Very nice theory.
As I recall, and wrote above, that does not happens when ENTERING a Heist. Anyone to confirm this? (still at zee…)
On topic:
I think heists are at their best when you’re in a position to take advantage of their varieties of reward. A low, but consistent Shadowy gain, Echoes and MW. Any one of these doesn’t quite seem to be worth the investment. At least not if you ruthlessly mirco your opp deck. Heck, on some days off it seems like almost a third of my actions are spent via opportunity cards. Of course, if you’re a new PoSI with a need for opulence, then they really maximize your benefits per action.
Off topic:
I hate to promote such a derailment (who am I kidding? I love to promote it), but A Polite Invitation has a “deck doubling” effect as well. This Sackmas found great advantage to enter at two cards (doubling to four), use no cards and leave when my deck hit five cards (doubling to ten). I could get ten cards in thirty minutes that way.
Very nice theory.
As I recall, and wrote above, that does not happens when ENTERING a Heist. Anyone to confirm this? (still at zee…)[/quote]
Huh. I left a heist with 2 cards and filled back up to 6 in London. But! I then prepared and started a heist at 2 cards in deck and then had 4 in this new one (keep in mind I had a full candle of 20 actions at the start here)
I’ll try to leave this heist with only 1 card left on my deck.
Very nice theory.
As I recall, and wrote above, that does not happens when ENTERING a Heist. Anyone to confirm this? (still at zee…)[/quote]
Huh. I left a heist with 2 cards and filled back up to 6 in London. But! I then prepared and started a heist at 2 cards in deck and then had 4 in this new one (keep in mind I had a full candle of 20 actions at the start here)
I’ll try to leave this heist with only 1 card left on my deck.[/quote]
Yes!
Sorry, I wasn’t very clear on that.
I meant the doubling effect does not skip to 10 upon entering with 3 or 4 cards but does so when exiting. It does, of course "only" doubles.
I always enter with 5 Opp cards to double them and wait to build the deck up to 4 when exiting (to 3 now, as discovered above).
Parelle, Thank you for verifying that for us.
edited by Gonen on 1/24/2016
I’m back: leaving a heist with 1 card resulted in 4 in my London deck. Mrr?
edited by Parelle on 1/24/2016
[quote=Parelle]I’m back: leaving a heist with 1 card resulted in 4 in my London deck. Mrr?
edited by Parelle on 1/24/2016[/quote]
Could you have been close enough to getting another card that your page just hadn’t updated yet?
[quote=MrBurnside][quote=Parelle]I’m back: leaving a heist with 1 card resulted in 4 in my London deck. Mrr?
edited by Parelle on 1/24/2016[/quote]
Could you have been close enough to getting another card that your page just hadn’t updated yet?[/quote]
On the contrary, I actually had to wait for that card to appear in my deck to leave since I was testing it. So it had just appeared.
sounds good for MW but not for EPA. too reliant on RNG for me, and takes waaaay too much time IRL for me to handle.
Leaving the Heist with zero cards keeps you at zero. So it’s quite irregular, it seems.
0 -> 0
1 -> 4
2 -> 8
3-10 -> 10
The pattern, such as it is, appears to be min(10, [(number of cards remaining) * 4])
edited by genesis on 3/18/2016
bump
My impression is that ordinary cards no longer refill or remain available when the character is on a heist. Can others confirm?
[quote=Jermaine Vendredi]bump
My impression is that ordinary cards no longer refill or remain available when the character is on a heist. Can others confirm?[/quote]
My London deck has remained. I did notice a problem once when switching between the app and the website; perhaps something like that happened?
I don’t use the app. I had an almost full deck when I started the heist. No cards left at all when I finished. This is not a single event; I’ve been noticing a lack of "refill" for several days.
edited by Jermaine Vendredi on 9/20/2016
edited by Jermaine Vendredi on 9/20/2016
I need Touching Love Stories. I have a Gang of Hoodlums, a five-card Lodgings, and maxed stats. Are Heists the best source of Love Stories?
I’ve been using the Gangs twice, getting four Inside Information, then embarking on the Heist. Is that overkill?
I’ve been getting by easily with 2 inside information; the love stories only require 5 progress, and several cards award 2. (I have no hoodlums so have been using Well-Planned Villainy twice rather than faffing around with 1x3 plus Topsy King. That gives enough casing to have 3 Inside Information.)
[quote=Jeremy Saklad]I need Touching Love Stories. I have a Gang of Hoodlums, a five-card Lodgings, and maxed stats. Are Heists the best source of Love Stories?
I’ve been using the Gangs twice, getting four Inside Information, then embarking on the Heist. Is that overkill?[/quote]
Yes and yes!
Guess you have 10 Dreaded, but, if you don’t want to take any risks, just use Gang, get 3 more Casing from Topsy King (option to steal the painting) and buy 1 Inside Information. Even 1 should be more than enough, but guess it’s best to get used with the new constrains. Can’t check now, but I know for sure there’s a card for which is best to save that Inside Information (alternative to it have nasty results).
After a few you may give up on the II, but have some Solutions and the suit ready if the need arises!
[quote=Jermaine Vendredi]I don’t use the app. I had an almost full deck when I started the heist. No cards left at all when I finished. This is not a single event; I’ve been noticing a lack of "refill" for several days.
edited by Jermaine Vendredi on 9/20/2016
edited by Jermaine Vendredi on 9/20/2016[/quote]
Even if you completely reload the browser tab?
(my cards refresh even there, but sometimes, especially in days of great lag, the code that periodically paints fuller hands (and changes the next-card-or-turn-timer display) gets stuck and doesn’t show any changes.
On the subject of science and card refreshing when switching areas, any Cider owners up for some science? If my math is right, you could instakill yourself through the carnival mirror with two cards then instantly leave the slow boat to gain eight cards in two actions. Given how good the Cider cards are, it might actually be more profitable to repeatedly die for extra cards. Plus if there are any options with above-average profitability moderated by wounds gain, the profit might go up even further.
[quote=xKiv]
Even if you completely reload the browser tab?
(my cards refresh even there, but sometimes, especially in days of great lag, the code that periodically paints fuller hands (and changes the next-card-or-turn-timer display) gets stuck and doesn’t show any changes.[/quote]
Well, that’s an interesting point. For at least two weeks, achingly slow performance has been a real problem for me, and I sometimes just give up and go do something else. (The refresh also takes ages, so I run out of patience.)
Thanks – I’ll take that into account in my observations.
J
edited by Jermaine Vendredi on 9/21/2016[/b]
edited by Jermaine Vendredi on 9/21/2016
Science performed. It worked just as you described, netting 6 cards for 2 actions. If you have 3 cards in your deck, it takes you all the way up to 10 when you return, netting 7 cards for 2 actions. Probably not worth it from a profit standpoint even if your deck is pretty optimized since you’re still losing 2*[Grind EPA], 5 carnival tickets, and all your Iron Knife Tokens (if any) in opportunity cost, but it’s still a handy trick if you’re fishing for a particular card.
Thoughts on wounds-mediated profit to follow in an hour or two.
So the math described earlier in the thread of exiting a special location more than doubling doesn’t hold here? Huh.
Math-wise, if your grind is AotB, you’re losing three actions of potential each go (going there, back, stealing tickets) so you’d need to make at least 4.92 echoes from the difference in profit on good cards. The breaking even point would go down if you bought tickets with hints or clues, though I’m not sure by how much given you’d have to grind the input items. The most common notable cards will be the cider ones, which give 0.86 echoes over AotB; with the three-action estimate it would take six of those cards to make a profit. Interesting.