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Official Night Market Feedback Thread

  • Justosay
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    Syldras wrote: »
    Day 13.

    Another 475 points to go! Which means tomorrow I'll hit the 10k. If I manage to find people at a skirmish somewhere, the Golden Pursuit will also be completed.

    I got the impression that activity is generally slowing down already. I'm aware of course that zones looking empty means nothing, but when I was online (a bit off-time, late in the evening), there were only 5 group finder listings, filling rather slowly, and mostly about the dungeons. I'm also in a big trading guild (which is always close to maximum when it comes to the number of members) where lots of people were in the Night Market during the first week, but now, it were in total only 4 people (I usually used the guild member list for instance hopping, but it was hardly possible today). I'm curious how it will look like in another 2 or 3 weeks.

    Most players have already earned reputation and relics (the number of participants in any event in any zone has wave shape).
    Way to quickly gain reputation:
    1) Join any large group to complete daily quests (kill mobs +faction's).
    2) Use Shadowy Disguise to explore each zone and complete daily quests within.
  • Sharlikran
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    spartaxoxo wrote: »
    Have you tried creating your own group finder with groups with specific names like "Parch bosses," or the like?

    Yes, I have tried using the group finder, and part of the reason I’ve been reluctant to start groups myself is honestly because I often do not fully understand what I’m supposed to be doing within the Night Market activities. I see many players who clearly already know the mechanics, routes, progression systems, and objectives, while I’m still trying to understand how everything connects together.

    That’s really what I meant earlier when I said events like this highlight how differently parts of the ESO playerbase experience the game. I’m mostly an overland-content player, and I do not normally run dungeons, trials, or coordinated group activities regularly. So I do not already have an established network of players who can quickly move through all three zones efficiently.

    I do want to be fair and honest though — my experience improved significantly once I finally joined a group that knew what they were doing. A friend on Discord pointed out a group running bosses for keys, and once I joined them, things started making much more sense. I finally understood more of the progression systems, and now I only need whatever “weak enemies from the district” means for Sorrow’s Friend, along with the skirmishes in all three zones, to finish the relic progression. There really does not seem to be much documentation explaining what some of these achievement requirements actually refer to.

    The race activities also became much more enjoyable after a friend explained the fire and lightning buffs and how to actually use them properly. Before that, I honestly had no idea what the intended mechanics were. Once I understood it and was running with experienced players, the entire event became more fun and much less frustrating.

    So I do want to update my earlier comments a bit: after getting into a competent group with a few strong leaders organizing things, I enjoyed the Night Market much more. Everyone generally knew what they were doing, people were helping each other, and the cooperative aspect actually became very fun. In some ways it reminded me of older MMOs where grouping together socially was part of the experience.

    That is also why I still think there is an important discussion about accessibility for different types of players. Players who already have access to organized dungeon/trial communities are naturally going to experience the event very differently than players in smaller casual guilds or players who mostly play solo.

    I actually would like to see more cooperative content like this in ESO. I was even disappointed when Craglorn was eventually scaled down from its original group-oriented design because I enjoyed the social aspect of grouping there. But at the same time, older content like Craglorn still generally felt more approachable for smaller groups.

    So for future content, maybe there are ways to preserve these large cooperative experiences while also offering scaling or alternative progression paths for smaller groups. For example, if 12 players are available, great — let the content remain large-scale. But if only 4 players are available, perhaps there could be scaled mechanics or alternate objectives so players with different social situations can still participate meaningfully.


  • Syldras
    Syldras
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    Justosay wrote: »
    (kill mobs +faction's).

    I wish I could kill factions (and I'm not talking about PvP) - it would make the Night Market more interesting :p

    Edited by Syldras on May 12, 2026 12:53AM
    @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
  • Justosay
    Justosay
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    Syldras wrote: »

    I wish I could kill factions (and I'm not talking about PvP) - it would make the Night Market more interesting :p

    Never understand why some people like to ruin the game for others so much.
  • GoGiToW
    GoGiToW
    Soul Shriven
    Someday I hope to do the Trial. Every time I try to get into a trial group it is 1 hour of standing around trying to get 12 people. During that hour the group gets delisted every time we reach 12 people only to have 1 or 2 of them drop because they joined and don't have the key. So, after relisting the trial group 5 to 10 times to get 12 people together, someone then suggests we get on discord to 'learn' about the trial. After a 30-minute seminar and another 30 minutes of Q & A, I have to leave the group because it's now midnight and I have work in the morning.

    It should not take 2 HOURS to get a group together to play a game. Where's the fun in that? I'd rather spend 2 hours failing but playing then 2 hours standing around suffering this. If you want people to keep playing your game, you might want to figure out how to keep this from happening.
  • RemnantFantasy
    This is something that's niggled at me for a while. Looking at it from the outside, there is something of a mismatch between what the current iteration of the Night Market is intended to be and how the content inside the zone itself actually behaves.

    So:
    Get A >> Do B >> Get C >> Do D

    If this sounds familiar to some, this is technically what might be described as standard 'quest progression'. We've been doing this for years. In order to progress your individual quest you have to do a to go to b etc. We're used to it. But in this case it's an issue because the progression is tied to individuals (not groups). While that's not necessarily a problem for overland groups, it does become a problem for dungeons/trial groups.

    In this case, creating a group to do that particular content becomes an administrative task. You're either spending hours waiting around to get enough people with the right combination of 'progress' to get into the dungeons/trials, or if you're leading a guild group, ensuring that the members that want to take part have the correct progress. If you get someone in the group who doesn't have the progress, they have to drop out and you have to find someone else. It's messy at best.

    Filling up a group with people who can all 'do the thing' should not have a high administrative overhead - this is a game, not a school outing. The challenge here is that you have what is essentially an individual type progress loop inside content that is geared specifically towards grouping. Those two things do not gel and it is turning grouping into a chore - which I can't imagine was the intention. Yes,. you can specify a group for dungeons/trials but you will end up with members who either don't have the keys, or didn't realise that they are one time use.

    I could be wrong, but it feels in all honesty, a little bit like the overland progression was initially designed and setup for solo play (perhaps with soft-grouping for bosses), and the final dungeons/trials needing full grouping, but then the decision was made to ramp up the challenge level of overland overall to the extent that you really need a group. Some options to resolve this mismatch could be the following.

    Make it so that the only person who has to have the keys is the group leader
    Remove the need for the keys to be farmed repeatedly (and make the keys account wide so that people with multiple builds can switch if needed)
    If you must wall off the dungeons/trial, then make is so that what unlocks them can be achieved by a group working together (not individuals within that group) and isn't so arduous and time consuming that you end up with members dropping out or having to leave (people have work, families, get burned out by the dying/respawning loop etc.)
    Edited by RemnantFantasy on May 12, 2026 11:48AM
  • Syldras
    Syldras
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    Justosay wrote: »
    Never understand why some people like to ruin the game for others so much.

    Because of a half-joked wish (indicated by a much too huge emoticon) to make the factions more interesting than the empty facades they currently are, by bringing a bit of quarrel and intrigues to the faction competition background story that we're supposed to believe in?

    I never thought the suggestion of adding more story to content could be seen as "ruining the game", but other people's opinions are not mine to judge.

    Edited by Syldras on May 12, 2026 4:03PM
    @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
  • Finedaible
    Finedaible
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    Calamitous Dunegorger is perhaps the most fun fight in the Night Market. Devs really cooked with that one. Unfortunately it does tend to bug out though where none of the Gastric Stalks/organs will spawn rendering the boss unkillable. Still one of the most creative fights I've seen in a while.
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