Why so many are against grouping i do not get it. You can get into the group, not type anything and just follow Crown and get your zone bosses done. Maybe you may need to talk a bit during a dungeon or raid of Night Market but that is it really.
- People love options. When an option feels like it is being removed, people tend to be defensive.
- Some folks are just not followers. Nor are they leaders. They just want to play their way in their own time.
- Groups are toxic unless you are playing with friends; even then, it can be taxing if one of the friends is easily distracted or in a bad mood.
- People that work 40+ hours a week hold their gaming time close. Waiting for other people to get it together or for a respawn feels like their precious time is slipping away.
- There are many groups that just want to bulldoze through every content or event. Some people like to take time to 'smell the roses' while they play.
- Group content increasingly demands specific gear, skills, or play style. Catering to the power creep for end-game players and groupers has left new or more casual player without the resources or gear to compete. Being repeatedly killed is not fun. Being told you have to use this gear and that skill is not fun either.
- Play Your Way was a moto of ESO in the start. People that were there from the beginning may feel like the game is no longer what it was originally intended to be.
- When people feel the game is free-rolling toward co-op behavior, they panic brake. They want the movement to stop and reassurance that the path is not changing. They're not getting so they keep that brake on.
Those are a few reasons I have come across. I am sure that everyone has their own reason but many have made comments that can find a home in the cluster above.
Why so many are against grouping i do not get it. You can get into the group, not type anything and just follow Crown and get your zone bosses done. Maybe you may need to talk a bit during a dungeon or raid of Night Market but that is it really.
- People love options. When an option feels like it is being removed, people tend to be defensive.
- Some folks are just not followers. Nor are they leaders. They just want to play their way in their own time.
- Groups are toxic unless you are playing with friends; even then, it can be taxing if one of the friends is easily distracted or in a bad mood.
- People that work 40+ hours a week hold their gaming time close. Waiting for other people to get it together or for a respawn feels like their precious time is slipping away.
- There are many groups that just want to bulldoze through every content or event. Some people like to take time to 'smell the roses' while they play.
- Group content increasingly demands specific gear, skills, or play style. Catering to the power creep for end-game players and groupers has left new or more casual player without the resources or gear to compete. Being repeatedly killed is not fun. Being told you have to use this gear and that skill is not fun either.
- Play Your Way was a moto of ESO in the start. People that were there from the beginning may feel like the game is no longer what it was originally intended to be.
- When people feel the game is free-rolling toward co-op behavior, they panic brake. They want the movement to stop and reassurance that the path is not changing. They're not getting so they keep that brake on.
Those are a few reasons I have come across. I am sure that everyone has their own reason but many have made comments that can find a home in the cluster above.
I am a predominantly solo player who loved the Night Market and got through it all by simply joining random group finder groups running around the districts, and also PUGging the three "dungeons" and the trial, the latter on the last day with barely any communication, and not a single time did I encounter any issues.
I dunno what kinda groups you were part of, but I didn't see a shred of toxicity in the Night Market. Heck, most of the time, people didn't even communicate, we simply all knew what we needed to do together, whether that was running around a district to kill stuff while sharing quests, or eliminating specific targets specified in a group's description. And neither was there any demand for specific builds from anyone, even in the dungeons/trial. The only bar for entering that I saw was "please know the mechanics", and even when we inevitably wiped a couple times before getting it done, nobody was telling anybody else to change how they played.
As far as group content goes, the Night Market is incredibly solo-friendly. Most of the daily district quests could be easily done on your own once you knew where the objectives were, and all it required was a bit of running, a self-heal and a shield, or an invis pot or two. The group finder always had open groups for boss killing that one could join and leave with 0 pressure or expectations, and Dorfifar's daily would be 70% done by the time you've made your way over to where the group is. And even without joining a group, there was always bound to be groups running around the districts that you could meet while on your own, and tag along with to help with killing a boss.
Why so many are against grouping i do not get it. You can get into the group, not type anything and just follow Crown and get your zone bosses done. Maybe you may need to talk a bit during a dungeon or raid of Night Market but that is it really.
- People love options. When an option feels like it is being removed, people tend to be defensive.
- Some folks are just not followers. Nor are they leaders. They just want to play their way in their own time.
- Groups are toxic unless you are playing with friends; even then, it can be taxing if one of the friends is easily distracted or in a bad mood.
- People that work 40+ hours a week hold their gaming time close. Waiting for other people to get it together or for a respawn feels like their precious time is slipping away.
- There are many groups that just want to bulldoze through every content or event. Some people like to take time to 'smell the roses' while they play.
- Group content increasingly demands specific gear, skills, or play style. Catering to the power creep for end-game players and groupers has left new or more casual player without the resources or gear to compete. Being repeatedly killed is not fun. Being told you have to use this gear and that skill is not fun either.
- Play Your Way was a moto of ESO in the start. People that were there from the beginning may feel like the game is no longer what it was originally intended to be.
- When people feel the game is free-rolling toward co-op behavior, they panic brake. They want the movement to stop and reassurance that the path is not changing. They're not getting so they keep that brake on.
Those are a few reasons I have come across. I am sure that everyone has their own reason but many have made comments that can find a home in the cluster above.
I am a predominantly solo player who loved the Night Market and got through it all by simply joining random group finder groups running around the districts, and also PUGging the three "dungeons" and the trial, the latter on the last day with barely any communication, and not a single time did I encounter any issues.
I dunno what kinda groups you were part of, but I didn't see a shred of toxicity in the Night Market. Heck, most of the time, people didn't even communicate, we simply all knew what we needed to do together, whether that was running around a district to kill stuff while sharing quests, or eliminating specific targets specified in a group's description. And neither was there any demand for specific builds from anyone, even in the dungeons/trial. The only bar for entering that I saw was "please know the mechanics", and even when we inevitably wiped a couple times before getting it done, nobody was telling anybody else to change how they played.
As far as group content goes, the Night Market is incredibly solo-friendly. Most of the daily district quests could be easily done on your own once you knew where the objectives were, and all it required was a bit of running, a self-heal and a shield, or an invis pot or two. The group finder always had open groups for boss killing that one could join and leave with 0 pressure or expectations, and Dorfifar's daily would be 70% done by the time you've made your way over to where the group is. And even without joining a group, there was always bound to be groups running around the districts that you could meet while on your own, and tag along with to help with killing a boss.
Lucky you.
Night Market is NOT solo friendly. People that say lies like this are not helping the game at all.
To be fair ZOS told us numbers after one week to say it was getting a lot of activity, which was pointless because ALL new content still has a lot of activity after just one week. But I don't think they've said at all what activity was during the last couple weeks, unless it was in a livestream I missed.DarkStrifeYT wrote: »Imo the night market was a huge failure, these are what shouldn't be done next time
(this is in my opinion and want to hear what you guys dont want next time)
1) Make it REQUIRE group play
ZOS has the numbers and they told us it wasn’t a failure. They were pleased with how much group finder saw use.
The only problems are the rewards (which they said they’re looking into) and the key system (which we haven’t had comment on).
DarkStrifeYT wrote: »Imo the night market was a huge failure, these are what shouldn't be done next time
(this is in my opinion and want to hear what you guys dont want next time)
1) Make it REQUIRE group play
2) Require keys for dungeon and trials
3) THE DAMN DUNERIPPER (im still mortified of that thing)
4) Complexity of reputation
I got quickly bored of it within a week.