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?
The house icon is already on the map once you've received the house (and possibly have visited it, that may be required before the icon appears - I seem to have had a different experience with different accounts), so you will still be able to access it from the map or from your list of houses (which you can also access it through as soon as you receive it). Once the event has gone I believe that exiting the house will place you back where you were before you entered it.
twisttop138 wrote: »I know some people may not be aware but this is not an expansion. ESO no longer has expansions. The chapter model was killed, much to the delight of many here on the forums. We are now on a seasonal model. Each season will likely have a theme and a battle pass around that theme. We know this is the case for next season. There will not be a new zone to explore this year but multiple solo questing for next season. There will also be dynamic events that scale and can be solo'd easily as well as new ways to do dailies in rumors and favors. The new system is a solo puzzle style IA. So plenty for casual solo players to do. It's just all on a seasonal model now.
I would very much tell you that anyone who says "this style of player has been keeping the lights on" is incorrect. You should endeavor to not spread that kind of misinformation. More likely it's that many different kinds of players subscribe, but crowns and dlc stuff. Most players I know aren't just 1 kind of player. They do housing, questing, dungeons, overland dailies, all kinds of things. Anyone that tells you this is what the majority is or wants is lying to you.
Martiandawn wrote: »It's not misinformation. I've been observing the ups and downs in the player base for over a decade now. The players who complain the most about changes to content and game mechanics, and who tend to take "breaks" from the game when they feel their needs are not being met, are the ones who focus on chasing the meta. The players who seek a story-driven RPG experience tend to stick around.
tomofhyrule wrote: »Martiandawn wrote: »It's not misinformation. I've been observing the ups and downs in the player base for over a decade now. The players who complain the most about changes to content and game mechanics, and who tend to take "breaks" from the game when they feel their needs are not being met, are the ones who focus on chasing the meta. The players who seek a story-driven RPG experience tend to stick around.
Corollary: the "I'm only here because of The Elder Scrolls series and its stories!" will (eventually) get a game to release that will directly compete with ESO. Or are we seriously expecting all of those fans to look at TES6 and say "yeah, I'll stick with ESO."
Meme on it if you want, but that is the one playerbase that we can absolutely guarantee will drop ESO like a hot potato because of a specific new release.
The other playerbases - ESO can win back. If ESO gives PvPers a reason to play, they may look back at ESO. If ESO gives group players a reason to play, they may look back at ESO. But the people who want an in-depth solo Elder Scrolls experience with no other people around...? ESO can't deliver that to the extent that TES6 can.
tomofhyrule wrote: »Martiandawn wrote: »It's not misinformation. I've been observing the ups and downs in the player base for over a decade now. The players who complain the most about changes to content and game mechanics, and who tend to take "breaks" from the game when they feel their needs are not being met, are the ones who focus on chasing the meta. The players who seek a story-driven RPG experience tend to stick around.
Corollary: the "I'm only here because of The Elder Scrolls series and its stories!" will (eventually) get a game to release that will directly compete with ESO. Or are we seriously expecting all of those fans to look at TES6 and say "yeah, I'll stick with ESO."
Meme on it if you want, but that is the one playerbase that we can absolutely guarantee will drop ESO like a hot potato because of a specific new release.
The other playerbases - ESO can win back. If ESO gives PvPers a reason to play, they may look back at ESO. If ESO gives group players a reason to play, they may look back at ESO. But the people who want an in-depth solo Elder Scrolls experience with no other people around...? ESO can't deliver that to the extent that TES6 can.
MidnightDuel wrote: »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?
The house icon is already on the map once you've received the house (and possibly have visited it, that may be required before the icon appears - I seem to have had a different experience with different accounts), so you will still be able to access it from the map or from your list of houses (which you can also access it through as soon as you receive it). Once the event has gone I believe that exiting the house will place you back where you were before you entered it.
The Night Market Event isn't currently active on PTS (despite the GP still being active), and there is no house Icon in The Shambles of Fargrave where the House and Night Market should be. At this point it's just guessing what happens to the house entrance/exit until there's something official from ZOS.

tomofhyrule wrote: »Meme on it if you want, but that is the one playerbase that we can absolutely guarantee will drop ESO like a hot potato because of a specific new release.
Martiandawn wrote: »twisttop138 wrote: »I know some people may not be aware but this is not an expansion. ESO no longer has expansions. The chapter model was killed, much to the delight of many here on the forums. We are now on a seasonal model. Each season will likely have a theme and a battle pass around that theme. We know this is the case for next season. There will not be a new zone to explore this year but multiple solo questing for next season. There will also be dynamic events that scale and can be solo'd easily as well as new ways to do dailies in rumors and favors. The new system is a solo puzzle style IA. So plenty for casual solo players to do. It's just all on a seasonal model now.
I know this is not a traditional expansion. That's my point. The old expansion system included something for everyone with each new release. This first release under the "season" system does not; it is weighted almost exclusively toward one type of player. Zenimax apparently expects the rest of us to simply wait around and see if the next seasonal offering has more for us to do. What incentive do we have to do that?I would very much tell you that anyone who says "this style of player has been keeping the lights on" is incorrect. You should endeavor to not spread that kind of misinformation. More likely it's that many different kinds of players subscribe, but crowns and dlc stuff. Most players I know aren't just 1 kind of player. They do housing, questing, dungeons, overland dailies, all kinds of things. Anyone that tells you this is what the majority is or wants is lying to you.
It's not misinformation. I've been observing the ups and downs in the player base for over a decade now. The players who complain the most about changes to content and game mechanics, and who tend to take "breaks" from the game when they feel their needs are not being met, are the ones who focus on chasing the meta. The players who seek a story-driven RPG experience tend to stick around.
Sixth evening.
Nothing too interesting to report (still progressing as usual, still 10 fragments missing in total until I have all relics, 2 of them dropping from mobs - curious how much of a grind that might or might not become), except for one thing: One of those npcs for the missing persons quest finally showed up - after I had the quest uncompleted in my questlog for 3 days! I can clearly say I had been looking at exactly that location before, yesterday and the day before that, but the past few days, that npc wouldn't load. This is clearly bugged.
ESO_player123 wrote: »They move the bodies around at night.
ESO_player123 wrote: »They move the bodies around at night.
Interesting. I know there are several locations for each person, but I thought when taking the quest they would spawn and then remain at that location.
Do you know how many different locations there are per missing npc?
ESO_player123 wrote: »That was my attempt at a joke. Sorry.
But it could be that there might be different locations since there is a quest in another district that has an item spawn in 3 possible areas. So, I do not know if it's intentional or not.
Edit: I did all of these mini quests once for achievement, and I do not see myself every doing them again. It's too much hassle for a measly reward.
I made some maps to the quest spawn locations, and the objective locations (all that I've found, anyway.)SeaGtGruff wrote: »The quest pointers for the district quests are too difficult to find most of the time because you have to be practically on top of them to make them appear.
[snip]
icefyer_ESO wrote: »Personally, my main issues with the event are:
1, the keys. Having to refarm them repeatedly each time you want to do the dungeon or trail isn't fun.
2, the rewards are rather...lackluster, as far as the sets go. They're decent beginner sets, but you can get them easily pretty much anywhere else, why not some unique sets that are nightmarket exclusives that show up every time so that people will always be wanting them and so have incentives to do the event each time it comes around? I'm not sure how that'd work though, but I know people in other games like GW2 absolutely swarm their seasonal events for account-bound cosmetics and the like.
3, the daily quests you discover in the zone aren't displayed on the map or compass until you're basically right ontop of them unlike every other daily quest you can pick up in the game where you can see them on the compass from quite a way off. It'd be great if they were shown on the map or compass if you get within their ~1/4th of the map or so, so that they're easier to find and get favor for those that are soloers or simply want to knock some out for easy favor? I think that might help with favor for soloers feeling so slow.
4. Why do we have to pick up the favor orbs that drop? I think it'd also help the favor thing if that source favor was just considered a basic drop that was instantly added to your favor count instead of having to find an orb and hope you get it before it despawns. But even then its such a small amount of favor it's not usually worth picking up anyway.
5. The skirmishes might need a bit toned down, but not a ton I think. Earlier we got crushed doing the Sorrows one because the sword mini-boss was slamming our tank for half his health per auto-attack swing, and both them and the spider simply one-shot anyone else they so much as looked at funny, alongside needing to deal with the pillars while said boss is rampaging through the party because both tanks got two-shot faster than I could heal them. I've been in full 12-man squads with healers, tanks and all and have failed them a lot more than completed but there have been some victories. Especially that one and the Brood one in the Skittering district in particular. The Parch one isn't nearly as bad as those two.
6. Speaking of getting two-shot. The damage enemies deal might be a tad much for said skirmishes. The bosses are generally fine with a non-fake tank, but I'm not sure tanks should be getting squished in two hits vs skirmishes like that. Even the Calamatous boss doesn't do that. Plus the fact that said calamatous bosses are set to patrol through the skirmish zones, and a it means that we've had to face off against multiple bosses simultaneously. Once the cala ghost lady in Sorrows wandered into the skirmish zone so we had to fight the equivalent of 3 bosses simultaneously + adds.
Also, recovering from said two / one-shots, the slow-fall from the respawn is difficult to control. Several times I've ended up sailing away, plus the long duration of it means that it often results in a disaster-dominoes effect where a couple key people die, and then the 30-second or whatever timer is still ticking as they're just standing there waiting to see if they can revive in time or if everyone's just going to be finished off, then suddenly respawn and the boss goes for them. It'd be nice if you could, say, attack to cancel the invincibility period early or something.