Part of my Explorer of Tyria journal - you can find the rest here!
I have a little issue with this next living story arc in GW2. The main plot involves chasing a pirate (who killed a pirate during a pirate festival in a pirate city) to their pirate base (dungeon party required) filled with pirates and if you are fast enough can shoot down a pirate airship. Outside that I can go grind pirates in the open world, pirate the pirates hiding in jumping puzzles (all of which I've done before) for their pirate caches or retrace the steps of a sailor (cough pirate cough) who lived in the pirate city which is a hook for the a book ANet are trying to push forward. Most likely about or containing pirates. Oh and the overall reward this time? A mini pirate.
Previously I could see the merit in helping the pirates against the risen threat from Orr, aiding them in rescuing refugees (aka cowards) from the Molten Alliance (and then bashing both them and the refu-cowards at Southsun) and even saving them from an insane supernatural entity that enjoys wearing a flaming pumpkin on his head for some reason. This time it looks like it's just in-fighting amongst a faction I would personally prefer to nuke into non-existence.
Really wondering why ANet decided to make these people "good guys" in the first place, AND give them the main capital (hub) of the world. They don't even pay well for the trouble I go through for them (seriously, 1 gold coin max is insulting) and there's literally no in-game or out of game lore posted by ANet as to how the all got mass redeemed or something other than "band together to face Zhaitan!". Yah well Zhaitan is dead. Officially. That's why the Orr zones were toned down and risen made weaker.
So help the pirates? Not this time. Someone else can go sort it out. It's not like Logan Thackeray (or anyone else) paid ME specifically to identify and catch a murderer. I've got better things to do elsewhere... in other games.
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