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Author Topic: Chance Cards: A Quick Gambler's Guide  (Read 176572 times)
fwiffo
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #25 on: 2006 June 04, 01:28:24 »
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OK, something that hasn't been mentioned here, but should factor in to any chance card junkie's stategy...  You shouldn't leave money lying around unspent for chance cards to take away.  If you have more than a couple grand in cash, buy a bunch of art and stash it in your basement (preferrably someplace unreachable by burglars).  If you don't have money, chance cards can't take it away.  When you need to drop 20 grand on that expansion you've been saving up for, sell off some of the art.

With big monetary penalties nullified, a lot more chance cards become worthwhile.
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BlueSoup
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #26 on: 2006 June 04, 01:33:00 »
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OK, something that hasn't been mentioned here, but should factor in to any chance card junkie's stategy...  You shouldn't leave money lying around unspent for chance cards to take away.  If you have more than a couple grand in cash, buy a bunch of art and stash it in your basement (preferrably someplace unreachable by burglars).  If you don't have money, chance cards can't take it away.  When you need to drop 20 grand on that expansion you've been saving up for, sell off some of the art.

Yes, but art depreciates in this game, so why would I do that to my Sims?
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fwiffo
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #27 on: 2006 June 04, 01:35:59 »
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Actually, expensive art can appreciate or depreciate with apparently equal odds.  Usually it's only by a few percent anyway, so it makes a tiny difference at worst.  Even then, it's more than made up for by the improvement on the viability of chance cards.
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J. M. Pescado
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #28 on: 2006 June 05, 06:33:23 »
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With big monetary penalties nullified, a lot more chance cards become worthwhile.
Big monetary penalties isn't even the big deal. For the most part, money chance cards are a profitable gamble. The primary reason many chance cards are regarded as a losing proposition is because they often involve gambling a high-level skillpoint (rather difficult to gain) in exchange for unusable bonus skillpoints, or petty change. For the most part, pure cash gambles are favorable odds. Gambling the loss of a logic point in exchange for a $50 is NOT a good idea.
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Orikes
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #29 on: 2006 June 13, 22:09:04 »
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One thing I haven't heard (or seen happen in game yet) is what happens if a chance card docks you more money than you actually have? Do you go into pseudo debt, or does it just take all the cash you've got?
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BlueSoup
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #30 on: 2006 June 13, 22:42:37 »
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It just takes all the cash you have - your sim won't go into debt to pay a chance card.
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RainbowTigress
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #31 on: 2006 June 14, 00:24:32 »
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Yep, your sim's household cash goes to $0.
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Alvaron
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Question on chance card offers
« Reply #32 on: 2006 September 22, 08:23:37 »
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Question for all you chance card gurus: let's say your permaplat sim is late to work (because they skipped the carpool and drove their car). Will you be offered a chance card that day? I've never had it happen and I wonder if anyone else has.

Thanks in advance.
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J. M. Pescado
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #33 on: 2006 September 22, 08:46:50 »
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It's possible, but chance cards are rare in any case, and tend to be checked around the midpoint of a job interval, which you might miss if you're not there before then.
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striker
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #34 on: 2006 October 26, 11:25:31 »
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Hey JMP, can you find out the odds for the new pets chance cards?
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J. M. Pescado
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Re: Question on chance card offers
« Reply #35 on: 2006 October 26, 23:19:20 »
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Question for all you chance card gurus: let's say your permaplat sim is late to work (because they skipped the carpool and drove their car). Will you be offered a chance card that day? I've never had it happen and I wonder if anyone else has.
It's possible, but not if you're REALLY late because you'll have gone way past the chance card trigger point.
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cyperangel
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Chance Cards: A Quick Gambler's Guide update?
« Reply #36 on: 2007 March 08, 18:17:20 »
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Any chance we could get the new careers placed in here as well?
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Re: Chance Cards: A Quick Gambler's Guide update?
« Reply #37 on: 2007 March 08, 18:47:10 »
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Please hold while I transfer your post to the appropriate place.
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cyperangel
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #38 on: 2007 March 08, 21:47:26 »
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heh, i did want to post in this thread, but a biiiig guy came up and told me that Necromancy is bad m'kay, so i decided on the general forum instead.

Thanks for the reroute tho Smiley

And thanks for the update Cheesy
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LK: I think the closest thing to a "soft heart" you'll find in JM's possession is the one he ripped out of some hapless fool's chest.
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RainbowTigress
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #39 on: 2007 March 08, 21:50:18 »
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There are certain rare instances where Necromancy is allowed; however, we expect people to use wisdom in choosing when to do so.  Smiley
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cyperangel
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #40 on: 2007 March 10, 18:03:47 »
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While im ressurrecting it, any chance we can get the pet keywords as well?
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LK: I think the closest thing to a "soft heart" you'll find in JM's possession is the one he ripped out of some hapless fool's chest.
If you google "More Awesome Than You" - you'll find it. Please read the FAQs carefully before posting - their motto is MOAR FIGHT!They are not a snuggly bunc
J. M. Pescado
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #41 on: 2007 March 10, 18:10:47 »
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While im ressurrecting it, any chance we can get the pet keywords as well?
Pets don't have skills, so they can't lose skillpoints. I can look into the odds table, though.
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striker
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #42 on: 2007 April 03, 21:38:05 »
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hey JMP, any chance of getting the odds for the new seasons chance cards?
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jsalemi
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #43 on: 2007 April 03, 23:22:55 »
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hey JMP, any chance of getting the odds for the new seasons chance cards?

Reading is Fun-damental -- they were added on the 8th...
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Kyna
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #44 on: 2007 April 03, 23:35:09 »
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Wow, I never noticed the original post had been edited.  That's what I get for only going to new posts, I miss edits like this.
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RainbowTigress
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #45 on: 2007 April 03, 23:53:33 »
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Me too.  Sad   Why are there keywords only for Adventurer and Education, though?
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J. M. Pescado
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #46 on: 2007 April 04, 04:44:10 »
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Me too.  Sad   Why are there keywords only for Adventurer and Education, though?
Either I haven't had the chance to play the others, or because they all sucked and weren't worth the risk of gambling on.
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JaneK
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #47 on: 2007 April 05, 11:15:17 »
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I think this is related to chance cards, its a problem I am having and have searched and searched all the boards I belong to and have found no one else with this complaint. Many of my simmies work all the way to the top of their career and never get plat and still have the lifetime want to become what they already are. Undecided I have been forced to try to get them demoted in order for them to get justice. After pondering why this might be occurring  I remembered that at least one of them got to the top of their career via a chance card promotion. Could that be the cause of my glitch? I may have failed to send them back to work immediately in their personal vehicle and therefore the official promotional process never took place. Does that sound possible?  Anyway the demotion-remotion strategy is a pain but it works.

Also, since I hate having my sims fired I always save before they go to work. If they lose all their dough, get demoted, lose skills I just suck it up. But if they get fired-I reload. Grin
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J. M. Pescado
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #48 on: 2007 April 05, 11:23:12 »
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Not a clue. I would be inclined to blame the non-Awesome.
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Zazazu
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Re: Chance Cards: A Quick Gambler's Guide
« Reply #49 on: 2007 April 05, 16:43:04 »
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You could always use the lot-debugger in the Director's Cut to permaplat them in the meantime. That's bandaiding a hatchet wound, but at least the sim is happy. Do they get the memory of reaching the top?
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