Thread: Trinity
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Captain
Join Date: Sep 2012
Posts: 4,238
# 33
03-21-2013, 12:30 PM
Quote:
Originally Posted by burningstar View Post
they have different roles, even if you want you cant use for oposite role with not even near same efficiency.
as if there is or there is not content to support those roles is another matter.
none of which has any bearing on inherent flaws in the system.
none of which counters what i said
all your post does is state the system as is.

Quote:
Originally Posted by ussultimatum View Post
I think the problem is actually in the content design, the ships themselves are mostly designed well.

The problem is that Cruisers and Sci ships were built to do things that are almost never required in PvE.

That's a system wide problem with PvE.
its a problem with the entire presupposition of the trinity system.
outside of very limited scenarios with fixed guides & boundaries, it collapses.
it requires classes that suffer when isolated.
it requires classes that get set into predetermined team templates with little room for change.
it requires that the entire game and all content be made conforming to its needs.

not so with the foundation model.
Cryptic.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.