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Official Night Market Feedback Thread

  • AllenaNightWood
    AllenaNightWood
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    the kill enemies in the middle of the screen is awful you cant see anything
  • sleepy_worm
    sleepy_worm
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    It'd be amazing if Night Market awarded us Infinite Archive sets instead of base game dungeon and trial sets.
  • Gabriel_H
    Gabriel_H
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    As the run nears its end I'm going to post again to say - next time the Night Market needs to be different.

    My initial thought was: Same zone aesthetics, but different bosses (except the Skirmish & Calamitous), different oddities and races (generalise the achievement texts), different layouts.

    A friend made a point last night about maybe instead of generalising the achievement text, you simply add in new achievements, and have the NM cycle through 3 or 4 different sets of oddities, races and bosses each time it comes back. It would take newer players 1 to 2 years to get all the achievements, and I'm mindful how annoying that could be.
  • langewapper
    langewapper
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    to get the 10000 favor fast use the portent recipe
    i got my 10000 in a few days with it on NA and EU
    but its not cheap
    have fun
  • aussie500
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    Love the trial, do not mind the brazen and argent bosses, not overly fond of the dungeons, considering how many times we have to do the dungeons in order to get a guild team or even just friends all with their trial key, you could let us stack up trial keys.

    Also considering how many times we have to do the dungeons, you could have at least fixed the bug that prevents us getting credit for them in the golden pursuit.

    And now we cannot go any where without tripping over a faceted something, you over compensated for them being gone so long. Please next time reduce the number to something more reasonable so we can actually choose whether or not we want to fight them, along with whatever else we are fighting with at the time.

    I am happy enough with the way the rewards are, my two accounts that do not do a lot of trials benefited from the trial gear for their stickerbook. My main account did not need anything but the new monster set. I doubt the other two accounts will be doing the trial 3 times, but my main will do it more than 3.
  • Fruity_Ninja
    Fruity_Ninja
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    It was a great event in the end, once the community settled and started using group finder regularly, then the content was a lot of fun. I think it’s the perfect difficulty, easy enough for a 12 man group but a nice challenge in the smaller groups.

    I think the biggest improvement could come from the rewards, maybe offer a wider variety of sets? Maybe some more trial sets and some infinite archive sets? And buff the monster sets from NM, they are terrible.

    The event was also probably a little long winded, even half the amount of time would have added some urgency to the grind?

    My only other comment is around the instancing, I’m not sure if that was/wasn’t bugged- but it feels like it could be improved. The group finder worked well, but if you just randomly ported in solo, you’d basically hardly see anyone else in the instance.

    You nailed the content, it was so nice to have a PVE challenge that could stretch the skillset. It was fun to learn and adapt to, and is exactly the challenge that has been missing from this game for so long.
  • allmyxlvntx
    allmyxlvntx
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    After now a few weeks of NM, and a lot of fun going in almost every day with my guild for argent keys, helping people including GF fills get their achievements and relics, helping new members of our guild get the Trial and Dungeon achievements… there is a thing that is getting old….

    Getting the argents and dungeons done to enter the trial 3-4x a week… it would be nice if we could STACK the keys. For example with multiple runs of argents sometimes twice daily with my guild, stack those keys for multiple entries into dungeons. Same with stacking dungeon keys for entry into the trial. OR using favor to BUY keys to enter the trial or dungeons. Something like that to make it less of a burden to join a trial group looking for a no-death as an example.

    On another note, it has been great to see people using group finder, including players who are used to solo play and either don’t like groups or just don’t want to talk in discord or chat. They have been able to listen, and get the Pathwalker achievement with our guild. They then go off and play solo to their heart’s content, no pressure.

    Have fun everyone
  • driosketch
    driosketch
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    As we near the end, I find I enjoyed more about the Night Market than I had issues. I managed to complete most of my list, including getting 10,000 favor*. The thing I never got to try was the dungeons and trial, but I still have a weekend to try and run it

    *The trick was running the faction daily across 20 characters. There are 5 possible quests, 2 of which take a couple of minutes and can be done solo. Daring Race, in the Parch, which is often bugged to be easier, but even when you need to jump it's not to hard. Oddities, especially the spiders near the Skittering entrance. Prioritize killing the spiders, then overheating the burner to clear webs. You can lose one and still win. The boulder puzzle is is also possible once you learn the sequence. You get 10 favor for the race/puzzle and 75 for the daily. So with a 40% average that works out to 680 favor/day.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • HerowynKerowyn
    Now that we’re in the final week of the Night Market, I wanted to share my overall experience.

    I genuinely enjoyed the event—especially once Group Finder became the norm. Running with GF groups and with several guilds made the zone feel alive, and I ended up completing all the Opulent Trial achievements with one or two guild teams. The trial itself was a highlight.

    Where things fell short for me was the dungeon key gate. I definitely had more *bad* Group Finder experiences than good ones when trying to clear the dungeons, especially Skittering. The key requirement created a bottleneck that didn’t feel fun, and toward the end of the event one of my raid leads basically treated the entire zone as “the trial before the trial” just to make sure people actually had their key for scheduled Opulent Ordeal runs.

    Rewards were another weak point. Getting overland sets I already have fully stickerbooked felt lackluster at best. With Update 50 landing this week and the DPS meta shifting back toward pure class + Class Mastery, it would have been far more meaningful if Night Market rewarded **Infinite Archive sets** instead of base-game overland gear. Several others in this thread have mentioned the same thing, and I agree completely.

    The grind itself was a mix of fun and painful. Some days it felt great to chip away at goals with guildmates; other days it felt like a long checklist with too many steps.

    Overall, I’m glad I participated, and I hope the next iteration keeps the good parts—grouping, challenge variety, the trial—while smoothing out the key gating and offering rewards that feel relevant to current gameplay.
    PC/NA — Trials DPS • Dungeons Healer • Master Angler
    Herowyn is the title; Kerowyn is the one holding the inferno staff or the fishing pole.
    Weekends are for fishing . . . even if it’s just a suspiciously shallow puddle.
  • ketermuls
    ketermuls
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    I would have liked to do the raid but I couldn't get the parch glass splinter after days and days of trying. this sucks.
  • Massive_Stain
    Massive_Stain
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    Question, are the mythic fragments going away in 3 days when night market is done on console? If so, I will probably never buy a "season pass" again.
    PC: CP 1200+ DroDest, Bringer of light
    PS4: CP 1500+ Dro Dest, SoTN, Bringer of light, CragHMs, EoF, IR, TTT
    Xbox: CP 450 Fungal Grotto 1 HM
  • peacenote
    peacenote
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    I am pretty sure I said this before but as I continue to interact with the NM I feel obligated to highlight this again in its own post.

    1. I like dungeons and trials and prioritize group play in ESO over all else. So presumably, I'm the NM's target audience. I have enjoyed the NM dungeons and trials a fair bit when my group finally got there. In fact, overall I have enjoyed the place. However....

    2. The limited timing plus the whole key thing puts a very very UNfun stress and pressure on organized groups who want to tackle this content as a team. Which is ironic since the content is group content and presumably for playing with friends.

    Let's go into the trial scenario because I think it will be a clear example:

    Many trial teams are progging something. They play at a set time, one or two days a week. The NM drops, and a portion of the group wants to pause the prog and do the NM stuff for a few weeks instead because it's limited availability. This is less than ideal because:
    • The team loses practice with whatever they have been honing.
    • Not everyone in the group necessarily wants to pivot, but the "it won't be around forever" pressure is pretty compelling, so everyone agrees, but some team members get frustrated quickly because they want to get back to the real prog. What could be fun is suddenly a chore.
    • There's an underlying feeling that you should get through the NM stuff quickly, both to get back to your regular prog and, again, because this content won't be around. So it's frustrating if your group doesn't get far enough through the content fast enough and it takes too many raid sessions.
    • If anyone misses a session, OR helps another group in between raid time slots, they are now behind/misaligned on keys. You all have to re-do everything, if your goal is to let everyone get the achievements and things, which typically IS your goal if you have a trial team, every single time you attempt the content, which leaves little time left to practice whatever you were struggling with last time. (This is also ironic because, again, it disincentivizes helping others as there is potential resentment towards the people who helped another group and caused the team to have to repeat content.)
    • And the cycle repeats.

    It is not easy to get a team of 12 together. People are busy. Stuff comes up. Normally, if a new trial is released, your team will check it out when they are at a natural pause point in whatever is being progged. You don't have to drop everything and disrupt your whole schedule to try to get to it before it goes away. Not everyone plays every night and has the time to join group finder pugs for an all keys + trial group, or join another raid night in their guild that's doing this. Also, keep in mind that while the NM seemed to be available for a long time (April 29 - June 17), when you break that out into seven weeks, and your group plays once a week, that's only 7 time slots to potentially experience it. That's not really a lot of chances when you consider the cycle I laid out above.

    Also, no death and completion achievements tied to 4man and 12man content, which isn't always available, is especially frustrating and is not conducive to teamwork. That ticking clock that's going where you know that if you don't "get it" tonight, you might not ever get it because it's going to be gone... it's just such a different feel than a bunch of achievements for a holiday that comes back every year that you can absolutely do by yourself without any coordination. IMO dungeon and trial achievements with any level of challenge just should not be accessible only periodically. And DEFINITELY not in "experimental" content not guaranteed to return.

    Anyway, the NM was so much fun getting the Group Finder popping, and is great for the more casual group kills of skirmish, brazens, argents, faceted, and quests. It is a painful transition to the more organized content of dungeons and trial, especially the trial, as it is not conducive to a casual group, but yet doesn't slot well into organized team schedules due to the limited time offering. I understand intellectually how the content is designed to feed into itself, and it's kind of neat... but it is also very anger inducing. Better rewards for both tiers of content combined with stacked keys could help, because then the rewards could help motivate participation instead of requiring the keys. I'm assuming if the NM comes back that different "stickerbook" gear from other overland areas, dungeons, and trials will rotate in, and I know that would be a motivator for me. Maybe not for others. I also wonder how people would feel about a collectible to pursue next round that would allow you to travel to and play through the dungeons and trial even when the NM is closed (presumably like the house will be), so groups could better slot in that organized content when it aligns with their schedule. If that was done, better rewards or even gear could be added to that content since it would no longer be restricted.

    PS. Please don't nerf the difficulty. I love it. It really does do a great job right now of requiring you to "need" a group, while being able to take on some of the smaller challenges with less people in a fun way. It's so nice to be able to bring tanks and healers to an event like this and be relevant and needed. I think that for people who don't enjoy the difficulty, that they just are not the target audience, just like ToT was not for everyone.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Vampryss
    Vampryss
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    Trying to play again today. I dislike this part of the game much. I don’t have time to play in large organized groups. And by the time I get off work etc., NO ONE is on. I try to run around with a friend with Zero luck. The market is EMPTY. And I don’t want to hear about group finder. It’s just no fun not being able to move 10 ft without dying. I want to complete the tasks. It’s just impossible. I’ve never disliked ESO as much as I do right now. I can not complete an event for the first time ever. What was the point in the Pass again? Why aren’t the dailies shareable? Just trying to get to one to pick it up is damn near impossible. So if two of us are running around and one of us pick one up, it would be really helpful if we could just share. Half of them are glitched anyway. I was lucky enough to pick up one key during this entire event. One. And then I’m reading you lose the keys once you use them to enter into a dungeon? What the heck is that?
    I realize many people like the difficulty and that’s great. I’m not built for it and I absolutely hate it. It would be nice if we could select a difficulty level when entering so we’re not just completely hammered. And don’t even get me started on the reward boxes. Those are a joke.

    I dislike the Night Market. Flat out.
  • spartaxoxo
    spartaxoxo
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    Question, are the mythic fragments going away in 3 days when night market is done on console? If so, I will probably never buy a "season pass" again.

    No. They will be available outside of the Night Market when the Night Market ends although we don't know when or how yet.
  • spartaxoxo
    spartaxoxo
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    So I saw a PUG group that was trying to do the No Death achievement and figured I'd join because why not?

    We were playing for a while and just not quite getting it as someone would die but we were making progress. After an hour or so resetting fights, someone did a stamina check. Some of us said we were close to tapping out because of various real life obligations. Some of us said we were good to keep going because it was our last time doing the trial for the night market. I asked if on our final attempt if anyone would just want to finish it since we weren't planning on any further attempts at the trial after this group. Most of us agreed but one lady said she was uncomfortable because she still wanted to try again this weekend and had no interest in farming keys.

    We try a few more time and the lead declares it will be our last run. And it looks like we're going to succeed! The bosses are at 20% health. Unfortunately, a healer got stunned by a mob and didn't call it out because he usually he's able to heal himself up after the stun but this time he couldn't get out of the stun to heal and died.

    So then everyone was like do we reset and try this again or just end it. And end says just finish the fight.

    The lady who was unwilling to accept a clear dropped group. Not because she hadn't sunk a lot of time into the attempt, not because we had upset at her in anyway, and not because she had all her drops.

    No she left because she couldn't lose her keys on the clear. So she lost out on the rewards because of her keys.

    That doesn't seem fair to me. The current key system doesn't just make groups harder but it also discourages people from clearing with their active group if they will need them after.

    A niche problem with the keys to be sure. But, trying to pug a No Death should not result in the player being punished if it doesn't work out.

    We all understood why she had to leave and had no ill will toward her even though we'd suddenly lost a healer. I was pretty irritated with ZOS though.

    The key system as it is far too limiting. I get you need people in the districts because they are tuned too high to be allowed to be completely empty at the end. But only one key is too punishing for people who want to do the trial
    Edited by spartaxoxo on June 13, 2026 6:52PM
  • Uthermaerklos
    My wife and I have thoroughly enjoyed the Night Market event and hope you folks keep it rolling in the future. It was nice to join impromptu groups and manage to support each other in overcoming some difficult encounters. Well done!
  • venus_delta
    venus_delta
    Soul Shriven
    I wanted to wait until I finished the trial to post this feedback; and glad that I did because somewhere earlier in this thread a GM posted an opinion as if they had asked all 500 guild members what they thought and I don’t remember ever being asked or polled.

    Night Market was a refreshing, interesting experiment that I was pleased to be part of. It was a lot harder than I was expecting, which motivated me to get better at all my roles. As a healer and tank, I felt useful and involved in large-scale fights. As a baby-dps, it actually forced me to play Maelstrom for the first time and figure out how to DPS this kind of content. As a guild member, I was able to engage a lot more in all my guilds, and in a more casual, spontaneous, and organic way than scheduled events with the same faces all the time. I loved seeing all my guilds come alive for Night Market… for the first two weeks.

    Afterwards? Difficult to get that organic, we’re-all-in-this-together group play, even in group finder. After the novelty wore off, only the regular guild members participated in spontaneous groups. The rewards were dismal. Since the content is really challenging, the players who could and wanted to keep playing likely already had all these armor sets. I just kept trying to get them for the chance to get gold mats from decon. As soon as I reached 10k favor, I was completely lost all incentive to continue questing. I basically only kept playing so I could socialize with my guildmates. The enemies were.. boring? I play a lot of infinite archive so it felt kind of cheap to see the same monsters in Night Market that I was used to already. I was NEVER able to do the boulder oddity, because it feels designed for extremely small groups or solo, which is almost impossible to do fight the mobs with to even get to the boulders. The skirmishes felt awesome… when the instance was populated. If I got into a low-pop instance, I could basically forget finding any organic groups fighting bosses or the skirmishes. I spent a lot of time instance-hopping trying to find more people. I also spent more time in group finder, using group finder, and meeting other players through group finder— some amazing, some illiterate. I certainly learned a lot about the everyday ESO player that I wasn’t super thrilled about, but could also ignore and realize “oh it’s just not their cup of tea and they don’t know that yet”. I like playing extremely difficult content; and I also like never ever re-playing the extremely difficult content I just beat. I’m not a new game + player, I’m a “holy *** I finally beat the final boss of this game and I can finally move onto something else, HOUSING!” kind of player. So while NM was awesome, it doesn’t
    have a replay appeal. I can’t approach it from a different angle, or re-start the quest on a different character. It was a one-and-done deal. Which, if that’s what yall were going for, excellent work— it is an event after all, not a permanent feature.

    I did not like the key system. Some people in this thread suggested key stacking, and I think is a good idea for a future event like this. I did like the dungeons— short and sweet and to-the-point. I also liked the trial, even though my group wiped about 5-10 times before we were able to clear it. It actually felt like a *trial*, like “you may not be able to get through this because it is a TRIAL”. So that was cool. But also I really don’t ever want to do this trial again.

    To be clear, I still had a lot of fun— but I also got burned out and bored pretty fast. I think the amount of instances was not balanced for the number of players that fluctuated engaging in NM. I’m not a game designer, I don’t even know if something like that is reasonable to fix. But it started to feel like a chore; and as soon as games feel like a chore to me, I stop having fun. I keep doing the chore, so like, you’re still gonna get money from me, but I’m not having fun anymore.

    I don’t think NM was accessible to MANY of the players; and really catered towards higher-end players. I like that, because I fall into that group, but I’m not sure the timing was the best since many solo-players, new players, and casual players felt extremely left out. Changing from the chapter-model to the seasonal-model WILL BE HARD for this playerbase, and starting out with NM was a pretty drastic shift that I’m not sure a lot of players had tolerance for, especially players who use MMOs as escapism from our current reality. I think ZOS should really take a serious change management approach to this kind of shift. Communication has been good! But communication is only part of a CM strategy.

    If NM is re-opened later this year and there is not a substantial change from this event, I will likely not play it. I want to see new enemies, new monsters, more spontaneous groups that you can literally run into without using GF, better loot (furnishing plans please), and more stories. I think this kind of content has a TON of potential, and I would love to see it develop into something that the majority of players can access.
  • Sakerfit
    Sakerfit
    Soul Shriven
    I don't have much to add other than the Golden Pursuits were rather tall orders for me and my partner who were not "end-game ready" (cause we do a lot of exploration, questing and then other games too) but as long as those return with future NMs that's all good. Maybe add some extra incentives for grouping tho? Idk. Was pretty hard to find decent groups in the last week or two
  • DarwinStormChaser
    I hope we will see new things in the next night market.
  • Arunei
    Arunei
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    This is the point where we should be told about how much activity the NM was still getting. Was participation as high as after the first month or so? Did it go down some but then even out, or did it continuously lose engagement? It's kind of pointless to tell us how busy it was after just a single week, when literally ALL new content is still busy after one week, but not tell us how things were at the end.

    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • allochthons
    allochthons
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    Tomorrow night I'll be in my fourth OO No Death try (1 last week, 3rd one this week). We have 20+ people who have the experience and skill in the OO to do it, but we've yet to get a full group due to keys. Folks help someone else out, lose their keys. Someone plans on getting the keys during the day, but Life Intervenes, and the run is canceled. Over and over. (I've skipped multiple OO runs because I don't want to lose my keys for this ND. And so have others.)

    We have gone to group finder, every time. But then we get people who need the mechs explained, and that's time used up, and someone drops because they're impatient and don't want to sit through the explanation again. And then we put it in GF again, and it's a revolving door.

    The dungeons and trial always come back to keys. This HAS to change. Frustration levels are very high.

    Otherwise I've mostly enjoyed NM. There are some other issues, but the keys is the overarching one.

    Edited by allochthons on June 15, 2026 11:37PM
    She/They
    PS5/NA (CP3100+)
  • Blood_again
    Blood_again
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    Some more feedback for the end of the day.

    An average power of the random groups went low after half of the event time.
    Well, it was not a surprise, but I hope it can be addressed somehow for the next round of NM.
    I hoped that players might be attracted by more rewards, so I created a poll to ask which reward could do it. Unfortunately, it didn't work, so probably a reward is not the key factor.
    The keys rotation system really helped, I think. At least 1/3 of the groups available had titles for ardent bosses.

    I experimented with jumping into the event at the last 1/3 of the time with another account.
    Despite the fact that the character was way weaker than the mains, I had no problem killing the bosses and farming fragments with PUG. As a result, I got the relics, farmed 10k favor, and completed the full cycle "ardent-gold-opulent" once. It took 7 evenings.
    Opulent went well with the second PUG group I tried. We got success after 6-7 tries.
    It shows that the event zone is well balanced for PUG with characters near "normal trial ready" level.

    As for boss and skirmish mechanics.
    While I loved them, the whole time of the event showed that most of the players in PUG group do not understand them. Neither at the beginning of the NM nor at the end.
    Every time I can see players who attack immune bosses, players who do not understand the unlock mechanics, players who ignore the priority targets.
    Most of the PUG I participated in (at least 5 every day of the event) had 1-3 players who knew the ropes. Fortunately, it was usually enough for encounters. However, it was frustrating when players reset the Parch Skirmish or the Ardent Nassulekh 3 times in a row.
    So it looks like some of the complex mechanics were too complex for an average visitor of the Night Market.

    A few bugs that kept happening till the end:
    Calamitous in the Parch. From time to time you could jump in and see it bugged. All the boss parts are destroyed, blobs keep respawning, and the battle continues.
    Swift run in the Parch. Some instances had half of the barriers. So the whole challenge was passable with simple crouching and zero jumps.

    Overall, I'm happy that the Night Market was not deserted at the end of the event.
    I hope to see some new elements next time it comes. Also, I wonder which faction I should support next time.
    Thank you for so much fun!
  • Aluna
    Aluna
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    I've been leading casual guild events for more than 6 years now, we usually do Skyshard runs and PvP but when Night Market dropped, the group (of course) voted to check it out next run, so my first impression was with my group :)

    I like the concept, I love how pretty the Sorrow district is and I really like the diversity of the content, but it was very overwhelming for me and everyone else who wasn't there already a previous day. SO many different new things you get spammed with, so much going on everywhere, so many combat effects everywhere, our heads were fried after 1-2h. If there is so much new stuff, I would usually check it out alone first, but well, I can't really do that if every path is blocked by mobs that aren't supposed to be soloed.
    That being said, it would be cool if we could at least walk around the districts without unavoidably pulling mobs. Get them out of the small pathways and leave them in the bigger areas where you can sneak around them. We talked about the quests during the second run and someone in the group said he mostly does the quests while he is dead. It's cool we can interact with quest stuff while we are dead, but are the quests supposed to be done like that if you dont want to assemble a group for your unexiting dailies that you cant even share? Also group members joining later, switching characters, turning in quests and trying to get to the group will just die at least once on the way there. In dungeons and trials you get teleported to the last cleared boss and the rest of the way to the group stays cleared, but here you run into group mobs alone and die. It can get frustrating.

    Quests
    The first barrier I encountered was the intro quest. I had started it beforehand, at one point it requires you to go into the districts, so I assumed the intro-part was done and I was left with a regular quest that I kept for the group run, since I would just die there alone anyway. Yeah... so we then had to run through all 3 districts for this before I could even accept any of the dailies the others shared. Not cool. Don't do this. Please decide if you want content to be done in a group or not and if its supposed to be group content, don't lock individual people out of quests! Same goes for World Boss or Incursion dailies that are still locked behind storyline (Hews Bane, Summerset Geysers). Literally nobody likes this, everyone is just annoyed when they realise they can't accept a shared quest, wonders why and comes to the conclusion that the restriction serves no purpose whatsoever, except player frustration. Please just don't.
    That also goes for the district dailies we can't share for no reason and the weird system behind the faction dailies. If I even understood it correctly, we can have 3 faction dailies at the same time, but only if each of them is from another faction? While they are all the same 5 quests rotating? So someone in the group has Ardent from thousand eyes, another has race from thousant eyes and ardent from ruckus and when we try to share quests some work and some don't and we have no idea which quest is blocking the share because we don't know from which faction they come? Did someone really sit down and think thats a good idea? XD
    I like the dailies but please fix the sharing issue. Preferably just let us have all 5 no matter where they come from. If we wanna do all, we will find shares anyway, its just horribly annoying currently. Also, concerning district dailies: Having to basically stand on the quest targets to even see them is frustrating too, especially if you keep dying to the same trash packs while running in circles for minutes.

    Dungeons, Trial and Keys
    Talking about locking individual people out of group content... I didn't read the 37 thread pages here but I assume the Key issue is one of the major pain points for pretty much everyone, so l will try to keep that part short. But Praise first:
    Personally, I dislike the concept of Dungeons and Trials and stopped doing them years ago with very few exceptions. If I had to pick a trial I have to do, it would be Cloudrest, because you can fight all bosses in any order and combination without having to suffer through half an hours worth of trash mobs (which for me are just walking lifetime and braincell graveyards).
    I really love that the Night Market Dungeons work similarly! If you don't count the trash in the districts on the way there (please let us teleport to group members in dungeons!), you fight the bosses directly, you can choose any order, you don't even have to do them all in the same session, which effectively even makes it better than CR! Also lots of love to the people who decided to make the trial so environmental-mechanic focused! These factors were the reason my guild mates could convince me to try it. We did a blind run, no 5 pages of instructions, no hyper-specialised builds and no tryharding since the enemies themselves were easy compared to regular vet content anyway. We died a lot while trying to figure out the mechanics but in that case its part of the fun. I actually had fun doing a trial. And so did the others :) Please keep doing it like this!
    ... So, about the Keys. Personally I was relatively unaffected because I did the entire thing only twice, but the *** in the guild was real. People who still needed the dungeons before the trial trying to get a group for it, but some others only had trial key, others had all keys and didnt want to waste the dungeon keys because they had another trial the day after, some only had key for 1 or 2 dungeons, some delayed a run because they didnt know they had to farm keys (again)... Yeah. Bad design. I read a bit here on page 37, someone suggested to let us stack keys and I like the idea. If you insist on the key system so people keep doing the Market, please at least let us stack them! Ofc a permanent unlock would have the least frustration factor though.

    Grind vs Rewards
    Personally, I love that we get dungeon and trial gear from what feels more like overland content, would be even better if we could get more useful sets next time 😄 The overland sets however feel like a weird decision to me, since they natively come from much easier and faster content than the NM and can be bought in guild stores if one can't be bothered to farm them. They ended up being more of a frustration factor to me because deconstructing something thats theoretically worth a few thousand gold hurts my trader soul but selling it is impossible too. It keeps sitting in the store, no matter how much I underprice it, as does everything else that drops in NM. It also clutters your inventory incredibly fast when you do NM, as do the other drops. Its too many drops, and too much trash among it. Why is there suddenly so much furniture? I love the Mirrormoor stuff, new furniture is cool too, but all the super old, worthless furnishings are just additional vendor tasks.
    It seems everyone basically just went for the achievements and was done with NM after a month at the latest. I was away and ill inbetween and ended up farming the rest of the Favor I still needed alone. "Having to" get to 10k before the market closes if you want the color and join another faction next time turned the dailies into grindy chores for me in the end. The favor amounts some of the tasks drop also feel a bit ridiculous to me, even with the potion. Unbalanced too. The bosses drop way too little and the fact that trash drops nothing, except for sometimes these bulbs that disappear before you notice them most of the time and only give you 5 as well, is just painful. Please let them at least drop 1 favor each?
    The skin from the pursuit is cool tho. The house too, I was just disappointed by how underwhelming the extra rooms feel and that the guild storage doesnt have access to the store, rendering it basically useless for most people. But the idea is cool and the house looks good 👍

    Curiosities
    Love the idea, implementation leaves room for improvement.
    Basically, the spider puzzle is the group puzzle. Its the only one that works well in a group and you need one to win it. The other two I did in the middle of the night, when no one else was there because random people keep ruining it or distracting/killing you with trash they pulled and I don't have the nerves for this. You can probably do them with 1-2 friends you are in voice chat with, but bigger groups just make it much more complicated and it just needs a single random player passing by to ruin it. I told everyone who still needed them to do them alone at night.
    The fact that they automatically start as soon as you are near them, then roll through a few cycles and end up in cooldown for 10min after a fail is also more than suboptimal. When you arrive there, you usually have a trashpack chasing you to Oblivion that you have to get rid of first, not even talking about the absurdly little time you have to figure out whats even going on there. When I did the boulders at night, I used the first run-through to just check out the setting and watch where the boulders go, then figure out the tactic during downtime and try it in the second run-through. If something unexpected happens and it fails, well, another 10min of waiting.
    I really like the puzzles but please give them a start trigger players have to activate manually! Give them a tutorial trigger people can activate for an example round, to see what is happening there. Preferably, give them their own closed off room, like the parch races, so people dont pull their trash in or press random plates on accident or because they dont know whats going on. A player/group-specific instanced room even would be perfect imo. Seperating them from the combat areas would also help against the input overload from everything thats going on at the same time.
    Also, the light puzzle. I might be just dumb but I did them many, many times, they were my go to for the faction daily in the end, and I'm actually sure that in many or even most rounds the puzzle is not solvable. Like, the color plates switch positions inbetween rounds and they dont do it synchronously with the others of the same color, so you end up with setups where you simply can't form 2 paths. Why?
    Generally, slowing all of them down a bit would help too.

    Races
    I like the parch race, interesting idea and it ended up being my go to for the daily because its shut off and fast to do. The other 2 are kinda same-ish and suffer from, once again, the trash mob problem. You can do them if you have a big group that follows you around and kills the trash for you, or if you have a specialised sneak build that lets you run through the mobs undetected and fast enough, but was that really the intention when they were designed? I did them once for the achievement, could have been a fun activity under other circumstances, I like the concept of the Sorrow one.

    Bosses
    Please kick Molonach out of the market. Everyone hates him and not just because he was a bugged mess when NM launched. Players stumbling across the area, not knowing whats happening and getting the target during Shadow phase, or trolls who just want to give others a bad experience, have a very easy time doing exactly that. Also, why so many shadow phases? Why are they tied to his HP? Doing him with our group was basically us attacking him for a few seconds, shadow phase, another 1-3sec attacking, shadow phase, over and over with increasingly annoyed sighs in the voice chat. Its an interesting mechanic but not enjoyable enough to force it on people 4 times each fight, with each of the phases requiring you to repeat the same mechanic 4 times already. 1-2 maximum please, maybe one obligatory and one that can be skipped if he dies fast, if he needs to stay in the market. It would generally do the market good to swap bosses between events though.
    Other than that, the only one that annoyed me with mechanics was Roksa. Constantly surrounding itself with AOE is painful for melee builds 🥲 Everything else was cool. I was pleasantly surprised by the wandering Dunegorger in the Parch, its mechanic is kinda disgusting, but similar to encounters I know from GW2 and wouldn't have expected to see here. GW2 has a lot of very creative and interesting encounters, so getting inspiration from there is generally a good idea 😁 One pain point though: If you die in the stomach and ress at wayshrine, you usually have to go chase that thing across the entire map to get back in, which is extra painful for people who cant pass the sand walls yet.

    tldr
    There are pain points and things that still need improvement, but in general the NM is cool, I like the direction you are going with your content and hope you keep going 👍
    PC-EU
    VTU Event Leader
    Twitch: Felunaris
  • HerowynKerowyn
    peacenote wrote: »
    Not sure if anyone posted this yet, but it would be nice if there was a one-way wayshrine in the dungeons (can't remember if there was one in the trial but, if not, there as well) to make it easier to rejoin your group if you decide to swap characters.

    There is no reason that I can think of to have it so you must run back to the dungeon as opposed to traveling straight back in to your friends.

    To return to the Plaza area, most of my groups just port to a fellow group member, which as long as you are not in combat, takes you back to the Plaza area outside the districts but still in the Night Market.
    PC/NA — Trials DPS • Dungeons Healer • Master Angler
    Herowyn is the title; Kerowyn is the one holding the inferno staff or the fishing pole.
    Weekends are for fishing . . . even if it’s just a suspiciously shallow puddle.
  • Calastir
    Calastir
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    Just tried and verified that even people in the same faction, same group standing right next to each other often can't share faction daily quests they hadn't done that day.
    Chaszmyr Do'Benrae (Dunmer Magsorc Vampire Infinity) ~ Dusk Doublespeak (Breton Magplar Werewolf) ~ Stan of Rimari (Nord Dragonknight Tank) ~ Bunto Kim Alhambra (Redguard Magplar Paladin) ~ Alicyankali (Argonian Magicka Necromancer Draugr Kin) ~ Gruuman Odinfan (Orsimer Magplar) ~ Boymans van Beuningen (Khajiit Stam Warden Bowzerker) ~ Flannelflail (Imperial Stamina Nightblade Brawler PVP) ~ Calastir (Altmer Stamina Dragonknight) ~ Sallystir (Bosmer Stam Warden Frostbite PVP) ~ Zalastir (Altmer Magicka Warden Ice Storm) ~ Capt Peach (Nord Stamcanist Crux Cannon) ~ PC EU ~ Flynt Westwood (Bosmer Magicka Dragonknight) ~ Chandu the Conjurer (Redguard Magcanist Rune Walker) ~ PC NA ~ since May 26th, 2021.
  • HerowynKerowyn
    Ive missed 2 opulent ordeal raid days now because Real Life got in the way of farming up the stuff to get into the trial. I dont hate the idea of the 3 tier farm thing, but there needs to be some way to balance this.

    Towards the end of the event, most of my guilds started treating the entire event zone as a trial so it didn't matter if people didn't have their keys. We blocked out two hours, farmed all the keys, broke into three groups to do the dungeons then regrouped to do the trial. We usually finished it all in 90 minutes or less.
    PC/NA — Trials DPS • Dungeons Healer • Master Angler
    Herowyn is the title; Kerowyn is the one holding the inferno staff or the fishing pole.
    Weekends are for fishing . . . even if it’s just a suspiciously shallow puddle.
  • spartaxoxo
    spartaxoxo
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    peacenote wrote: »
    Not sure if anyone posted this yet, but it would be nice if there was a one-way wayshrine in the dungeons (can't remember if there was one in the trial but, if not, there as well) to make it easier to rejoin your group if you decide to swap characters.

    There is no reason that I can think of to have it so you must run back to the dungeon as opposed to traveling straight back in to your friends.

    To return to the Plaza area, most of my groups just port to a fellow group member, which as long as you are not in combat, takes you back to the Plaza area outside the districts but still in the Night Market.

    That works for leaving but not as much for going in because then you still have to fight through the districts to rejoin
  • spartaxoxo
    spartaxoxo
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    @Massive_Stain

    I remembered someone in here had asked about the shattered path signet so I searched up my comment and found ya.

    https://forums.elderscrollsonline.com/en/discussion/694209/shatter-path-signet-leads-outside-of-night-market#latest

    Players have found the leads for the signet now that the night market has ended. Check out this thread by s3dulo to find them. This goes for anyone else that may have missed out on the signet and come to this thread for answers
    Edited by spartaxoxo on June 17, 2026 11:11PM
  • ESO_player123
    ESO_player123
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    If Opulent Ordeal returns in the same form next time, I would really like the targeting of the grapple posts to be made easier. It's very annoying to wave the mouse pointer around in the hopes of finding the sweet spot (which is often not on the post at all) while being on the clock.

    I know it's a minor complaint comparing to the issue of gathering the keys over and over to get to the trial again, but I feel it's still worth requesting.

  • dermot41
    dermot41
    Soul Shriven
    I get the frustration of having to re-farm keys for the dungeons, but without that, is it possible that over time NM will just be people dungeon running?

    At least having to re-farm the keys means the NM is constantly occupied.
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