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Old Jul 23, 2006, 09:35 PM // 21:35   #1
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Default Guild Thief Suicides.

I'm not sure how well known this is or how long it has been in affect, but I myself just noticed this yestarday during a GvG.

We're playing on Warrior's Isle as the visiting team and we basically roll the team at the flag stand(they were down a player thanks to Err7), so they decided to send a 3 man gank. Well when their monk went inside our base to gank he didnt drop the guild Thief outside. So when we come back and kill that split, the Guild Thief is left standing alone, unbound to anyone, in the front section of the base(the area vulnarable to catapult fire) but he was never in any danger because all of our archers in that area had been cleared and our catapult wasnt loaded. So we figure we leave it their, and they cant ever gank again.

Well come to find out 5 minutes later we're in their base and we see it spawn on their shrine. We have no clue what killed it but it wouldnt of made a difference anyway. Later after the match was over, we go into observer mode and watch the thief to see what kills it. Aparantly, a couple minutes after it was left their, it just dies. So we figure its a feature from Anet to allow the other team hope of a gank. Which leads me to wonder why. If it was their choice to gank and their mistake, why shouldnt they be punished for it?

It just seems like a tactical error like that should be left alone and not saved by a Guild Thief suicide.
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Old Jul 23, 2006, 11:19 PM // 23:19   #2
JR
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A guild thief locked inside an enemy base will automatically die.
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Old Jul 26, 2006, 03:36 AM // 03:36   #3
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I've noticed this while doing several scrimmages. I can park the thief outside the base, kill all other npc's near him and no other player around, and it may still die.

No idea as to how or why though.
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