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#276 Re: Main Forum » 2k Starter Houses? » 2014-04-11 17:26:42

If you're gonna build something out of the initial 2k. I'd suggest a pincer dog/wife deathtrap. Be creative with it, and make sure to watch it. You may get a huge bounty any time of day, and then someone can take it really quick with a gun and meat.

Although, I'd recommend that you spend a few days robbing and mapping instead. smile
Link in my signature for Home Invasion.

#277 Re: Main Forum » Well tooled scout, slip or suicide? @Ronald Michael Jensen's place. » 2014-04-11 16:05:24

Cullman,

Well, I'm glad you've been robbing often.
How do you fund your burglary attempts into the richer houses? I always found it to be very cost inefficient.
Did you map Allman's house with a single 2k life, or did you make multiple safe scouts and paying for tools to get back to the welcome mat?

As far as people farming money. It'll happen until the bounty system is altered. I'd prefer it to be family members and vaults would only add to bounty if they were killed in a $4k or greater valued house. But it hasn't changed and I'm still having fun for now.

#278 Re: Main Forum » Finished my house :D » 2014-04-11 15:16:44

That's an awesome name. And congrats Mr. Carpenter.

#279 Re: Main Forum » Well tooled scout, slip or suicide? @Ronald Michael Jensen's place. » 2014-04-11 15:11:59

cullman wrote:

Everyone on this board seems to think I don't know how to play because I complain about alts screwing up the game.  I complain about that because the game used to be a lot better when there were more than 50-100 players playing.  Here is my house from my 4th day of playing, it lasted almost a week  Then I died on selftest.  I loved playing back then because there were so many new players that a decent house easily generated $10k a day on it's own (without having to alt).

It's not that I don't think you can play. I saw you scouting my place and knew you had experience. I agree with you that when the players were all new and 2k diving everywhere, it was really easy to make money. It was going to end sometime or another. However, saying it was "better" because there were newbies feeding you is like saying "Basketball was better when I was playing against 1st graders." I don't mean to be offending, I'm just trying to make a point that the game is the same, it's the players who are different.

Every game has a learning curve and this one is really steep. Those who didn't learn or couldn't adapt, quit. And soon it became harder and harder to make money off of newbies. Even now, you can tell people are more cautious about giving away money. You see more tool less scouts and then returning with appropriate tools, and even wasting them before death.

I'm just suggesting that you spend some time not focusing on a house. I found burglary definitely requires more effort, but there was reward in discovering and solving mysteries. Spend a more than a couple days as a thief, casing each place, taking advantage of the free 2k and scouting. Revisit them the next day. Save all those maps. Recreate those traps you see and try to solve them by building and playing with them in self test. You can also map out those broken houses to use later when you finally go back to building a house. You will break a big vault using mostly the actual solution and a few tools, and then you can decide if you want to chain that into another robbery since you have all those maps, or you can start a house again.

Sure it was fun to build when money was flowing easily. You could explore building more often. Now that you can't do it as easily, maybe it's time to focus on other things. I just think you're missing out if you haven't gone more than a day robbing and revisiting. I'm sorry if I made the wrong assumption, but according to "Today is probably the longest I haven't had an house up, since I've started playing." it sounded like you haven't.

#281 Re: Main Forum » Well tooled scout, slip or suicide? @Ronald Michael Jensen's place. » 2014-04-11 10:13:32

cullman wrote:

...I walked into the dog right by the pit right?  I was out of options anyways, so I decided to give you the tools.

Yeah, I could tell the robber knew he couldn't get anywhere else. When he ran into the dog, I couldn't help but question it being intentional and not a mistake. Thanks for the tools, but next time suicide to make it plain you were giving me the tools smile. Thanks for responding to my post, and letting me know my intuition was correct (chain robber).

cullman wrote:

...Today is probably the longest I haven't had an house up, since I've started playing... Though, after I died on my account in Allman's house with a stupid mistake I had two thoughts 1) ... 2) ...

I urge you to spend more time without a house up. At least a week.

I started the same way with trying to build income from a $1k material house with a $1k listing. I would scout while waiting for visitors. The pincer dog wife deathtrap is great for those, although it puts your wife at risk. It was easier to make money back then with the amount of players in the game.

I found that the $2k house is a pipe dream. I think everyone should put time into learning how to rob when they start. Their first house should be built with money from a big heist. After mapping, and probing, and recording, and dying, and revisiting. And also testing out what they found by recreating it with the free 2k. People will eventually break a house. But that takes time. And everyone is out for the quick dollar these days. They are used to games that have instant gratification and easy build up. This isn't that type of game.

This is an unfair game. People will always have more money and more time than you. That makes it inherently unfair. Try to accept it and try to enjoy the experience the game is offering. Spend your new life learning and put time into robbing until you break one of the big houses. Then after all that hard work is put into a theft, you start to put more hard work into building. Using what you've learned to craft a place that is both deadly and inviting. Work towards a complete house. And then you'll eventually get robbed if you wait long enough. Or you'll die to a self test. Step out and scout for easier to break houses now that you have the funds to make a deeper dive. Use your knowledge that you gained from doing all that free scouting to stay alive. You'll eventually die to a mistake. Either way, the paranoia at the fact that it's going to happen is the what the game is offering.

Because it offers such a frustrating death, it also offers the opposite side of the coin. I used to grind for items in Diablo II. But the feeling of an awesome item drop pales into comparison with what I got from hardcore mode. The feeling of fear when you step into dangerous areas. And the elated feeling you get when you overcome it. Because you know it's not easy. That's why I like this game.

My signature has links to my thoughts on how to progress through the game. Try it out and let me know what you think.

#282 Main Forum » Well tooled scout, slip or suicide? @Ronald Michael Jensen's place. » 2014-04-10 23:47:18

Cylence
Replies: 13

I don't have a record of George John Lopez. 1st visit was well tooled.

It looked promising (not really, but he looked like he had robbed before since he was using tools and knows how to work his way through stacked dogs). Then after going back and forth checking out the place, he walks into a pit bull. Me = ?

I'm wondering if this is the return of the chain robbers. Or maybe the last hurrah of a player going into retirement. Or maybe a well funded alt scout? Either way, it was entertaining and confusing, thanks.


Was this you? Let me know.

Edit: And the tools totaled $8500 retail ($4250 resale).
W5XHQUE.jpg

#283 Re: Main Forum » The Painting Directory » 2014-04-10 21:27:26

iceman wrote:

Some people just don't appreciate the work I'm putting in gather together all of the paintings in one house for Blip tongue I liked your non-scary, puzzle like entrance much better than the new one sad

I truly appreciate you doing the gathering. Hopefully I can generate enough income so that when you're almost done, I can complete the collection by adding it to mine. smile

The player base is not like it used to be. I only get 1-2 random unknowing visitors. The rest seem to be seasoned veterans (just an assumption on movement). I usually like having a more inviting porch, so they have something to figure out and pay me a fee in tools and bounty. The paintings should draw enough attention. I actually didn't want that many paintings yet, it just so happens that Okeefe was the highest available when it was time to do my run.

As far as efficient robbing goes, it's all in the targeting. Unfortunately you've got your aim set for more than money, and it comes with a high price.

#284 Re: Main Forum » A new house. A new trap. A new world! » 2014-04-09 22:24:48

mala wrote:

sometime i've used stupid things like that just for the lol big_smile
http://castledraft.com/editor/rGEHov

I thought I was the only one smile.
Don't forget to make the lols last a little bit longer by switching it up once in awhile:
http://castledraft.com/editor/iDOhS8

#285 Re: Main Forum » The Painting Directory » 2014-04-09 22:14:53

I'm Jensen. And looks like it's time to update. Weaver's been poking.

To be fair, I only have these paintings because of Okeefe. Any of you guys, Okeefe? His wife is still alive, but I have some tips to share for his house design.

#286 Re: Main Forum » Question? » 2014-04-09 15:19:43

Thanks for correcting me iceman. See, it's tough to find a reliable answer. smile

#287 Re: Main Forum » Question? » 2014-04-09 13:51:56

Actually, from what I've searched, the facts are:

You get $500 per vault per hour with a top limit of 4 lifetime.
thread with code on it.

And tigey101, try making your titles more descriptive, you may attract someone who knows faster. Unfortunately, there's a lot of threads with incorrect information. You might be better off searching for official replies from Jason or code to get answers you can truly rely on.

Edit: Corrected by iceman

#288 Re: Main Forum » A new house. A new trap. A new world! » 2014-04-09 13:39:35

New ideas are always fun. My favorite are the ones that prey on the common knowledge of the community. i.e. one that looks like a common trap, but is actually deadly when you try to verify if its a the common trap.

I'm not sure if your trap is a wife deathtrap, but I had my time creating those. Unfortunately, your wife becomes an eventual casualty and so I stopped exploring it since I like to keep her alive.

I look forward to seeing your new iteration.

Edit grammar

#289 Re: Main Forum » Home Invasion 101 » 2014-04-09 13:28:52

iceman wrote:

Great post! One little tip for mapping on castledraft is to snap it to a side of the screen (If you're using Windows), and have Castledraft on the other side...

This is exactly how I have it setup. Browser on the left, game on the right. I didn't think to mention it. Thanks for the reminder.

iceman wrote:

...To me, when suicide scouting there's 2 options to what you want to do: "solution scouting", where you figure out the no-tools or cheaper solution to getting past a trap, and "map scouting", where you just brute force past everything to see as much down the map as you can...

I consider scouting with the purpose of finding the cheapest solution you can to be the ultimate goal. The cheapest solution is the no tool solution. Sometimes map scouting is a way to open that up for you. I see no need to separate the two since it will always depend on the house.


iceman wrote:

Yeah, it definitely depends on the trap.. easy for the owner to change.

Not surprisingly, many people don't change their houses. I think it might be fear of a self test death. Or, it might be that they want that person spending lives and working things out to get in. It'll depend on the house which is I always recommend jotting down the attempts and deaths so you can track it. Magic Dances vary so much, it's a learning process that will reveal what to do after paying attention to the details. Playing around in self test sometimes reveals solutions as well, since there's only so many ways to wire something. Thanks for your tips on how you try to deconstruct them.

iceman wrote:

...If you want to go through *every* house, then I'd say to just brute force through traps- in that case, you're looking for a weak house more than weaknesses in a medium house (which most houses are going to be)...

I think it's up to each individual robber on what their focus is. But everyone should start by mapping EVERY house above $4k and maybe some of the broken houses under $2k. In the beginning when you know nothing, your goal isn't to get to the vault, it's simply to learn. And the best way to learn is by seeing what's out there. And after you've seen what's out there (part 1 and 2), you should be able to decide on what to spend your time on (part 3). I know I like the harder houses just because I learn more, and they are less likely to change/fall off the list.

#290 Main Forum » Home Invasion 101 » 2014-04-09 07:31:01

Cylence
Replies: 9
Summary

These are just my thoughts on my experience of learning to successfully rob houses.
This mainly focuses on your first big score when you have nothing to lose and much to gain. Burglary after you have a house is only lightly covered.

Note: Chills will prevent you from re-entering houses within 24 hours ONLY if you have died or attempted a tooled robbery of the house in a previous life.

This post goes hand in hand with House Design 101.
The better burglar you are, the better houses you will design.
The better houses you design, the better burglar you become.

I'll make updates if I feel any are necessary.
created 2014.04.09


-------------------------------------

Skills

Patience and Observation
Real heists require meticulous research and planning. Thieves will study and case a place. Coming prepared is mandatory. It's no different in TCD. If you can't put in the time to map a person's place, write notes, record steps, states, and reflect upon them, then you won't be successful. Understand that you're not gonna crack a place in one trip. The more observant you are, the less trips will be needed. Use safe confirmation movement and don't be too hasty.

Speed
Cops will kill you if you spend too much time in a house (20 mins). This means when you're in the house, you've gotta work fast. Map it out, make smart, quick decisions, and map some more. Houses fall frequently and also change. A good map is only one edit away from dropping in value.

Knowledge
The more you know about what is possible, the more cost efficient you will be. The tool less path will open itself to you. Learn everything you can about different types of traps, their strengths and weaknesses. Know exactly how to control pets. Understand the camera shifts and robber vision.

Experience
This comes with time. Every house is a reflection of its owner. You will learn what type of builder they are as you case the place. This will allow you to know what tools will be useful. Eventually, what was luck in choosing the right multiple choice path, will become a calculated psychological decision based on what you have seen and determined.

   
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Recording

Castle Draft
Your blank slate template http://castledraft.com/editor/boDKEP. If you start from a set of empty floors, you'll come to a point were you'll wonder if you mapped a path to walk or just didn't record anything. Turn grid ON for faster visual counting. Zoom your browser out (Ctrl - on most browsers) so that you can see the whole map and reach each tile without scrolling. It may be smaller, but it'll save you time compared to scrolling.

Timer
I use my phone and set it to a countdown from 18 mins so I always know how long before the cops show up. The 2 min buffer allows me to not have to rush to an exit (if not a suicide run).
   
House Log
Record as much as you can in an organized format.
The format I use is:

Name: First Middle Last

Visit 1: Date/Time, Cash Value, (Attempts/Deaths), Paintings, Wife Dead/Alive/?
Map: http://castledraft.com/link
Notes: Everything you noticed on this run. Is there a path for a wife, major trap types, wall materials used, when pets hit buttons, what step you died to, possible intended path, which sections are not passable without tools, and list goes on.
Plan: What sections are you targeting next run, and what tools you'll need.

Visit 2... and so on.

Recorded Game Folder
Always attempt each robbery after a fresh login. This will create short, manageable recorded games to playback. You can review the theft to see if there's anything you missed.
This thread for more info on use of the folders (or you can search)


-------------------------------------

Progression

Note: You should have home design finalized in case you come into a big score. You'll need to put up a house as soon as you get back from the robbery. Refer to my house thread House Design 101 for more details


Part 1 - Naked Runs
You only receive chills in houses you've died in or brought tools into. Naked (or Tool less) runs will not cause chills. You need to be able to get as much information as you can, in order to maximize the potential of your tooled runs.

1. Design a quick, threatening home with 1 shotgun for your family and pit bulls dogs. Make sure it's something quick to build, because you'll be doing it every time after you die. You need to deter people from making you reset your vault all the time. Don't worry about saving money for tools, since this part is all about learning how to scout without them.
   
2. Starting at the lowest house of at least $4k value, work your way up and visit EVERY house you can. Remember that your goal is to map as much as you can with no tools. Revisit houses even if dogs chase you out. It also means that in some houses, the most you can do is take one step in and back to the mat. You should still map the entrance and take notes though. Do not be tempted to find the vault. Also, don't be too afraid to die, or else you won't improve.
   
3. After each house that you've explored the maximum amount of space allowed (even after multiple visits), review your notes and plan out where you should go, and what tools you'll need to scout further. Don't forget to log out and log back in so you can keep your recorded games short for playback.
   
Result:
You've gained information and experience. You now have maps of different types of entrance traps. You can incorporate them into your own house design. Maybe you couldn't figure out how they work. Build them out yourself using a fresh 2k and play with them in a self test and try to solve them. Go over all your notes and see if your perspective on your future plans have changed.

Once you feel like you can enter any house and KNOW you can map out what's allowed and get out alive, it's time to move to part 2.
   
   
Part 2 - Suicide Scouting
This part should be easy if you did your homework in Part 1. Everything should already be planned out for you. The mentality that you don't have to get out alive will allow you to get further in and reveal more of their map.

1. I usually leave my home unprotected and spend all my money on tools, but that also means you risk having no family after a successful heist. Decide whether or not you want to shave off $320 for a shotgun. Validate your house and then double check to see if the house you recorded is still available and if it has changed or not. If it has, do another naked run to see what's different. If it hasn't, return home and buy your tools.
   
2. Your main goal is to penetrate as far as you can and to record as much as you can. If you get trapped, and walking into a pit bull will shift the camera and let you see more, you might as well get some more info upon death. I usually try to waste my tools before death to not to give too much to the owner.
   
3. Buy Tools, enter, map out, record notes, die, review notes, plan next visit, log out, log back in, next house. Rinse and repeat until all the houses are chilled.
   
Result:
You now have more information that you can use to get even further. It's only a matter of time before you break one of these houses. Just like in naked runs, review your notes again. Play with any new trap designs you've seen. You might be able to even solve them in your self tests. Also, double check your future plans. While waiting for the chills to wear off, you can adjust your house design to use any new tricks you've found.
   
Once you feel like you've learned the strengths and weaknesses of common trap designs you should move to part 3.

Part 3 - Selective Targeting
Time is a limited resource. Early on, visiting as many houses as you could was an investment in learning. Now that you have more experience, it's time to focus and be selective of which houses to target. You should focus on traps and owners you understand well and have a knack for. These will be easier for you to break. You can also take into account the payoff in paintings and cash. Remember that if the wife is still alive, you may not get the full value. You could also target ones you don't understand to expand your knowledge. It's really up to you.

Part 4 - Your First Score
If you are persistent, this is inevitable. I hope you have your house design finalized and ready, because you are gonna need to build it out right after you return from your heist.

Part 5 - No More Suicide Runs.
Now that you've got something to lose, you'll naturally be more cautious. However, all that time spent on naked runs and suicide scouting should give you the confidence to continue your thieving lifestyle. The only difference is that in order for you to survive you have to bring tools to allow safe passage back to the welcome mat which will be more expensive. Luckily you'll have a house that provides some income to fund your thefts. Honestly, if you've gotten to this point, you'll have learned enough to be able to scout houses safely.


-------------------------------------

The Backpack

You've got 8 slots, and 12 possible tools types to bring. Your scouting trips should tell you what you need, but here are my general tips on the tools

Bricks - the most versatile tool and easy to burn off by just toggling buttons. You'll want to buy these in pairs since the cost is $150. Killing cats, smashing doors, fixing buttons, breaking windows. I usually have at least 2 on my trips.
Drugged Meat - don't drug every dog you see. Understand its location before putting it to sleep. You may need it for a leap of faith or need to walk past it. If it's one of those dogs behind a door that leads to no where and isn't properly spaced for a leap, they I'd say drug it easily. Also, note choke points where you can hold off multiple dogs with well placed meat. Also, a lot of people take way too much drugged meat. Unless the house is scouted to be dog behind doors galore, 2-3 should be enough.
Water - pretty obvious whether stacks of water will be useful or not from scouting. 1 or two may be handy for dousing power sources.
Wire Cutters - With the prevalence of cheap electric floors, this will usually be pretty useful. Make sure you know where to cut and are aware of any possible paradox circuits. This can also be used to open powered doors. These are on the more expensive end. I usually only get 1 or 2.
Saws - I try not to take these unless the scout revealed lots of wood. Then I take at least 3.
Doorstop - As a suicide scout, I hardly buy these unless it allows me to check out two sections reactions to power. Even as a high budget thief, a water, wire cutter, or saw will serve the same purpose.
The rest is pretty obvious.

For high budget heists, you should be well informed so you know what to take to limit the cost. However, I almost always bring at least 1 gun in case a dog somehow gets in between me and the exit.


-------------------------------------

Trap and General Tips

You'll learn more as you run through, but here's some of what I've learned.

Combo Locks - As a suicide scout, unless you can find a way to test multiple different combinations, I'd avoid them, although most of the time they are a big sign letting you know what area the vault is in. As a high budget thief, just bring enough saws to figure out the combination, or force your way through whatever it's locking.

Clocks - You should always, Always, ALWAYS be checking for the existence of these. If there's no dog chasing you or any wandering pets tied to your movement, you should dance back and forth whenever you see a new set of traps that you couldn't isolate the power source. Once you do know the timing, however, you should be able to use it. When figuring out clocks at entrances, it's always better to know when they trigger, than to randomly try to cross the first time. Don't forget that using items will cause a clock to cycle.

Magic Dances - These vary wildly in size and difficulty. Some are easy to break, and others, once broken allow you access to a lot of the house. Sometimes triggering them is not bad if you can just water your way through electric floors. You'll have to decide which ones are worth breaking.

Multiple Choice - Try to bring tools to see as many of the choices as possible. I usually like aiming to check out the ones in between other options just in case the walls will give me a hint of the correct path. Understand the psychology of what would be the most common path if you were to watch the tapes of that house. The owner will have seen this and not places the correct path there.

Paradox Circuits - Just look for electric floors that possibly form a loop and wire cut to break the loop before you stand in it.

Search for ways to get rid of pit bulls using the traps provided (pits, electric floors, a wall corner that will trap it)

Tracking dogs is easier than tracking cats. Be sure to note where you are and when electronics trigger from a wandering cat.

Don't forget to map out those broken houses.

You can usually see through 1 set of walls. However, if there's a door with nothing behind it, all that it means is there's no wall back there. It could be anything. Note how wall lines continue or stop.


-------------------------------------

Dealing with Mistakes

Luckily, suicide scouting involves little risk and all reward.
However, if you care to venture out while you've got a big house made, you will eventually slip up, be it a mistake, finger twitch, misread, cops, or disconnect. At least your bounty will add to the economy. At the moment you want to rage, just remember you took your nest egg from someone else, and you can do it again smile.

#291 Re: Main Forum » House Design 101 » 2014-04-08 13:23:43

update 2014.04.08 - added thoughts on repeat scouters, common traps, self test, eventual loss section

May write another thread on my Burglary Experience.

#292 Re: Main Forum » List of Bannable Offenses. » 2014-04-07 14:17:00

colorfusion, it's not about what you or I think is bannable or not. It's about getting clarity in an official ruling for everyone to see.

#293 Re: Main Forum » List of Bannable Offenses. » 2014-04-07 14:00:55

DaVinci243, thanks for the catch. Should be before and after. Will amend.

Edit: reworded to be before a ruling. "after" should be taken care of by it being added to the list of bannable offenses.

#294 Main Forum » List of Bannable Offenses. » 2014-04-07 13:50:40

Cylence
Replies: 8
Summary

Jason, please confirm whether any of the proposed actions/activities are grounds for the banning of an account or accounts.
I'm hoping this can inform players of what is allowed and what they should report.
This should be updated as needed and have items which have an official ruling, as well as things that need one.
Maybe each listing could link out to a page with common ways to recognize them. For example, I'm not sure how to know if someone edited a move list besides seeing them walk through walls in a replay.


-------------------------------------

Bannable Offenses

Actions and activities that are grounds for banning.
- using a modded client on the main server (editing movelists, map viewing, etc).
- discovering a potential exploit and continuing to use it before receiving an official ruling from Jason (must be reported).


-------------------------------------

Allowed

Actions and activities which were questionable, but ruled to NOT be grounds for banning.


-------------------------------------

Questionable

Actions and activities which NEED official ruling.
- colluding with people (or multiple accounts) to generate income (through bounties)
- colluding with people (or multiple accounts) by sharing maps or making them public (through friends, forums, or streaming)
- house sitting for grief, robbing a house with the main intention of locking someone out of editing.
- house sitting for insurance, robbing a house with the main intention of getting their stuff in the event of their death while robbing.
- vault setting, robbing a house with the intention of setting a house to be "broken" and thus more safe than an unbroken "house." (money transfer avoided by throwing everything in a backpack)


-------------------------------------

Thread Maintenance

I'd like to keep this thread up to date, however I'm not the best user suited to the task. If there's a Mod out there who has the ability to monitor incoming questionable offenses (and the ability to determine if its a duplicate), please take over this thread.

Edited for spelling.
Edit 2 for wording on exploits.

#295 Re: Main Forum » The King of Castle Doctrine: » 2014-04-05 10:50:13

MMaster wrote:

Can we stop the multi account non-sense already? Yes they have advantage, but I don't care and you should not care too. It's nothing big.
...There is no ultimate goal in this game so the point of the game is to build, rob, die and/or get robbed. If there is someone with 2 / 3 accounts he can do 3 runs per day - that's more fun even for me, because he will get further in the house in shorter time and I can see more mistakes I've made later in the house.

I accept there are advantages. However, I do care. I'm not telling anyone what they should or shouldn't do. I'm just trying to gather knowledge so I know what I should do. Knowing how fast people are scouting and targeting will help me not waste time in my own scouting/robberies. I'm trying to figure out how to spend my time.

I understand you have no ultimate goal, so you just build, rob, die/get robbed with heavy fun on getting robbed. I too like building houses and watching people crack them. Blip has his own ultimate goal (own every painting). I'm sure everyone has their own goal.

However, you are right that I should probably stop stating the advantage and just get to my questions.


So, Blip,
As far as I know, you are just targeting houses with paintings. Do they need to be  above a certain dollar line? Or would a house at around $10k w/ 4 paintings still be on your list?

#296 Re: Main Forum » The King of Castle Doctrine: » 2014-04-05 01:46:00

Blip wrote:

Yeah, I was surprised how far my alt scout got into Hahn's place; I knew all his weak spots from a single scouting trip!
... Overall, an alt is useful, but it's easily possible to pull off major heists without it; as a matter of fact, my first robbery against Scott had no previous alt scouting, and that one worked like a dream.

Yeah, Hahn's was an easy scout to the back. I thought I would die to the electric floor but they never turned on.

However useful is understating the difference between the cost of an alt no risk scout and a main scout.

A no risk scout doesn't have to pay the cost of leaving a path back home open, and bringing safety gun(s) in case of dogs getting in that path. Also, due to the same reason, no risk scouts can penetrate further in and map more of a home than a cautious scout can. They can throw themselves into areas that would be very costly to exit. They can figure out what locations/steps trigger hidden pet traps (by dying). It can be the difference between 20 wire cutters and 20 waters. Also, you don't give the owner a 24 hour window in which they can change things between a 2k scout run and a Main account run.

I understand that you can pull off major heists w/out an alt. Possible, yes. Easily? I disagree. It takes time and money to do a major heist, unless you can easily generate both, I'd say it isn't easy.
Did you leave a way out on your first robbery against Scott, or were you do or die?
I'm pretty sure that if it was "easy" you wouldn't compare it to a "dream".

My first big robberies are usually do or die, hence why they are "First." I take advantage of a fresh start and do a bunch of no risk scouting. I eventually break a house. If its a smaller house I'll chain it into tools to do another higher budget no risk scout. After I've stolen a nest egg, I'm cautious afterwards.

#297 Re: Main Forum » The King of Castle Doctrine: » 2014-04-04 19:33:56

After Ponder passed away, I figured I'd do some scouting and robbing on all the bigger houses with my no risk lives. I had entrance maps of all the the names on the top page. Although, most of my work has gone to dust with people breaking half of them.

Mr Hahn was a juicy target, you could walk straight to the huge combo lock in the back. Was looking to hit it later after getting some cash from a smaller robbery. Ah well.
Guess I wait till the dust settles before scouting and robbing.
Don't want to waste my time on houses that will just be cracked the next day.

Congrats on the break-ins Blip. I'm guessing you are doing all the scout work with your no risk alt then coming in with your main after mapping, right? Do you have a few alts or just the one? Just wondering how many scouting runs you can do per day.

I have a friend who plays, but not so much anymore. Maybe he'll gift me his account (I designed his house). Seems like I'll need it to be able to compete with the speed you guys are scouting and taking people down.

#298 Re: Main Forum » Advanced Sight Change Trap » 2014-04-01 16:44:41

Delivery confirmed. $24100 to be exact. smile

#299 Re: Main Forum » Advanced Sight Change Trap » 2014-04-01 15:59:53

You should have a message/email

#300 Re: Main Forum » Advanced Sight Change Trap » 2014-04-01 15:23:28

PsyBlade,

Whoops, should have been 2(RL) not 3(RL). Thanks for forgiving the typo. Cuddling pit bulls are bad for your health.
I'll try sending you a message. I think it'll hit your email. Just respond.

Edit: I think you have to have your email shared in order for me to send you a message.

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