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Official Night Market Feedback Thread

  • ksbrugh
    ksbrugh
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    I've got all the keys to the dungeons just can't find nobody to do the dungeons either they want to do the dungeons but they don't have the keys themselves or they had the keys and they've already done the dungeon and the keys disappeared. I'm stuck at like 5,000 favors I don't see myself ever getting the 10,000 to get the monster helmet I know there's people that have done it but they're unemployed and all they do is play or they have tight nit groups or guilds they always run with. First couple of days I could get a group easy now all my guilds nobody's interested they've got what they wanted and they're done.
    And I'm supposed to do this grind two more times to get all three weights of that monster helmet and then over the next year or so do it all over again to get the other two monster helmets lmbo hell naw to the naw na naw!
    Don't get me wrong the concept was good challenge poorly measured. Zos knows exactly what their player base is, you can't tell me they didn't know this was going to flop with half of their population. Let's make something close to as difficult as our vet trials reward them with items already and their sticker book lock what they really want behind an extremely long grind make it damn near impossible to achieve it by themselves.
    Maybe in 2 years I'll be able to buy the monster helmets at the golden vendors and all this will just be a bad memory blip an exceptionally unenjoyable bad memory blip
  • code65536
    code65536
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    Leaving the zone and getting back hasn't solved the problem. The boss stayed the same. I haven't got the loot.

    I ran into that bug on the first day of NM, and what fixed it for me was logging off and back on again (this requires being grouped though, to ensure that you log back into the same instance instead).
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • HelenaTroyania
    I really enjoy the night market and I have spent alot of time there. I 100% agree with what people say about the keys, it should have been possible to pre farm and stack them. Im also a bit worried that people won't be very interested in NM next time it opens, unless new challenges, achievements and rewards are added. When people get no death the trial and have gotten their moster helmet there is not much incentive to go back in. Maybe add a vet and HM version? Leaderboard? Trifecta achievement?
  • RaptorRodeoGod
    RaptorRodeoGod
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    It's been laggy/desyncy but fun. Unfortunately my faction progress has reset which has tainted the whole experience for me.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • aloibeth
    aloibeth
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    Night market faction broken? I noticed that I stopped gaining faction points and then I was prompted to choose a faction again tonight and restart the starter quest.
  • Barrenjer
    Barrenjer
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    aloibeth wrote: »
    Night market faction broken? I noticed that I stopped gaining faction points and then I was prompted to choose a faction again tonight and restart the starter quest.


    Same thing happened to me. I don’t show having any favor, I’m not earning any favor, and it’s as if I’m not in a faction anymore. I have no prompt to join a faction again.
  • Andreakoss
    Andreakoss
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    1. The difficulty is overtuned for overland content.
    Even strong solo players get deleted by basic mobs.
    It forces a trial‑style play pattern in what’s supposed to be an open‑world event.

    2. It feels like old Craglorn all over again.
    Before One Tamriel, Craglorn was criticized for being group‑only and inaccessible.
    The Night Market brings back that same “zerg or die” design ESO moved away from years ago.

    3. The event only works with a huge zerg.
    If you’re not online during peak hours, the content becomes nearly impossible.
    It doesn’t scale well for solo or small groups.

    4. Dying over and over gets old fast.
    Constant one‑shots and spongy enemies stop being challenging and just become repetitive and boring.

    5. Forced use of LFG shouldn’t be necessary.
    Having to rely on LFG, zone chat, or random zergs just to participate goes against ESO’s “play how you want” philosophy.
    Overland events shouldn’t require organized groups to function.

    6. Rewards don’t justify the effort.
    For how hard the content is, the rewards feel underwhelming and not worth the grind.
  • ginsenghunter
    I'm on PS5 NA. When I logged in this morning, I turned in my "Keen of Mind" quest. I received my gold box, but no faction favor. I noticed my favor counter at the bottom of my screen is also gone. The curator is not prompting me to redo the quest, but I'm definitely not progressing with faction favor. I logged in a second toon, and he was prompted to redo the faction quest from the curator, but I could only progress to the screen where I am supposed to speak to Molto the Unmoored. At that point, the marker is there to speak to them, but they are not present anywhere. So, I cannot move forward on this toon as well. I also tried, dropping the quest, shutting down my PS5, and reloadui. Nothing works.
    I'm guessing the Night Market is broke this morning.
  • Sea_Wolf
    Sea_Wolf
    Soul Shriven
    The Night Market is a fantastic event - fun to run with guildies, nice rewards, and versatile
    enough that many quests can even be completed solo by zooming or sneaking past adds rather than
    fighting them.

    One change I'd love to see: event keys made stackable so players can hold multiple of each type
    (silver, dungeon, and trial keys) at once.

    Currently, when running the event with multiple guilds whose schedules don't align, it's easy to
    use up all keys on one guild's trial run and then be unable to join a second trial happening
    shortly after - requiring a full re-farm before being eligible again. Stackable keys would allow
    players to farm ahead and participate across multiple guild groups without being gated by key
    availability.

    Several players in my guilds and on this forum have raised the same request, so I don't think I'm alone in this.
    It would make the event much more flexible for active players running with more than one guild.
    Edited by Sea_Wolf on May 16, 2026 2:33PM
  • SerafinaWaterstar
    SerafinaWaterstar
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    Have to comment again about the need for keys, especially for the trial.

    This is the worst thing I’ve ever encountered in this game. It’s ridiculous and unjustified and thinks that players have infinite time to play.

    It’s hard enough trying to get a trial group together in the game, let alone one with people having the correct keys.

    I have to limit my runs as if I run with one group, I can’t guarantee I’ll have the time to farm dungeons/argents/whatever to have the right key in time. This is not conducive to group play.

    Group finder, I hear some say? Yes, um, NO.
    Had a trial group yesterday that needed just 2dds so put in GF. Clearly stated was for OO Trial. Numerous people joined but then they couldn’t get in AS THEY DIDN’T HAVE THE KEYS. But GF does not stop them from joining. So 30 or so minutes wasted from a run as we had to keep reposting in GF.

    So couple of weeks in and people still don’t get what they have to do. And they want to do the trial but can’t.

    I am just frustrated and annoyed as this frankly stupid system means I have to LIMIT my game play because of this.

    And I have a question - when the night market returns, will the trial & dungeons be the same?
  • Lugaldu
    Lugaldu
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    It would be helpful to see on the map when a silver or bronze boss is currently being fought, similar to how it works with dragons in Elsweyr. This would give players a better idea of ​​where groups might be located if they quickly check the map. Currently, you can only see if a skirmish is active, and if so, there's a good chance you'll encounter other players there.
  • Rimskjegg
    Rimskjegg
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    I've already posted about how much I love the districts and I do want good reasons to go back and do them more. So I think I understand the motive behind the keys. Nobody wants the districts to become a dead zone. But people have already noted how the current system of only being able to collect 1 key > complete dungeon/trial encounter > go back to farm more keys is way, way too restrictive. This makes organizing a massive headache and prevents friends from helping each other out for fear of spending their keys. I just want to point out that this problem is by no means limited to just people who play in multiple guilds. My guild runs two trial groups on consecutive days - with a couple players being in both groups or backing up for the other group if someone is missing. If the first group runs the Opulent Ordeal successfully, but spends its full or almost full time slot learning and completing it, then tose in both groups, who have busy daytime schedules, simply don't have time to farm the necessary keys before the next day's trial, and may end up having to skip the other group. In the same guild. Because of the way this key grind is set up. Seriously, just let us stack up to 3 keys (I mean everything else in this Market comes in threes). That would take a lot of pressure off for the key race and avoid completely unnecessary stress for those players who want to help out in both groups. And we'd still need to go back and do the districts and dungeons again, so we'd still keep the districts active, we'd just have more flexibility as to the order in which to do argents/dungeons/trial by pre-planning and pre-farming a bit, as opposed to this nightmare making sure everybody has the right set of keys to get in.

    Small side note, I remember when this game was marketed before initial release, as an example of "play how you want" model we were promised that "if what you want is to sneak around and heal people, you can totally do that in this game". And of course you CAN, but there has been no REASON to do have that kind of character - until now in the Districts. But I have had this toon ready to do that for so many years and now it actually serves a function as I can sneak invisibly around doing quests and then when I see randoms engaging, I can jump in and help heal them :D


  • Rimskjegg
    Rimskjegg
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    Oh and just to add, this lack of keys may even lead to the second group having to cancel their run or go do something else since we may lack backups for those who spent their key the day before :s
  • Trier_Sero
    Trier_Sero
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    Since there was nothing else to do in the game, I decided to do NM a week ago. It is quite easily farmable if you have many alts and can play at prime time. I got all relics in 2 days and 10k favor in 5 days.

    Trash mobs are way too overturned. Sorrows skirmish boss and mini bosses are way too overturned. Same tier bosses can be way too much different in complexity. We killed kovan girion with like 6 dds, struggled to kill ozezzan for like 10 minutes with full group. Sellistrix and ash titan both are too hidden without relic. I literally couldn't find how to get to them for a whole day.

    District quest pickup points should be close to zone entrance. I don't like running all over the map again and again. Also quest markers should be visible from father distance then they are now.

    Boulder oddities are too complicated. I haven't seen anybody even try to solve those.

    I haven't done dungeons or trial. Im on 5500 favor on 2nd account, 2k on 3rd and less than 1k on 4th. If activity doesn't die down I'll probably finish farming in a week or so for completionist sake. Maybe will try dungeons after that. After seeing trial guide it doesn't look like puggable so probably won't do it.
  • guarstompemoji
    guarstompemoji
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    Night Market brings ppl together.

    Keys divide them.
  • FlopsyPrince
    FlopsyPrince
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    I hate the idea, but the only way I could likely earn the 10K favor (or even the 5K goal) is to use all my alts on to do the single daily I can seem to pick up in the main area and then leach off a group until I get the max kills for that as the group kills things while I stand around. I do not/can not play some of my alts well enough to even be productive in a group.

    I am not a great player in the sense that is needed here, though my pet sorc can usually survive for at least a bit and be a help to a group, with lots of running back to the battle on some battles. I couldn't even do that on my other alts especially when I don't get on until later at night or in the morning.
    PC
    PS4/PS5
  • aetherix8
    aetherix8
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    And I have a question - when the night market returns, will the trial & dungeons be the same?

    I wonder too. If the next NM is exactly the same as the current one, then I don't see any reason to engage with it beyond farming every active skirmish to unlock the other factions' dyes.

    Then, according to the NM lore, every time the market reopens, the districts are different—there are some lost Pathwalkers who didn't leave the districts in time, and they have been lost since, as the NM never again reopened to those districts. That suggests that each iteration of the NM will be different, but in such a case, what happens to the current achievements? If I don't succeed at Festering Timelines this time, will it still be available next time?
    PC EU - V4hn1
  • Apollosipod
    Apollosipod
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    aetherix8 wrote: »

    And I have a question - when the night market returns, will the trial & dungeons be the same?

    I wonder too. If the next NM is exactly the same as the current one, then I don't see any reason to engage with it beyond farming every active skirmish to unlock the other factions' dyes.

    Then, according to the NM lore, every time the market reopens, the districts are different—there are some lost Pathwalkers who didn't leave the districts in time, and they have been lost since, as the NM never again reopened to those districts. That suggests that each iteration of the NM will be different, but in such a case, what happens to the current achievements? If I don't succeed at Festering Timelines this time, will it still be available next time?

    I highly suspect (and, of course, may be wrong), that despite that lore bit there will be virtually nothing that has noticeably changed by the next time we have the NM. Maybe I'll be wrong, and for the sake of everyone who enjoys NM I hope I am, but this place is already a mass of reused assets and enemies. They may mean it will be easier to remodel for new iterations, but my suspicion is that this content will fall into the same category that scribing has: a few, very minor tweaks and additions before being largely abandoned in favor of some other pseudo-system.
  • Kallykat
    Kallykat
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    Kallykat wrote: »
    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.

    I thought I'd give an update to my feedback now that I've played in all three zones for a while.

    Regarding Oddities:
    I was able to complete all the ones in the Parch and Sorrow's Friend at least once solo. I was only able to complete the spider one while in a group, which makes it my least favorite of the three. Having to wait for them to start up again was the worst part of these puzzles. My suggestion would be to add a lever that starts the puzzle and then only use a reset timer once the puzzle has been completed successfully. I want to be able to keep trying until I get it right.

    Regarding Dashes:
    My favorites were the Parch ones because I could complete them without worrying about mobs. I did manage to finish the void shard one solo by using a nightblade with invisibility. I failed on the spider-nest-burning one multiple times before one of my random groups luckily decided to do it and distracted the mobs. I think I would have enjoyed these more if they were all more like the Parch ones and didn't require dodging combat. I also think clearer instructions would have helped, especially in the Skittering's case. I don't mind have to figure things out on my own in a normal zone, but it was stressful in a limited-time event group zone.

    Regarding District Traversal:
    This was one of the most annoying things about the districts, especially prior to completing the relics. I liked getting to use the grappling hook mechanic in the Skittering Precinct, but it would have been even better with more elevated spots to use for avoiding mobs. The sand walls should be visible on the map in the Parch. Being sent back to an oasis when resurrecting was frustrating at times, particularly during group boss fights far from the oases (like in the Parch) or when trying to collect quest objectives solo with lots of mobs in between. My suggestion would be to either allow for soul gem resurrection in place or add more oases (four per district).

    Regarding Combat:
    I haven't tried the dungeons or trial, so I can't speak to those bosses or the key situation. The mobs are way too difficult and respawn way too frequently for my taste. There were times when my inventory was full after finishing a boss fight, and mobs in the area respawned before I could even sell off my junk and finish looting. I hate that they have so many mechanics for inhibiting movement as that really hampers solo traversal. The brazen, argent, and calamitous bosses were okay. I don't have much to say about them except I'm glad I was able to find random groups that could beat them. Being eaten was interesting but annoying at times. With the werewolf boss as well as the skirmishes, it took a while for me to figure out the mechanics. Is there a way to make them clearer without having to rely on group members to explain everything? I still haven't seen a single Faceted boss.

    Regarding Quests, Story, and Exploration:
    I enjoyed speaking to the NPCs, exploring the zone, and reading the books. Having the books appear in a safe area once they've been found would be helpful. The daily quests were okay but repetitive after a while (as expected with daily quests). Having the quest starters and collection points for a lot of the district dailies in changing locations day-to-day was annoying. Maybe add a board near the entrance or at the southern oasis in each zone where players can pick up these quests once they've already been completed the first time. I know this zone was mainly focused on group play, but adding more quests/story in the Starlit Plaza and more ways to play solo in the districts on top of the group content would have encouraged solo players to spend more time in the Night Market and helped ease the disappointment of not getting a chapter zone. I didn't dislike the story and characters in the Night Market, but I wish there was more.

    Regarding the Faction Competition:
    I think the three factions are interesting, but I'm not sure I understand the competition between them, especially since players from every faction are working together. I don't know why this event needs a faction to win and a faction to lose either, especially since it has been clear the entire time which factions those will be. Adding the visible favor counter right from the start only encouraged more people to join the largest faction, which exacerbated the issue. This whole part of the event zone just confuses me.

    Final Thoughts:
    * It would be nice if more people were allowed in each instance. I would like to be able to work on quests solo and then jump into a fight or an activity with others when I happened upon one. That has not occurred once this entire time.
    * I would like to know what (if anything) we can still expect to access once the NM closes and whether or not we can expect to continue completing the current achievements the next time it opens.
    * I hope that the story progresses the next time the Night Market returns. Maybe we can advance toward finding those lost Pathfinders.
    * I still don't love feeling forced to group, and I'm looking forward to getting back to what I was doing before the Night Market was released (about 4,000 favor left to get the skin and dye).
    * Between solo play and grouping randomly with the group finder tool, I was able to complete almost everything other than the Gilded, Opulent, and Faceted bosses. That was more than I expected when I first set foot in the zone. I hope that when planning future content, ZOS will keep in mind the solo players and find ways to make even group zones playable for them.
  • AvalonRanger
    AvalonRanger
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    Game planner must have "perspective standing point" always.

    Especially in ESO type of contents. It's not typical something MMO game.
    Because the core player of this game is ElderScrolls fan.

    OK, it's a free contents, not pay for playing contents. I knew that.
    So I didn't expect any of "QA" for the Night Market.

    But if dev ignore core player like current direction, they'll lose massive amount
    of population. As a MMO style game, it'll be dead.
  • FlopsyPrince
    FlopsyPrince
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    Game planner must have "perspective standing point" always.

    Especially in ESO type of contents. It's not typical something MMO game.
    Because the core player of this game is ElderScrolls fan.

    OK, it's a free contents, not pay for playing contents. I knew that.
    So I didn't expect any of "QA" for the Night Market.

    But if dev ignore core player like current direction, they'll lose massive amount
    of population. As a MMO style game, it'll be dead.

    I am not sure that "the core player is an ESO player". I have never played the other games and I have come across a few that did (and even modded it) but who never touched ESO.

    I am sure it impacted the game very early on, but it is not certain that remains true even if it was nearer to the start of the game.
    PC
    PS4/PS5
  • AvalonRanger
    AvalonRanger
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    coop500 wrote: »
    LunaFlora wrote: »
    i wish Night Market had a lower difficulty option.
    i said this during u49 pts cycle too.

    A vet and normal difficulty would have solved a lot of conflict.

    Basically say, all endeavor should be wide option for many type of players.
    It should not be challenging contents.
  • AvalonRanger
    AvalonRanger
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    Night Market is another recorded "failure" like TOT.
    I already wrote here major flaw of this contents.
    https://forums.elderscrollsonline.com/en/discussion/692715/very-sorry-zos-but-night-market-is-the-worst-contents-in-this-11-years#latest
  • SANGUARI
    SANGUARI
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    p4gv0tjn6xtc.jpg


    Rewards: I made good gold from the rewards, but mostly because this was the first run of the event. Materials and recipes already started getting cheaper day by day. More event rewards, extra motif, crafting materials, or additional cosmetics to grind for would be really nice and would give players a reason to keep coming back after finishing achievements. Right now, after getting the achievements, I don’t really feel motivated to return.

    Key farm: I also have mixed feelings about the key system. I understand the intention behind it, making players return to world bosses and extending the event loop through key farming. Personally, unlike many others, I actually liked that part because it encouraged forming PUGs and playing with different people. I think people would complain far less about key farming if the rewards were more worthwhile.

    Instance flow issue: My biggest concern is that if instance caps get increased, or if the event gets simplified because of difficulty complaints, it could ruin the current flow of the event. Right now, organized groups can keep a good rotation going, but with too many players in the same instance the boss flow already starts desyncing and creates unnecessary downtime while waiting for Skirmish. I really hope you don’t make the event turn into crowded daily quest/public dungeon gameplay where everything instantly dies and players just stand around waiting for respawns.

    Quests: I actually really liked sharing faction quests while doing zerg rotations, and later coming back at night to do the hidden overland sneaking quests. That part of the event was very fun for me.

    But again, rewards are the main problem. After getting the achievements, I never touched the overland quests again because the rewards just weren’t worth doing repeatedly for things like Briarheart.



    What I liked:
    • Event encourages grouping and social interaction
    • Zerg and fast rotation farming feels good
    • Trial is very well designed, not hard because of damage or mobs, but because it requires real coordination and teamwork

    What I didn’t like:
    • Rewards feel weak overall, mostly junk and outdated gear
    • Content finishes very quickly for hardcore players, so there’s not much long-term incentive for a 50-day event
    • Dungeon/trial replay value feels low after getting the helmet and achievements

    Edited by SANGUARI on May 18, 2026 12:10AM
  • GoGiToW
    GoGiToW
    Soul Shriven
    I would say that for content like this that relies heavily on grouping, the group finder needs some improvements. My suggestion would be to stop delisting groups when they reach the player maximum. Instead set a hidden flag and allow the group listing to automatically unhide if a player drops out. This keeps the group leader from having to spend time relisting the group every time a player drops from the group. It also solves a major issue with the key system in the Night Market. When trying to do the trial in the Night Market the issue is that players join the trial group but don't have the key and so have to drop out of the group. If the group maxed out the group leader then has to relist the group. It's a waste of time when the listing could just automatically relist.
  • thedocbwarren
    thedocbwarren
    ✭✭✭
    Nestor wrote: »
    My 3rd, and Last post on the Night Market.

    ...requires arbitrary and obscure quest sequences, and grouping being borked because reasons, then count me out. Done. No Joy, No Fun, Not Interested.

    I give the Night Market a 1 out of 10.

    That sounds dreadful! I didn't want to do grouping or group content. Glad I didn't bother.
  • opalsighs
    opalsighs
    ✭✭
    Posted several pages ago, but now I'm back having played quite a bit with a large group and my thoughts have changed.

    I generally prefer solo play, but this is definitely doable with a big group. I'd recommend at least 12 if you can manage it. I ran with about 20 or so because I'm lucky enough to be in a large, active guild, but not everyone has that. I had some fun once I wasn't dying every 5 seconds and got to see more of the zone. I also figured out a build that lets me stealth almost indefinitely, and that's helped with quests when I'm not in a group. I didn't realize the Nightblade invisibility skill had changed to a toggle at some point and that was a big help.

    That said, I still think the event needs work. It's a good start, but still lacking something to really make it feel like a fun limited time event. It's needlessly grindy, but also you can finish most of the content in a few weeks, maybe less if you're really going hard at it. There's a lot of little things to keep track of and very little of it is explained. The fragments for the relics coming from big bosses I can kind of understand, but I don't get why we need keys for the dungeons/trial. I think those should just be accessible off the bat. It makes it so hard to coordinate group play when a player doesn't have a key, and you need to run back and do 10 bosses just to get it. Not everyone has enough time to do that and dungeons and a trial! I also think that the idea of unlocking easier ways to move about the districts is an interesting concept, but not as useful in practice when you're running with a group and some people can go through a sand wall and others can't. It just adds barriers (literally) to group play. If this could be implemented more equally so groups aren't impacted as much it could be worth keeping.

    Respawning is still kind of annoying. The spawn points seem to be close enough for boss fights, but not always, and trying to run back to your group and getting stuck in a death loop is frustrating.

    The fetch quests in the zones are a little lackluster. Standard interact with these three things and then click a box. I had hoped for something more engaging, but I guess it's mostly on par with what we have for certain dungeon quests already.

    I like the oddities. That's a fun touch. I kind of wish there were more, or some other non-combat focused things to find like the races.

    I also love the house, and having unlockable wings. I was worried we wouldn't see another after the Lunar Hall so that was a delight.

    I also sort of wish the rewards were better. I got everything I wanted (unlocked the bank vault and house wings) and now I don't feel too motivated to finish getting favor or achievements.

    Overall, I think it's a neat event that could be made better with future tweaking. It's definitely not for solo players, but as others have said, I think that's kind of okay? As long as you're able to easily find a group, which is where a larger instance would be nice. The group finder has been pretty useful but I can see how that the hype is starting to die down and get a bit quieter, so folks might start having a harder time finding groups, which sucks for them if there are rewards they want to get.

    I like the experimental nature of the content though! Looking forward to seeing more!
    Edited by opalsighs on May 18, 2026 7:30AM
  • Morgaunt
    Morgaunt
    Soul Shriven
    I quite like the Night Market overall, even as absolutely new player.

    My major complaint is the key system for the dungeons.
    This causes so much coordination problems and makes group finding difficult.

    Maybe rather have the dungeons on a timer and loot only once per day or something like that.
  • RouDantes
    RouDantes
    ✭✭✭
    I mostly really love the Night Market, though a few things frustrate me, the first being the front door to the Night's Den--not the cool glowing vault door inside the house, but the one you click to enter and leave the house itself--because I was really hoping for a Fargrave house with an exit close to a wayshrine, but I'm worried that the Starlit Plaza will be inaccessible after the Night Market closes, and I don't know what will happen to the house if it does.

    What happens to the front door of the Night's Den when the Night Market closes? Will we still be able to access it from the rest of Fargrave? It would be phenomenal is we were given a door near the Shambles Wayshrine. The map seem to indicate that there is a direct path, but there isn't even a connection to the Night Market at all on the map. There really should be a portal to the Night Market there in the Shambles, where the icon is on the map, if not an actual tunnel or gate.

    I know I wasn't the first person who teleported to the Shambles Wayshrine and ran around confused for quite a while trying to get to the Night Market and my new house. The Night Market icon on the map is very confusing and does not look like something to click on to teleport to. It looks like it's a feature on the map accessible from the Shambles.

    I hope only the Precinct doors lock when the Night Market event ends, leaving the Starlit Plaza open to players year-round, and I'd LOVE it if y'all would put a cavern passage or door where the portal exit to the Night Market is, connecting the Plaza to the Shambles, so we can quickly and easily run from the front door of the Night's Den to the Shambles Wayshrine, even when the Night Market is closed. If y'all *must* close the Starlit Plaza when the Night Market Ends, please give us a front door to the Night's Den in the Shambles, with safe and easy walking access to the Wayshrine, please!

    Side note: I'd also LOVE it if there were crafting writ boards and turn-in crates in the Starlit Plaza and the Fargrave Crafting Plaza. I adore Fargrave and wish I had more reasons to go there! The Starlit Plaza (or at least the Glittering Goad Enclave) should also have its own banker, as there is currently no way to access guild stores in the Night Market area, even if you've unlocked your bank vault in the Night's Den. It would be even better if the Starlit Plaza stayed open all the time AND had its own guild trader booth or two, since there are never enough of those in the game. For something called a market, the Night Market doesn't have very many merchants or stores in it... LOL I do love how much the Night Market and Fargrave in general reminds me of the Troll Market scene in Hellboy 2, though I can't help but wish there was more commerce going on!

    The other big thing that bothers me is how hard all the trash mobs in the precincts are. Even with my high-level gear, I get instantly killed by most groups of enemies, making any combat in solo play effectively impossible. I like that the boss fights are as hard as they are, for the most part (I haven't fought any of the dungeon or trial bosses yet), but not even being able to kill trash mobs without a big group is really frustrating. A max level player with tons of CP, 5 star gear, and a fully levelled and well equipped NPC Companion should be able to clear the trash mobs without being instantly annihilated. I don't mind if it's hard, but it shouldn't be so impossible. I hate that the only thing I can do when I'm on my own is sneak around and die instantly every time I accidentally bump into a random trash mob.

    Lastly, I wish the boulder bouncing oddity wasn't so difficult and random as to how many boulders come out and from which openings. It makes learning the movement patterns impossible without spending countless hours watching and waiting for it to start over again, mostly doing absolutely nothing but waiting. I don't mind being forced to collaborate with other players to complete them, but even with huge groups over many different days, none of us have ever been able to get the boulder oddity to work even once, after many hours of trying over multiple play sessions. I've never met anyone in the game who has completed any of them who was able to help me finish one because of how randomly the boulders come out and how long it takes the oddity to start over, so even finding someone who has done it isn't a guarantee of success. If there was a way to trigger them to start, that would help a lot, as well, because the waiting is very tedious.
    Cheers,
    Captain Rou Dantes
  • MidniteOwl1913
    MidniteOwl1913
    ✭✭✭✭✭
    ✭✭
    I spent all evening in one district killed close a dozen bosses and didn't get a single splinter. I don't know why. I still need 6 and I have the buy it one, the coffer one, and the just kill random one.

    Also many times the skills don't fire, it's laggy.

    Tonight group finder was totally empty. I can handle the smaller trash mobs solo, but it boring and grindy. Trying to do a quest is also just trash mob after trash mob after trash mob, and is made harder by the fact you are supposed to search for things thru the trash. It takes far far to long for the rewards.

    It can be fun sometimes, but it's a crapshoot.
    PS5/NA
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