I will be doing an expected value series on voter keys to see how voter keys compare in utility, and to make the point that I believe t3 / t2 keys should be buffed to adjust for their severe shittiness in comparison to t1 keys
T3 Expected Returns
3.375 mcmmo cred
.005 voter tag oj
.01 1.2x all drug
.01 blaze spawner
.02 prot 4 armor
.02 skele spawner
.02 zombie spawner
.105 cegg
8.25 vote points
$5875
.04 super gapple
.04 tag crate key
.04 t3 sword
.04 t3 shovel
.05 t3 pick
.05 t3 axe
.05 cegg
.05 t3 bow
.06 randrug 1.4
7.68 tnt
7.68 obsidian
For t3 keys, boosters are a possible drop, and so I base the expected value of a booster off of how many drugs I believe are sold during that booster. Some may say, "wait, but I only care about how much I make off of boosters, p0six. Fool." In response, I would argue that all players can use boosters, and therefore, we should treat the boosters as though they affect a hivemind of players. If I'm using one t3 booster / month from voter keys, and so is everyone else on the server, then my value for a booster is added to the value of boosters I get from everyone else's boosters. So, we take into account all players' gain from the boosters, rather than the person who uses the booster, when determining expected booster value.
In order to calculate the value of this crate key, I am taking into account my personal value for these items. I valued them based upon their market prices as well as what I would personally pay for them. Obviously, this could be managed more effectively by polling players, but I'm not doing that. I multiply the value I see in an item * its percent chance to drop to get its expected value.
$$$ Value:
3.375 mcmmo cred = $3375
8.25 vote points = $7000
$5875 = $5875
.005 voter tag = $50
.01 1.2x = $11612.16 *I assume that 30 inventories of bread worth of money are sold per booster. This is true, more or less*
.01 blaze spawner = $300
.02 prot 4 armor = $400
.02 skele spawner = $400
.02 zombie spawner = $400
.05 cegg = $200
.05 t3 bow = $1000
.06 randrug 1.4 = $12000 *I assume that 500k of drugs is sold per random drug booster, due to the amount of useless drugs possible (I estimate that around 7.5 drugs are valuable, after having adjusted for drug prevalence. Again, this is obviously only my personal value, and so these results are probably much different than actual boosters), as well as the higher drug traffic on useful boosters due to more people caring about 1.4 boosters than 1.2 boosters, and the fact that a 1.4 brings in more money per drug sold.
7.68 tnt = $384
7.68 obsidian = $384
Totals: $43380 / t3 voter key
T3 Expected Returns
3.375 mcmmo cred
.005 voter tag oj
.01 1.2x all drug
.01 blaze spawner
.02 prot 4 armor
.02 skele spawner
.02 zombie spawner
.105 cegg
8.25 vote points
$5875
.04 super gapple
.04 tag crate key
.04 t3 sword
.04 t3 shovel
.05 t3 pick
.05 t3 axe
.05 cegg
.05 t3 bow
.06 randrug 1.4
7.68 tnt
7.68 obsidian
For t3 keys, boosters are a possible drop, and so I base the expected value of a booster off of how many drugs I believe are sold during that booster. Some may say, "wait, but I only care about how much I make off of boosters, p0six. Fool." In response, I would argue that all players can use boosters, and therefore, we should treat the boosters as though they affect a hivemind of players. If I'm using one t3 booster / month from voter keys, and so is everyone else on the server, then my value for a booster is added to the value of boosters I get from everyone else's boosters. So, we take into account all players' gain from the boosters, rather than the person who uses the booster, when determining expected booster value.
In order to calculate the value of this crate key, I am taking into account my personal value for these items. I valued them based upon their market prices as well as what I would personally pay for them. Obviously, this could be managed more effectively by polling players, but I'm not doing that. I multiply the value I see in an item * its percent chance to drop to get its expected value.
$$$ Value:
3.375 mcmmo cred = $3375
8.25 vote points = $7000
$5875 = $5875
.005 voter tag = $50
.01 1.2x = $11612.16 *I assume that 30 inventories of bread worth of money are sold per booster. This is true, more or less*
.01 blaze spawner = $300
.02 prot 4 armor = $400
.02 skele spawner = $400
.02 zombie spawner = $400
.05 cegg = $200
.05 t3 bow = $1000
.06 randrug 1.4 = $12000 *I assume that 500k of drugs is sold per random drug booster, due to the amount of useless drugs possible (I estimate that around 7.5 drugs are valuable, after having adjusted for drug prevalence. Again, this is obviously only my personal value, and so these results are probably much different than actual boosters), as well as the higher drug traffic on useful boosters due to more people caring about 1.4 boosters than 1.2 boosters, and the fact that a 1.4 brings in more money per drug sold.
7.68 tnt = $384
7.68 obsidian = $384
Totals: $43380 / t3 voter key
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