Official Night Market Feedback Thread

  • liliub17_ESO
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    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.

    Real life aside pertinent to this (sort of):

    I was a beta tester. Feedback from testers was largely ignored. I returned when OneTam dropped and have subscribed/played steadily on two NA accounts and more recently two EU since. Night Market was responsible for my finally turning away from ESO (well, it actually started with Solstice) and returning with delight to Skyrim. Endless exploration, different difficulty levels, immersive world, pesky dragons, stories - oh my goodness, the stories! Even with its legendary bugs, Skyrim has proven to be a far more relaxing and rewarding "new" game*.

    *"New", of course, being said with a bit of serious fun. ;)

  • NoticeMeArkay
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    I am having a blast with the event. It's quick and easy to find people with the additional section in the group finder.
    The "grind" for favor is done passively while doing the faction quests or killing bosses for relic fragments.
    The trial was fun, quick to learn and absolutely doable with total strangers from the group finder.

    I'd just like to mention that I'd have preferred to see more things to unlock from the vendor between 5k and 10k favor earned.

    The new house is fun, unlocking every wing of the Night Den is intriguing and, in my case, done in 3 days.

    The wandering boss "Duneripper" in the parch is greatly appreciated, having to dodge this beast on my way through the district adds a small but noticable hint of danger to things without giving me the impression of an unpassable area.

    As a solo player, doing dailies was absolutely doable. I simply crafted some invisibility potions and walked through most mob groups, sneaked simply past the others. Whenever I didn't feel like running things solo, I made a group in the group finder, which filled in less than a minute, and strolled through the districts with a bunch of strangers without any source of frustration. Everybody was aiming for the dailies, the majority of people was playing "together".

    I did not enjoy the fact that the dailies inside the district would change position. At first I thought it would make for a fun little hunt and keep things fresh and new, but after a couple of days it became more annoying than fun.

  • AScarlato
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    If I hit 10K faction with my beloved Goad, I want to be invited to Tachien's party that's being blocked by the bouncer. Just a thought to maybe expand the lore of the market with some special rooms maybe for faction grinders?
  • SerafinaWaterstar
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    @twisttop138

    Yep. Just had situation in one guild where they are trying to get a trial run for Sat afternoon, but because a lot of us have a run planned for Sat evening, we can’t join as we won’t get the requisite keys again in time.

    So, make area for groups, then make it hard for groups to group to do group stuff?!! Ridiculous.
  • twisttop138
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    @twisttop138

    Yep. Just had situation in one guild where they are trying to get a trial run for Sat afternoon, but because a lot of us have a run planned for Sat evening, we can’t join as we won’t get the requisite keys again in time.

    So, make area for groups, then make it hard for groups to group to do group stuff?!! Ridiculous.

    It's a real bummer dude. We do vet dungeon teaching group twice a week and for the next couple weeks people want the new bosses. So now after each dungeon group myself and the person leading have to run the bosses for keys. They even make it complicated to do my part to help casual players who wanna learn and experience. I'd love to run the trial again tonight, I have a guild pinging on discord for people and I'd love to help them but unfortunately I ran it last night so...well, you know.
  • BretonMage
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    LouisaB75 wrote: »
    The quest markers though are truly awful. The flask one I wasted goodness knows how much time trying to find before eventually giving up on the area I was in and moving to another, finding it and only then realising that it was only in one of the places. The actually markers, once you are in the area are not visible until you are almost right on top of them, and since they are often near mobs, you can miss them entirely if you aren't close enough. This could do with some improvements so that you aren't wasting so much time on them.

    100% agree that quest markers need a tonne of tweaking. Having to circle round and round an area - all the while being killed over and over - is just not fun. Even if I took the time to kill the mobs, they just respawn again while I'm still searching. Having difficult to find quest markers around a metric tonne of super mobs makes for an incredibly frustrating experience.
  • twisttop138
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    BretonMage wrote: »
    LouisaB75 wrote: »
    The quest markers though are truly awful. The flask one I wasted goodness knows how much time trying to find before eventually giving up on the area I was in and moving to another, finding it and only then realising that it was only in one of the places. The actually markers, once you are in the area are not visible until you are almost right on top of them, and since they are often near mobs, you can miss them entirely if you aren't close enough. This could do with some improvements so that you aren't wasting so much time on them.

    100% agree that quest markers need a tonne of tweaking. Having to circle round and round an area - all the while being killed over and over - is just not fun. Even if I took the time to kill the mobs, they just respawn again while I'm still searching. Having difficult to find quest markers around a metric tonne of super mobs makes for an incredibly frustrating experience.

    Ohhh the propaganda. Never again.
  • Roztlin45
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    I rarely if ever see anyone doing Harrowstorms in eso. It is hard content. Why? Because the rewards are terrible. But wait just the fact it is hard content and not really soloable..I thought we needed hard mode. No, it is about work put in vs reward. So when the people that want the rewards in the nigh market have them , who will still group just to help kill trash mods and recycled boss? Very doubtful. What the name calling crowd is missing. Not everyone can do the night market in the current state it is in. New players, casual players and handicap players. They struggle. Believe it or not some people truly love the game but may be older with limited hand abilities. Are they not included? Some are ashamed t join a group. This is a main event and everyone should at least have a fair chance at completing the event. Your argument is well they can group. We are in a circular argument at that point. I take this stance because I personally don't have trouble but know players that struggle. Do you remember the oakensoul ring? It brought new life to limited players with disabilities. It actually made them able to compete.Along with a card game in a action mmo..lol So bottom line the night market needs a normal mode, as in normal 4 person dungeons. And a vet mode with the same difficulty as it currently is. I don't want to take away from anyone here that lives it! Reduce the rewards and remove leader boards if need be. But every player needs to be included and allowed to participate with compassion. A simple just group is not the answer here.
  • Gabriel_H
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    Having now through the content several times, my biggest crtique would be having to re-grind Argent keys to get into the Dungeons. I feel like that is just an unncecessary step.

    Other than that, I think some in-game hints about races and oddities would make things more obvious for some players, and of course addressing some of the bugs.

    One issue that stands out is the synergy order. Running to a jump pad and having to cycle through the race synergies first is problematic.

    Other than that, I'd say for future openings of the Night Market, you should change things up a bit. Re-work the achievements for the oddities to not be so specfic, same for the races. and bosses, so that no one misses out if the missed it the first time and then next time have different oddities, races, and bosses.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Kallykat
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    For context, I play solo and generally avoid group content like the plague unless there's an event that requires it. I'm not a new player, but I'm not someone who tackles high-end content either. I usually stick to overland questing, exploration, housing, etc. I knew going in that the Night Market wasn't really designed for me, and I didn't expect to do much more than complete the first quest to get the house and then explore a little until I started dying.

    So, here's my experience thus far:
    Getting the house was easy, which I love. (A comment on how it is accessed when the event closes would be nice. One of my primary reasons for acquiring new homes is as teleport locations.) I enjoyed exploring the Starlit Plaza and chatting with some NPCs as well. I was able to do the second quest solo by running through mobs, though it required dying several times. I was confused about not running into another player at all on my first night since I was expecting to be able to soft group as you do in public dungeons.

    I could complete my first daily faction quest (the race) solo, which was nice. However, after I collected the vampire quest (which requires combat), looked over the Golden Pursuit activities, and researched the other daily faction quests, it was clear that I was going to be required to group to get much further.

    I'm only in one guild for rare guild trader purposes, so I decided to try the group finder tool, which I've only ever used for occasional events/golden pursuits that required grouping. It wasn't too difficult to find a group, although I was a little annoyed that when I chose a group the first few times, they were immediately delisted. I clicked the pop up to be taken to the group. I was confused at first to respawn in the middle of the plaza, but I saw the group on the map as soon as I entered the district. Getting to the group was another story as they were already across the map from the door.

    So far, I've only explored the Parch beyond that second quest. I decided to stick to one district and complete as much as I can there first in order to get to know the area well and prevent myself from being overwhelmed. At this point, I'm not planning to even attempt the dungeons or trial, just the overland district content.

    I've managed to finish all the district daily quests and faction daily quests at least once. I can complete the quests that don't require combat solo by sneaking around and having a tanky bread-eating character rush through the mobs to one quest goal at a time. It does take a lot of respawning and retracing of steps, which is annoying but doable.

    I have killed most of the Parch's overland bosses at least once using the group finder tool. Yesterday I tried to kill the last three (2 brazen and 1 argent on the south side of the map). Unfortunately, the group was already ahead of me by the time I spawned in, and I was unable to reach them until they were already at the argent boss. It was extremely frustrating because I could see them on the map, but I kept dying to trash mobs or getting blocked by sandstorms, and the oasis was so far away. I think it would be a good idea to add other oases nearer to the bosses, give mobs a longer time between respawns, or reduce the number of movement inhibitors given to mobs.

    As for the race/dash, it was almost too easy. I like that it was separated from the mobs outside, which was not always the case when I was trying to figure out the boulder oddity. I'm someone who generally enjoys puzzles, and I'm looking forward to the puzzle/riddle content later in the year, but trying to figure out the oddity was a little frustrating. The random groups I've joined did not seem interested in slowing down for a puzzle, just in combat. Most annoying was the long stretch of time between attempts. As soon as I started making progress in figuring it out, the boulders would stop rolling and then I was left standing around for ten minutes, and I lost most of the progress I'd made in my mind by the time they started up again. I wish there was just a lever or something to start the puzzle up.

    I've seen a lot of people commenting on wanting more rewards. As someone who won't be able to do all of the content, I'm relieved there aren't more rewards. It's already going to be difficult for me to get the skin from the Golden Pursuit. I do want to try to get the relics for the furnishings and opening the other wings of the house. From what I've read, I think that will be possible for me.

    My main take aways so far are:
    * I am able to get through more of the content than I expected, though not all of it.
    * The zone itself with its different districts and the characters are interesting (love the quirky Myshka).
    * I still hate feeling like I'm forced to group.
    * Improvements could be made to traversal of the districts and the handling of trash mobs. It should be easier to reach your group.

    I'll post more about the other two districts once I spend some time there.
    Edited by Kallykat on May 7, 2026 8:53PM
  • Omegacron
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    killians66 wrote: »
    Feedback? Epic Fail....
    I came over from World of Warcraft about a month ago to give this mmo a try. Was hoping to get more fun out of a game because WOW became boring. In short I'll be leaving ESO as soon as my sub is up.
    The Night Market is an epic fail if it was supposed to be fun. Speaking as a new player, I don't get enjoyment out of getting 2 hit dead or having to sneak around the entire thing just fulfilling quests. The rewards don't look like they are worth the time or the headache. I thought I got here right when the newest thing came out and if this is the newest thing ESO has, then the dev's need to be replaced with players because there is a huge disconnect.
    I think the lack of new good mmo's is the reason Wow, ESO and Final Fantasy continue to have players. It's like trying to pick the best of what sucks.
    You can delete this if you want, don't really care. This is just a new players opinion. I won't be looking for responses anyway.

    Well, you may not see this response then, but as someone who has played both WoW since vanilla and ESO since its launch, I can tell you with certainty that you shouldn't judge ESO by the Night Market. The Night Market is essentially an open-world raid, or at the very least should be considered more endgame-ish. ESO has fantastic stories tied to each zone, especially the older ones, and it's very rich in both lore and NPC characterization. The best place to start is to do the main storyline quests for your faction's zones and then into Coldharbour. That was how it worked before they introduced the "One Tamriel" concept of play anywhere at any level.
  • maxandkon
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    Could you rework or add more consistent "hardmode" achievements for the Dungeon? And maybe include some kind of reward?

    Right now, the challenging achievement in Timeless Wallow is the only thing that sort of counts as hard mode; while the Mournful Catacomb achievement is designed exclusively for DPS, which is pretty frustrating if you’re only one playing a tank/healer role in the group (not to mention that both of them currently seems to be bugged in different ways)
    — Maxandkon
  • lillybit
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    I've been mostly solo for quite a while now but I'm really loving this! It's encouraged me to use the group finder and jump in again. The fights are fun, especially the skirmishes. It's nice to see old bosses make another appearance too.

    I've been running it with random groups but also a fair bit solo too, for oddities, races, and quests. I usually run with a group for a while, get some boss kills and pick up quests. Then when I've had enough fighting I leave and solo-finish all the quests. It's nice that the ghost phase lasts that bit longer so you can use it to reach places. It's really nice that so much is doable while ghosting too.

    There's definitely room for improvement tho.

    It can be hard to find quest objectives because so many of them are near boss areas and you lose the compass. If you're in a random group you generally have almost no time to look around after it's dead because they're off to the next one and you have to keep up. It's harder if you're solo because you either need to find it while in ghost form or in the short time it takes to be overwhelmed, without any clue to direction because there's no compass to guide you. Some of them are just really hard to find because they don't stand out and it's such a big area, like the propaganda one.

    It's jarring that you can get through the dark areas in Sorrow in ghost form, but can't activate sand walls. The Parch is so much harder to navigate than all of the rest even when you have the relics. If you have any distance to go to rejoin your group it means you have to wait at the first wall and then hope you can run through everything solo. Then your group is annoyed at you when you bring them more friends chasing behind you! That said, it's the easiest of the 3 to sneak around which I definitely like. It would just be nice to be able to rejoin fights quicker. I've missed out on skirmish rewards even after the fix because the walls stop you getting close enough to be counted for too long.

    The oddities are fun but nobody want to group for anything other than combat. They can sometimes be soloed but don't leave much thinking time. I spent a long time hanging around either waiting for someone to wander by to help (for the spiders - just can't manage them all solo) or hoping they don't because they randomly press things and I have another 10m wait for them to restart. Only getting 3 or 4 tries wasn't enough to figure some out, especially the lights which I just didn't 'get' despite reading enough to think I understood. I just couldn't tell what wasn't working.

    It would be nice to be able to repeat the dungeons before doing the trial. I've redone all the zone bosses and they all show keys but I don't have the combined key showing for any of them. Pug groups are really hard to find for the trial - I've tried a couple but they disband really quickly. It's quite hard to find one that lasts long enough for a good idea of the mechs. My guild might host a trail run, but maybe not. I have to try and do it with random groups for the clear but then won't be able to do it again with the guild unless I can find groups for the dungeons too, which also isn't easy.

    Honestly the zone is fantastic and I love running around it just to build favor and finish all the extra bits. The whole keys thing locking you out because you've done some of it is so much less player-friendly.

    I think people would still spend time in the zone with the instanced areas permanently unlocked, which I guess is why you wanted people to earn more keys, but unless you're in an organised group the rest is kinda inaccessible as it is.

    Overall I've been really surprised by how much I've enjoyed it. I was very apprehensive about it because I havent done any group content for so long but it's been a great change of pace
    PS4 EU
  • Syldras
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    9th evening.

    I really don't want to sound too negative, but after having posted here every day about my current progress and my impressions, I think it only fits it I write another post, even if it's less positive than the past few (and it might even be the last post on this thread, before I return to other topics on these forums).

    I guess I've just reached the point where boredom has completely set in. It's just the same every day: kill this, collect that, with no meaning behind anything. No story that can keep me engaged, no progress of any kind in that world (beyond collecting fragments and points, so basically the clearly game-y/grindy aspects) - the Market could burn down tomorrow, why would my character bother? As a story-, lore- and roleplay-focused player, it's bland. Nice visuals, but that's it.

    I'll still continue because I know my progress rates, so I know it will only take another few days until I have everything I want. So ditching it now would not made sense. But I've reached the point where I'm counting the days until I can ditch it. Also, I feel I've had enough grouping for the next 950 years.

    I don't want anything changed about the Market, as obviously there are people who find it fun. But for me, the interest really dropped massively after a few days of exploration. The endless repetativeness does nothing but bore me out.
    @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
  • coop500
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    Syldras wrote: »
    9th evening.

    I really don't want to sound too negative, but after having posted here every day about my current progress and my impressions, I think it only fits it I write another post, even if it's less positive than the past few (and it might even be the last post on this thread, before I return to other topics on these forums).

    I guess I've just reached the point where boredom has completely set in. It's just the same every day: kill this, collect that, with no meaning behind anything. No story that can keep me engaged, no progress of any kind in that world (beyond collecting fragments and points, so basically the clearly game-y/grindy aspects) - the Market could burn down tomorrow, why would my character bother? As a story-, lore- and roleplay-focused player, it's bland. Nice visuals, but that's it.

    I'll still continue because I know my progress rates, so I know it will only take another few days until I have everything I want. So ditching it now would not made sense. But I've reached the point where I'm counting the days until I can ditch it. Also, I feel I've had enough grouping for the next 950 years.

    I don't want anything changed about the Market, as obviously there are people who find it fun. But for me, the interest really dropped massively after a few days of exploration. The endless repetativeness does nothing but bore me out.

    I agree fullheartedly, I did the grouping thing, I did the solo thing, I've dragged friends into it, I still want to help them get their house wings, but as for me actually doing it? I'm burnt out already, and will likely hard-drop the NM once I get 10K favor.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Kabakka21
    Kabakka21
    Soul Shriven
    Hail ZOS and his team!

    I have only been playing ESO (Elder Scrolls Online) for about years now. I am not one of the wanna-be “god-like” super-players who play this game as if it were their job. I am just an average, everyday player who plays for fun, fellowship with my friends in the game, and to enjoy the game. I can honestly say that I was getting bored with the game, because I would do the new zones when they came out, complete all the quests, and be bored again in a few weeks. Now that this new event zone is out, “The Night Market.” All I can say is S***!!!

    I am having a serious love – hate relationship with this place. I love everything you have done by bringing in new content, harder play, and random chaos. This zone makes me think, re-think, and re-re-think my strategies, gameplay, and it makes me question if my style of play has been the root cause of my performance not being at the top level. I hate that part; you even make me question my gear choice. I was great in the Empire of Tamriel, I could solo 90% of the World Bosses and clear Fungal Grotto I solo. Now, it is a whole new ballgame, and I am dug in as deep as a tick on a hound. I know this PVE Event Zone is here for a limited time, and its first stop was Fargrave, but I can't wait to see what you all have for us with the next Night Market. According to the Curator, there are different zones and factions within the Night Market as a whole, so I can't wait to see which zones and factions you will bring us next time.

    The only thing that I would like to suggest is that the item(s) such as “Portent of Wealth”, “Portent of Survival”, and “Portent of Curiosity” be droppable from Gilded bosses (7:1 ratio) and Opulent bosses (1:1 ratio). As of now, these Portents start at 10K gold, with the mid-range around 100K gold, and the highest is at 3M gold. Many people can’t afford it, and a lot of players buy the lower-priced ones and resell them at a higher price. The same goes for the recipe fragments for the Portent Favors.

    All in all, I love this new zone. Keep up the great work, and I will be keeping my fingers crossed for a never-before-seen, free new 2-seater dwarven mechanical mount at the next Night Market.

    Kabakka21
    Necro / Sorc
  • BahometZ
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    The issues with the Night Market are vast and deep.

    The content is simply way too overturned for the average player.

    Any organised group I've run with has zero problems. There is communication and understanding, people recognise mechanics from other content and pass it on, or are experienced enough to work it out. Some things hit far harder than they should, but one good tank and healer is the key to the gate. As long the tank is alive you don't even need that many decent dds to complete. A couple of hard hitters can carry half a dozen wet noodles in all fights. And there are so many wet noodles.

    Outside of those times I've joined countless groups in group finder and 8 times out of 10 they fail repeatedly at the first hurdle and people trickle out of the group. Either the tank is out of their depth, there is not enough healing, or no damage, and it doesnt matter how many people you get in group. 12 times nothing is still nothing.

    The Player base doesn't know how to play the game effectively. They don't communicate, they don't understand, they don't do enough challenging content to recognise mechanics. Hell, Ive run trial groups with social guilds where players don't even seem to remember the mechs they did the day before. They don't seem to know how any of their gear/stats/skills operate together, they have no way of knowing how little damage they do. Players don't stay together for heals, they run away, trailing adds everywhere, making supports life harder than it has to be as they chase them with heals or try to chain in adds. They aggro groups unnecessarily or early. They give up on groups at the drop of a hat, even when they're part of the reason it is struggling. They have zero instincts, they stand in stupid, they fall behind.
    In short, this content is not designed with the majority of this playerbase in mind.

    Im just not sure what you do about it, you can't make people be better. There are plenty of people who are having a ball, I do when I'm playing alongside competent players.


    The rewards are, as usual, pathetically dispiriting. Bouncing around these zones, dying a million times until you finally find that one unicorn group that is blazing through everything. You look through your spoils, and it is nothing you don't already have. The people who might benefit from the overland gear and mats are the ones who struggle the most with this content. It's like rewarding Mr Olympia with a Gold's Gym membership.

    The drop rate on recipe fragments and materials is atrocious. Have been farming hours a day all week and no recipe fragment has dropped for me.

    Once in a blue moon you get a gold gear item and get excited for a second, until you realise its just for deconning and you have hundreds of tempers. You may as well just give out gold mats.
    The furnishings are quite nice though. The art department is a solid 11/10.

    Too much damage.

    The damage output by adds and bosses is frankly obscene. Night Market is the culmination of an issue that has been ramping up and plagues this game. Add pulls in content having multiple elite adds that can one shot anything that isn't a tank. But you can only taunt once per second. Do you see the issue with that. And also veteran eso content generally makes support have the most stressful experiences possible, insane amounts of damage, punishing one shot mechanics. Life as a damage dealer is like a blissful puppy in comparison.

    If the tank goes down in Night Market, the boss and his elite cronies just waltz around one tapping everyone with 70k hits. What is the point of that. One slip and it's lights out. Why would anyone want to be a tank in this environment. Or to be a healer and have to heard the dumbest people alive into one location where your heals happen to be.

    Overall I think Night Market is a great addition that needs a tonne of work. The playerbase is a great subtraction that is beyond hope.
    Pact Magplar - Max CP (NA XB)
  • Nestor
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    I finally found a group to tag along with, and a group from my Guild. Things went OK until I died. Not having the ability to self ressurect is not good. At all.

    With the Pug, what is their incentive to ressurect me? Not much. So, I rez and go to the platform. Then what, I have to sneak or run around and hope I find the pug again.

    With the guild group, my death was an impact on their experience. Granted I am not all that powerful, but I can hold my own in that content with others around. But, I would die, no one could rez me during the fight as they had their hands full, and more than once, we all ended up at the platform again.

    In some cases, I was chasing a quest that the others did not have. Did I mention that you can't share quests? Who thought that was a good idea? Anyway, I am farting around trying to do my quest objective, and then I find that my group has moved on somewhat. Then the mobs respawn, and we can guess what happens next.

    TL:DR
    1. Give the Abilty to Self Rez
    2. Give the ability to share quests.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Soarora
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    Feedback #9. This one's small but I'm nearing the end of my feedback journey. Calling it #9 and not 8.1 since it's something different than last time and I didn't go into this intending to have a numbering convention. Today, my guild ran overland again.

    It's hard to see the difference between the sharable Plaza quests and the non-sharable District quests in the quest log because they all have the same icon and are all mixed together. Please make it easier to see the difference (and if you're going to keep the 1 share per faction situation, label which faction the quest is from please!).
    Edited by Soarora on May 8, 2026 1:43AM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • xencthlu
    xencthlu
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    Kallykat wrote: »

    I've seen a lot of people commenting on wanting more rewards. As someone who won't be able to do all of the content, I'm relieved there aren't more rewards. It's already going to be difficult for me to get the skin from the Golden Pursuit. I do want to try to get the relics for the furnishings and opening the other wings of the house. From what I've read, I think that will be possible for me.

    So, you seem reasonable to me. I have a question for you -- do you begrudge Night Market having *unique* rewards you would be locked out of, or would you be unhappy to see Night Market have good rewards at all? Because one of the things I personally think is strong about the Night Market is that gold coffers have good rewards, and a great variety of rewards, but those good rewards aren't unique. They're motifs and furnishing plans that come from annoying and out of the way sources, like the Annihilarch's Chosen crafting motifs that only come from doing Oblivion portals, or furnishings you can craft, but cost expensive style materials, like Fargrave stuff. I thought that had a nice knock-off effect for even people who don't do the Night Market, because it increases the general supply, driving the prices down. Especially for trial-specific motifs those people presumably wouldn't get the normal way.
    I care what you think.
  • Estin
    Estin
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    This is going to be my last bit of feedback. I'm nearly at 10k favor which would mean I "beat" the night market outside of achievement cleanup.

    Overall I like the idea of this type of zone and hope we can see more iterations of it in the future. In a sense, this event zone feels like Battlegrounds for PvE. It's quick to queue into, and you're not entirely unrewarded since you can get some halfway decent drops for furnishings. It's a good way to kill time.

    Here are a few things I would like to see implemented in Night Market 2.0 or any other zone like this.
    • Better traversal for the maps. This is one of the main things that makes the Night Market annoying for me. You group up with someone and try to get to where they're located on the map, but you have to wade through multiple trash packs that snare you and make it quite frankly miserable. This is completely terrible on a tank build because you slow to a crawl and you obviously can't damage them. Part of it is the trash pack density, but a lot of it is due to how the zone is designed. The Parch is filled with sand walls that makes it annoying to move around without the relic, and Sorrow's Friend doesn't have many locations you can use the relic, plus they're filled with enemies who also slow you down. Skittering Precinct has the best traversal once you get the relic. As soon as you walk in, you can run for a tower to the north and grapple up without aggroing any enemy. From there you have access to everywhere on the map. It makes going into this zone feel much better since you know you can move freely. I would suggest to add more grapples so you can move back and forth between buildings, and to include one at the entrance. To go with this, the other relics should work similarly. Allow for freedom of movement through each zone. Remove the enemies within these areas for The Parch and Sorrow's Friend, and add more to make map traversal feel much better.
    • A better hub zone. The hub zone has crafting stations and a wayshrine, then merchants far from the center (please have some closer to center), and the entrance to the house and that's all. The hub should feel more like a market and hub zone. Perhaps the best thing you can do here is add guild traders to this zone, either permanently or only during the event. And to continue with that, the hub zone of the Night Market should remain as a permanent zone after the event ends. Other than that, you could add some mount trainers and maybe writ boards to the area only when the event is active.
    • A low score bonus for the factions. Right now Thousand Eyes is 30 million points ahead of every other faction. The other factions only purpose is to sell their rare fragments which is no doubt making some people millions. But to better balance the scores if you want to keep them is to give bonuses to the factions that a far behind, such as bonus favor gained, more frequent recipe fragment and ingredient drops to promote more trading fragments between factions, longer power up timers, etc.
    • Add a guild store option for the bank vault.
    • More power ups that do real damage. There's only like 3 power ups that do any noticeable damage, and they all come from Skittering Precinct. The rest are pretty bad with them mostly being sustain or resource pool boosts. There's also only 2 defensive power ups when there should be more. You could balance them by making them not work within the trial. But the other zones should have more worthwhile damage power ups.
    • Rotating item set drops. Get a list of item sets to drop and rotate through them each week. I've already maxed out every item set the Night Market gave in just 3 days and am only getting worthless duplicates for the rest of the event.
    • Instance each zone instead of the entire Night Market. This would make soft grouping easier to do and should prevent less of a feeling of the place being empty. Fix the skirmishes at the same time like this so they are universal instead of instance dependent which often bugs out the timers.
    • Let us keep our keys until the trial is complete. It would make it easier to do the dungeons to help other group members instead of having to grind the argent bosses again.
    • A better way to group for dungeons and trial in the group finder. Let us add a key/relic requirement to the listing that will only show for the people who have said items. Too many times have I had group creation take too long because someone joins the group without the items which requires kicking and then relisting the group. Please add this.

    That should be everything I could comment on. I ended up liking the event zone more than I thought I would. I started tanking because of this zone and I've been enjoying how the role feels. The Night Market is probably the best way to learn tanking since there isn't too much penalty or stress from failing.
  • noneatza
    noneatza
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    Feedback for the future iterations:

    - Top tier limit of the rewards at 25-30k+ favours
    - Better rewards (titles/costumes/skins/achievements are considered good too) as incentive for players to stick around and get said favours


    The reason for those is because i'm expecting a big drop in NM players after everyone has got their 10k favours, and NM in itself is too good to become a deserted place like every out-of-season dlc map so far. And since this is limited time content that stays around for almost 2 months at a time, we can't have that can we?
  • Sarwel_Hlaalu
    Sarwel_Hlaalu
    Soul Shriven
    BahometZ wrote: »
    The issues with the Night Market are vast and deep.


    The Player base doesn't know how to play the game effectively. They don't communicate, .

    While I agree with much of what you wrote (NPCs hitting too hard for anything but tanks, etc.), there is a large problem about communication that is not the players fault at all, at least on PC/Mac:

    Any random group can only really communicate via the chat window. There is no voice communication in the game itself, you have to use Discord, TeamSpeak, Mumble or the like, which means you cannot use anything in random groups that do not have a server set up for it.
    Chat window closes automatically in battle - so nobody sees what you type.
    Typing takes time. I type at a speed of 400 characters/minute, or 100 words/minute for any Americans, and I struggle with typing in chat window during a fight. You can either type, or do anything else, like walking, running, hitting, casting. That is why there is no actual communication. That is why your only choice in a random groups is runing after the group leader like lemmings and try to hit as many NPCs as you can.
  • Lugaldu
    Lugaldu
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    As Syldras so aptly put it, yesterday was evening 9. And I can only agree: I'm already completely burned out on the Night Market and honestly have no desire to ever set foot in it again – all these mobs and the constant dying are really putting me in a bad mood.
    Of course, you could say: just ignore the market then. But that's not an option, because FOMO is still kicking in. I'm still far from the 5000 Favors needed to unlock the bank, and I'm still missing tons of fragments for the house rooms (especially great: from the Spider District, I'm only missing the fragment from the mobs, which just won't drop) – simply because I don't have much more time than 1.5 hours to play in the evening. And if enough strong groups don't come together during that time – yesterday we failed twice at the skirmish, and after that I was really fed up – then you can forget about progress.
    It's great that some people have already completed everything within the first three days, but that certainly wasn't achieved with just one-hour gaming sessions each day. So, the event and the market are generally unfriendly to people who have little time or who play when no one else is around.
    And then there are the dailies from the Faction Leaders: why can't I cancel a dailies and then get a different one the next day? My experience so far has been that I get the same one again the following day, when I cancel one, so there's obviously a fixed order. What if, in a week or two, hardly anyone is playing the market anymore? How are we supposed to complete the skirmish or boss challenges then?
  • frogthroat
    frogthroat
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    This is the most fun update in a very long time. The place is buzzing, Group Finder is busy, all my guilds are more active than I have ever seen them. I have spent most of my time there since the update became live.

    Positives:
    • It works for solo if you build for it. Questing is easier as solo, and feasible up to Brazen bosses.
    • It works in small groups. Can kill even Argent bosses.
    • It works in large group. It encourages more casual players to join and hopefully they start to join veteran activities afterwards, when they see it's not that scary.
    • The hectic style of the NM, the groups are easy going. People join, people leave. No pressure. Which, again, lowers the threshold for more casual players to join.
    • The one difficulty was a great choice that encourages this mixing of veteran and casual players. The old normal -> veteran -> veteran hard mode keeps these groups segregated but this event blurs the line. I hope to see all you more casual players in vet trials and dungeons soon!
    • I have tried out more different builds for soloing in shorter time than ever before. And I enjoy soloing dungeons, so this significant.
    • The bosses being familiar, but slightly different is a great choice to keep the pace. If you have played the dungeon/trial what this boss is based on, you mostly know the mechanics already so there is no need stop, reset and start learning mechanics when you would want to keep the hectic pace.
    • To compensate the familiar bosses there are a lot of ads, which is great. More players makes it easy and it encourages mixing. As in, veteran and casual players are both needed.
    • It's familiar, yet different and new. Somehow this feels more fresh than it has any reason to feel.
    • Surprisingly, it's a great source of gold. At first I was thinking too much useless trash in my inventory but after a few days of selling the extra items I can see from their carried gold (I usually leave about 10k in my toons' pockets for repairs and such) that those toons I play with are rich.
    • I don't remember seeing Group Finder this busy before.

    Negatives:
    • In large groups everything becomes trivial. Even skirmish with a roaming boss is not that bad if you have two tanks.
    • While grinding the relics and the keys was pretty fun in the beginning, the Brazens -> Argents -> Gilded -> Trial loop becomes exhausting. And difficult if you want to do multiple Trial runs.
    • Locking monster sets behind factions diminishes the interest to the lore of the factions since there is more important things to think about. I chose Thousand Eyes because of the monster set, not because I care about the faction.
    • The sets that drop from the boxes are a bit of a disappointment, but I suppose it's great for newer players.
    • For soloing maybe the only annoying thing is multiple stuns resulting in stun locks and so many enemies with negates. But there are still ways around it. So it's a very minor complaint.
  • Koshka
    Koshka
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    I like it, and I am happy to see ZOS trying new things. The trial mechanics are interesting, but the combat difficulty was significantly easier than in other vet trials. I assume it's intentional, though, as this was aimed at a wider audience.

    *It would be nice if we could pre-farm and stack the keys. At least up to 10 of each or so.
    *Some quest markers are difficult to see/only pop up when you are very close. Improving their visibility would be great QoL.
    *I am not sure if the IC rezzing mechanic makes sense here. It's a pve zone, why not let people rezz on the spot.
    *Difficulty-wise, I don't think it needs a nerf (it is still easier than most of the new vet dungeons/trials), but I think it would be better if it scaled to the number of players in the instance. So that people who work at odd times could have better chances to get stuff done and bigger groups would face stronger bosses.
    *I personally don't rely on companions, but maybe they could use some aoe damage reduction like in the Archive. Their performance is already pathetic, but at least they wouldn't be insta-dead and wouldn't distract players (I've seen many players trying to rezz them and sometimes dying during the attempt).
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