wrote: »
Where did you get the idea that the majority wants a reduction in difficulty? Do you have any statistics?
Because NM is not just Dungeon or Trial. Whole zone including overland part is turned into one. Nobody would complain if overland zone was normal overland zone and you had your dungeon and trial in it. How would you feel if everything in NM was overland difficulty including dungeon and trial, and then you were told to ignore it and do your existing dungeons and trails that you have plenty of?Randyfoxie wrote: »Locking new content behind mandatory groups shuts out players who work. That’s not good design. Good MMO design respects different playstyles. This feels like it forgot solo players exist.
I believe they didn't forget solo players exist. I believe they want them to convert to groupies or leave the game. It would have been easy to place a difficulty scale on this, but ZOS clearly stated that they were meaning to require grouping for this event.
Question: you've been vocal about how much you as a solo player hate the Night Market ever since PTS, so I have to ask, do you also say stuff like this every time we get a dungeon DLC? Because those are definitely not for solo players too.
The game has a wide variety of players, so it's impossible for every piece of content to make everyone happy. I didn't like Tales of Tribute. I dislike the entire companion system. But even though I dislike them, I know that there are players who do like them, and I'm not going to get mad at ZOS for making something for those players. I ignore those parts of the game. So, if you hate the Night Market, why not just ignore it too?
(For the record, I'd much rather have a dungeon DLC than the Night Market.)
How about you count number of people who posted positive feedback vs negative just in this thread. You will get both the idea and the stats.Parasaurolophus wrote: »
Where did you get the idea that the majority wants a reduction in difficulty? Do you have any statistics?
The entire Night Market, including the mini-dungeons and mini-trial (which are just single boss fights) is for groups, so that's the point. There is no "overland" in Night Market. If this had been a dungeon DLC, you'll get two dungeons and that's it--there's no "overland" in there either.Because NM is not just Dungeon or Trial. Whole zone including overland part is turned into one.
That would depend. If we are getting a dungeon DLC this year, then I'd be perfectly fine with that. I said during PTS--and I said again in the post that you quoted--that I would vastly prefer a dungeon DLC over the Night Market. Night Market has its highlights (Opulent), but for the most part it's a grindy repacking of old content--kind of like a group version of Infinite Archive, and if I could sacrifice it for the usual dungeon DLC, I'd do it in a heartbeat. But there is no dungeon DLC this year, so here we are.How would you feel if everything in NM was overland difficulty including dungeon and trial, and then you were told to ignore it and do your existing dungeons and trails that you have plenty of?
It's the opposite, actually, and multi-factionalism can turbo-charge quest sharing.The different factions mean you have people in your group that you can't share quests with, and so they want to go one way, whilst you want to go another.
add a countdown for skirmishes active & inactive
I never suggested to remove all HM content but the only viable way to quickly fix this is to bring overland zone to the overland difficulty level. ZOS does it all the time, so they already have the code. Adding difficulty switch to whole zone is a lot of effort and can not be done in few weeks, we are talking about months of effort.Bear in mind that a lot of those with negative feedback don't want the existing difficulty level reduced as such, they want an additional option giving a reduced difficulty level - so that as with dungeons there would be a veteran level (as existing) and a normal level (reduced from the existing difficulty level).
I think that would increase the number of players able to participate in the NM without changing the experience and challenge for those who like the present difficulty level - and could actually act as a very useful training tool for the more traditional trials.
Are you saying the new zone will never get dungeon and trial? As for this event, it is very different because of the drops. They are like from overland zone and not valuable to you but very valuable to regular players, new players. Most can not even finish house."code65536 wrote:That would depend. If we are getting a dungeon DLC this year, then I'd be perfectly fine with that. I said during PTS--and I said again in the post that you quoted--that I would vastly prefer a dungeon DLC over the Night Market. Night Market has its highlights (Opulent), but for the most part it's a grindy repacking of old content--kind of like a group version of Infinite Archive, and if I could sacrifice it for the usual dungeon DLC, I'd do it in a heartbeat. But there is no dungeon DLC this year, so here we are.How would you feel if everything in NM was overland difficulty including dungeon and trial, and then you were told to ignore it and do your existing dungeons and trails that you have plenty of?
But for people who prefer solo content, there are Rumors, Favors, and two new stories coming soon, plus a new zone later this year. My point is that one event zone that is not tailored for the solo player is no different than them doing an entire DLC that is similarly not intended for the solo player, and they used to do the latter twice a year, every year.
I can't find a good place to ask this.
There are three weights of monster set for the night market. You can buy all the shoulders from the vendor, but not the heads. Do we get ALL missing pieces in the end of event rewards, or just one head and one shoulder piece? None of the literature is clear on this.
If it is one of each, how can I get the other two weights for the monster head???
@ZOS_GinaBruno @ZOS_KevinO
I would appreciate some clarity over the language please.
I can't find a good place to ask this.
There are three weights of monster set for the night market. You can buy all the shoulders from the vendor, but not the heads. Do we get ALL missing pieces in the end of event rewards, or just one head and one shoulder piece? None of the literature is clear on this.
If it is one of each, how can I get the other two weights for the monster head???
@ZOS_GinaBruno @ZOS_KevinO
I would appreciate some clarity over the language please.
thechalkdust wrote: »Been running Night Market a lot since release. Some solo, some small group, some large group. ~6500 favor.
Overall, the new content is really cool. I'm loving the difficulty level and ad hoc coordination between groups. It feels like this is what Craglorn was supposed to be, an open zone requiring group play for the difficult bits.
Main complaint: consuming keys makes coordinating a full 12-man team ridiculous. Requiring the keys is not the problem. But consuming the keys creates a logistical nightmare for raid teams. Getting everyone together on the same page is too tedious, and it takes so long that you can lose half the group before collecting the keys that one player needed. The logistical bar is too high already, and will only get worse as participation drops off.
Minor complaint: randos who don't know wtf they are doing are capable of screwing up the mechanics on skirmish fights. Our group was stalled by randos grabbing the motes and not attuning the rods, for example. Mechanics should avoid punishing groups for the actions of randos.
Bonus complaint: not enough population! It's awesome when groups team up on a tough encounter, but that doesn't happen enough at these population levels. It's fun running into other solo players or small groups, but there are not enough of them. Raise the population cap per zone!
A few bugs:
1) Single-target abilities randomly busted. (Or is that a feature?)
2) Disconnected during the werewolf fight hunt mechanic, causing the werewolf to get stuck and unable to progress for the team left behind.
3) The duneripper got stuck unkillable after his insides were all busted.
4) Respawned on the rooftop once, and immediately died again while already dead (died in ghost form). It was the most dead I have ever been. Was permanently stuck dead until relogging.
So, you know how I said that the enemies are recycled? Well, so are the rewards. You can get gear... that has already existed in the game for years. You can get motifs... that had already been dropping. And the furnishing plans? None of them are new. If the concern about ignoring Night Market is that you'll miss out on the rewards, you really aren't missing much.all furnishing drops etc
I have been critical of the Night Market since its appearance on PTS. Back then, I wrote the following:Here we all agree.
SerafinaWaterstar wrote: »Alright guys… feedback post number 5. This post will focus on my experiences today as someone cataloguing quests on a thief build, as a member of a midgame guild group, and as the leader of a mostly pug group.
I started with doing the daring races on my stage 4 vampire nightblade. The Parch one I had already done and that one’s straightforward to me but the other two took me a bit to figure out. I struggled most with Sorrow’s Friend’s as I couldn’t remember where all 5 nodes were at the same time… and also didn’t know if it was 5 that I needed. My suggestion here would be to include in the pop-up that there’s 5 void tears to close.
As for questing, nightblade is soooo useful!!! Vampire wasn’t even necessary. I used it a few times but nightblade’s cloak is more than enough. I was really struggling with the IT’S NOT A MAGICKA POTION quest because I didn’t realize the potion is in ONE of the areas… I checked the wrong two areas for so long…
Whilst I was questing, I also followed around a midgame guild group I was in vc with. Despite how Absolutely Terrible my thief build is, I felt pretty safe (I mostly stayed at range during bosses and invisible around trash).
As that group started to crumble away, a friend of mine logged on. We duoed some of the trash as tank + dps (me tanking, them a corpseburster necro dd) and it was fun and smooth. Then we started picking up random people we came across (group of 4 now)… and the aforementioned group I was a part of earlier in the day came and saved us at a boss. We combined groups, added some friends, and had a good time killing bosses.
But then suddenly… people. Another large group came through and joined our fight. I was, admittedly, mildly scared because I’m intimidated by people I recognize the name of but haven’t really talked to. And I recognized some of the names. Some from this forum… others… scorepushers. In this moment was an interesting feeling of solidarity where midgamers, endgamers, and scorepushers were all engaged in a fight together and let me tell you… it was beautiful. This is a feeling I only really have had on the PTS.
As the original group finished disbanding, I re-formed with me, my friend, one person we picked up randomly, that persons friend and my friend’s friend… and then we ran into the aforementioned group of people I find intimidating. I felt a bit bad chasing them around because I didn’t want to annoy them but one of them told us in /say where they were going next so we could keep up and that dispelled that worry of mine. Overall, this metagrouping combination did lead to fights going quicker than I had seen before but not to the point of mechanic irrelevancy. It was perfect as a meeting of the groups situation. The other group left, and on we kept chugging along.
From here, we joined up with a member of my guild and started killing some bosses & skirmishes. I later made a group finder listing, which filled very fast and had very friendly people. I didn’t specify any specific boss, just where we were and our next goal and people stuck around.
One point of feedback is that these “pugs” seemed rather confused. Not everyone knew what Night Market was, what keys were, what relics are… people didn’t know how to get to the south Parch bosses because all the paths on the map are blocked… sometimes people went in the wrong area and were confused as to why no one was there (feedback someone else had mentioned in a chat was to make the doors look more like the area they represent). I’m directionally challenged so that’d help me too. I’m having to remember the districts by color but then looking at the skirmish timers, two of them are red… and inside Sorrow’s Friend is purple so it’s hard to remember that it’s blue. But I also have weird color connotations to content.
Anyway, we then ran into ANOTHER large group of people. And we had some fun in /say talking to each other about the amount of damage we were collectively dealing to the bosses, someone from the other group told us which boss they were going to next and we followed. It felt like we were a force of nature, ravaging all the bosses in our path. But again, a time of solidarity and passing friendship. We lost them in a district, perhaps they went off to do other things, and we continued on by ourselves until it was time for most of us to go to bed.
The major takeaway I have from today is just how enjoyable it can be to run into organized groups. Especially with tabardless guild repping and people talking to each other outside of group chat. Soft grouping absolutely does happen between groups of people and I also manually sent invites out to people who were alone as I saw them (if I had room). But as a solo player, I only saw a few other people doing their own thing (and the group I knew about and the location of because I was in vc with them).
Shout out to everyone I ran into today and thank you for making it such a fun experience.
P.S. I think having the overland loot is actually straight-up worse than not having any loot at all. It’s clogging inventory space so bad. And clogged inventory means people might not even pick up important items like the splinters, not realizing they need those.
Genuine question: so you are happy just to run around in a group killing things without much purpose beyond killing things? As it does not sound like you are doing dailies or getting <bits> for other stuff.
There is fundamental difference between your group of players and the rest: you choose not to do solo and easy content while many regular players and new players cannot do Trials.
Martiandawn wrote: »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.
tomofhyrule wrote: »Can we stop with this argument?
Everyone can do everything in this game. It exists. You are choosing not to do trials.
How about you count number of people who posted positive feedback vs negative just in this thread. You will get both the idea and the stats.Parasaurolophus wrote: »
Where did you get the idea that the majority wants a reduction in difficulty? Do you have any statistics?