Perhaps the Dev team could add multiple trials for us to do that lead to the same result, much like the relic armor +2? For example, they can keep their ridiculous trials that involve Pandemonium Warden/Arch Dynamis Lord/whatever else, but add another trial that's perhaps lowman but equally challenging? Like, maybe make it so that you need x amount of forgotten items equivalent to the other trial (Whatever it may be) to upgrade, say, Apocalypse. Variety and choice is good, didn't you know?
The dev team still seems to be living in the past, and making design choices that worked in the early 2000s. The game itself has changed a lot over the years, and more recently the player base has moved away from huge group content. Some hate this, but I think most like this. Most modern MMOs are going this direction. The reason is because smart game developers are realising most people in the world have a life, and they can't spend hours upon hours doing one little thing. This includes gathering up an army of people. Most people can only log on for an hour or two at most per day, sometimes only a few times a week. So, when you design MMO content, which way will draw in more people and make your company more money? Making stuff that people can do, and do right now and not later and actually ENJOY, or making frustrating, hair pulling, time consuming nonsense?
The devs seriously need to stop and just look at the game through the eyes of the player for once. Most people aren't gonna bother doing these trials. And maybe that's intentional. But I have to ask, why? Do the devs feel good going to bed every day knowing that only a small portion of their customers are doing content they worked on for who knows how long? And I don't just mean Voidwatch. I'm talking about Ballista, Brenner, Chocobo Racing, ANNMs, Walk of Echoes, the new KCNMs.
I remember an interview with one of the devs a long time ago, I can't remember who it was, but they said they don't add rewards to a lot of the events I mentioned because it'd take away from it's "charm". But I have to ask, what charm is there in an event nobody does? Ballista is fun, but I can't enjoy it because nobody else is motivated to do it. And in comparison, is this what they think relics/mythics/empys are too? If too many people have them it takes away from their charm or, as they once put it when adding mythics, the "prestige" of the weapon? Who in their right mind enjoys gawking at a few select people who have something you'll never get to have? How are we to motivate others to help if they too likely want upgrade items? The chance at other, less desirable, low drop rate items? If you ask me, the dev team is planting the seeds of depression, and the motivation to quit.
I've said this in a previous post a long time ago, but... Can't the devs just do what we say for once? Even if it's just on the test server so we can actually see if the game really breaks? They're so worried about "balance" but how can they claim that when they don't even try what we say? As others have mentioned, what is the test server for? Why does it seem like all our feedback is always ignored except for pointless stuff like the order of things in the outpost teleport NPC menus? Games are supposed to be fun, not depressing and frustrating. What on earth is apparently wrong with these game developers?
Get some surveys out to ask and find out if everyone really hates all this crap, but as far as I'm concerned the players have spoken, and the devs need to stop acting like dictators. Let's see some change already.