That’s a fair question to ask and you make a lot of good points.
But allow me to first answer your question with a question: Why is the development team running these tests?
The reason I ask this is because while the “old” PvE certainly was never a celebrated game format on the forum (excluding alliance boss battles) it was never one of the hot issues cough ISO drought, the Reign of RNGesus, character release rate, 3* Spidey buffcough
Yes, the current format is not without its flaws. If your RL routine does not somehow magically align with 8 hour refresh schedule, you can kiss those top rank rewards goodbye (barring bracket snipes and n00b brackets). And yes you have to grind approximately 3 hours at the end of a sub for those top rewards. But I think most of the forum community has come to accept it as the norm. In fact, we started out with crazier settings like 3 hour refreshes, community scaling and rubberbanding so many old timers have come to view the current PvE format as the least of all evils (you will also note it is they who are most vocal against the increased grind many of these tests will cause).
In a way, PvE has always been a work in progress.
But to return to my question, the most reasonable explanation I can come up with for the sudden testing spree is simple: lack of engagement of PvE events by the greater community (and when I say greater, I do in fact, mean the non-forum, casual player). This is all just speculation, but I do believe the development team believes the existence of the timer is a big turn off for the casual player. Many of these tests have been test runs of not having a timer. And the reaction was quite telling:
The informed player knows that it’s totally possible to play PvE as you like and still hit full progression with the current timer point reduction system. These are the players who are either primarily concerned with the competitive nature of the game or at least interested in getting the most rewards with the least amount of effort and pointed out how each test increased grind levels for competitive players.
The uninformed player, on the other hand, thought by not playing in strict adherence to the timer they risked jeopardizing the final progression reward. These are the players who care more about progression than rank. Almost every time one of these timerless tests were run, you would have posters praising the devs for allowing them to play the game whenever they wanted even though this is totally possible under the current system.
Guess which team the majority of the player base belongs to? (Yes, I am aware there are exceptions and unique situations but I think these are fair generalizations no?)
So in theory, our non-forum going uninformed casual player begins an event unaware that the timing of their entry already affects their chance at top rank. If they are lucky they get a fresh bracket, if not they get a stinky three-day old bracket and despite their best efforts (while remaining casual mind you) have no chance at top 100 (unless they are in one of those mythic n00b brackets which is entirely possible if they are true casual players). They see after hitting a node that they have to wait 8 hours for the points to refresh so they decide to wait. Now here is where the magic happens:
If our theoretical non-forum going uniformed casual player is a real non-forum going uniformed casual player what do you think the chances are they are going to remember to come back and hit that node in 8 hours? They might do it if they really like Moon Knight but barring being a fan of the release character or character on offer, more likely than not they have totally forgotten about it until they have some free time and nothing else to do.
Now let’s rewind with the non-timer test system…rewind and press play …ssible if they are true casual players). They see after hitting a node that there are still max points! “Well gosh jolly I guess I will play it again,” our theoretical non-forum going uniformed casual player thinks to themself. “I do have an hour to kill.” And voila! Increased engagement.
We have to keep in mind that the vast majority of the player base does not play PvE competitively. The primary goal of these tests is to see if the removal of a timer increases user engagement. The other goal, as atomzed aptly pointed out, is how can they increase user engagement while maintaining the current cover reward distribution. And this is where things have gotten a bit ugly.
In accordance with my observations of these tests, it would seem that the development team would like to remedy the lack of timed clears with a grind-scaling system. They have been fiddling with the scaling and amount of necessary clears trying to hit that sweet spot where it hurts just enough to be bearable (or feel good if you’re a masochist) but if one of the goals is to maintain the current cover reward distribution rate then unfortunately that will have to mean that the grind and the pursuant scaling will hit the “no fun” zone for most of us. Or as we have just witnessed, wacky races to finish all nodes the fastest.
With that said, I don’t think the development team is trying to throw the competitive player under the bus. Otherwise, we wouldn’t be on test 5 (or is it 6 now?) and they would have already implemented some non-timer version. Unfortunately, considering that most of the competitive players have mastered the current PvE system the likelihood of coming up with a new PvE format that pleases both groups of players is slim to none.
Probably what will happen is that a non-timer system will be implemented and the development team through some magical formula and tweaking will manage to keep competitive grinding within 3-4 hours per sub. The established competitive order will protest at first, some among their number will rage quit, others will go non-PvE and those that remain will try to adapt while a new batch of players who the system works for will rise and “figure it out”. Or at least that’s what the pessimist in me believes.
The optimist in me hopes for non-competitive story events that have scaling set to a tier system: Beginner, Normal, Hard, Deadly with each tier having their own respective rewards. The harder the difficulty, the better the rewards. Considering the ever increasing pool of 4* characters (and the current problem of their near obsolescence in the shadow of the 5* tier), I don’t think it would hurt the game to be a bit less stingy with cover rewards. But I will stop myself here before my comments are labelled a “suggestion” (yeah I went there lol).
So to end this spiel, allow me to answer your question with an answer: yes, I do but only if it makes the game better. (But don’t ask me how since that kind of talk gets threads moved 
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