Welcome to Part 2 of SSM's Olympus bug, glitch, and exploit testing!
Last season, I had suspicions that the sell boosters were broken, but never got around to doing testing. I knew there were a bunch of textual errors, but I assumed that those would be settled during the reset. Unfortunately, there are issues with boosters and sell multipliers given by ranks.
Background info:
MVP and up are to receive a "1.15x sell multiplier"
ELITE is to receive a "10% permanent sell booster"
After completing Hermes Money Challenge rebirth, reward with an additional 10% money booster (not tested in this experiment)
Olympus webstore Blackmarket sell multiplier says "This multiplier STACKS with any current multipliers attached to your character"
Experimental process:
Non-ranked tests were done on 6HugSSM.
MVP tests were done on HettaHerz.
ELITE tests were done on SSM_GOD.
Each test sold 2240 blocks (pick + full inv) of cobble.
For the auto sell tests, inventory was filled with cobble and 1 single block was broken in a mine to activate the auto sell.
The expected values were calculated starting with the base price and multiplying by the combined rank and booster multiplier. [base price * (multi + booster)]
Data:
Actual
Expected
MVP = base price * 1.15 (as expected when done with auto sell)
ELITE = base price * (1.15 + 0.1) (not as expected)
booster price = base price * 1.5 (as expected when done with auto sell)
MVP + booster = base price * (1.15 + 0.5) (not as expected)
ELITE + booster = base price * (1.15 + 0.5 + 0.1) (not as expected)
Conclusion:
The sell boosters DO NOT at all work when you do /sell
Elite DOES NOT receive 10% sell booster as advertised
The booster DOES NOT stack with current multipliers but instead sets your multiplier to 1.5
MVP - ELITE receive 10% sell booster when /sell
With these multipliers being broken, I would not be surprised if the Hermes money rebirth follows the same trend and doesn't work as well. (if someone with this rebirth completed would like to help me test and collect data on it this, that would be neat)
The webstore should not say that the booster stacks with any current multiplier if it doesn't. I'm not a lawyer, but this seems like it's wrong.
I understand why boosters may not work when using /sell, but that's not fair for when non-ranked players that don't have auto sell use a sell booster.
I have never seen a prison server that doesn't stack the sell multipliers. Especially with this season being much more focused on mining, I can't see any reason at all for them to not.
I haven't tested this, but last season you were able to redeem multiple sell boosters at once but you would only receive the benefits from one. If this is still the case, you should not be able to redeem another booster while one is already activated.
Closing statement:
The sell booster, sell multiplier, shop booster, shop multiplier system should be redone. It is way too complex and has many textual issues and/or false advertisements. If I was to make the multiplier system, I'd make it so it functions as; base sell value * (MVP multiplier + Elite multiplier + rebirth multiplier + booster)
This would make it so a non-ranked player would have a maximum booster of 1.6x and an ELITE would have a maximum of 1.85x. I do not think that +0.25x is big enough to be a factor of pay to win, and if you know me, I'm HUGE into removing pay to win. +0.25x is so small that the difference in mining patterns, between players, has a larger effect.
Last season, I had suspicions that the sell boosters were broken, but never got around to doing testing. I knew there were a bunch of textual errors, but I assumed that those would be settled during the reset. Unfortunately, there are issues with boosters and sell multipliers given by ranks.
Background info:
MVP and up are to receive a "1.15x sell multiplier"
ELITE is to receive a "10% permanent sell booster"
After completing Hermes Money Challenge rebirth, reward with an additional 10% money booster (not tested in this experiment)
Olympus webstore Blackmarket sell multiplier says "This multiplier STACKS with any current multipliers attached to your character"
Experimental process:
Non-ranked tests were done on 6HugSSM.
MVP tests were done on HettaHerz.
ELITE tests were done on SSM_GOD.
Each test sold 2240 blocks (pick + full inv) of cobble.
For the auto sell tests, inventory was filled with cobble and 1 single block was broken in a mine to activate the auto sell.
The expected values were calculated starting with the base price and multiplying by the combined rank and booster multiplier. [base price * (multi + booster)]
Data:
Actual
Expected
MVP = base price * 1.15 (as expected when done with auto sell)
ELITE = base price * (1.15 + 0.1) (not as expected)
booster price = base price * 1.5 (as expected when done with auto sell)
MVP + booster = base price * (1.15 + 0.5) (not as expected)
ELITE + booster = base price * (1.15 + 0.5 + 0.1) (not as expected)
Conclusion:
The sell boosters DO NOT at all work when you do /sell
Elite DOES NOT receive 10% sell booster as advertised
The booster DOES NOT stack with current multipliers but instead sets your multiplier to 1.5
MVP - ELITE receive 10% sell booster when /sell
With these multipliers being broken, I would not be surprised if the Hermes money rebirth follows the same trend and doesn't work as well. (if someone with this rebirth completed would like to help me test and collect data on it this, that would be neat)
The webstore should not say that the booster stacks with any current multiplier if it doesn't. I'm not a lawyer, but this seems like it's wrong.
I understand why boosters may not work when using /sell, but that's not fair for when non-ranked players that don't have auto sell use a sell booster.
I have never seen a prison server that doesn't stack the sell multipliers. Especially with this season being much more focused on mining, I can't see any reason at all for them to not.
I haven't tested this, but last season you were able to redeem multiple sell boosters at once but you would only receive the benefits from one. If this is still the case, you should not be able to redeem another booster while one is already activated.
Closing statement:
The sell booster, sell multiplier, shop booster, shop multiplier system should be redone. It is way too complex and has many textual issues and/or false advertisements. If I was to make the multiplier system, I'd make it so it functions as; base sell value * (MVP multiplier + Elite multiplier + rebirth multiplier + booster)
This would make it so a non-ranked player would have a maximum booster of 1.6x and an ELITE would have a maximum of 1.85x. I do not think that +0.25x is big enough to be a factor of pay to win, and if you know me, I'm HUGE into removing pay to win. +0.25x is so small that the difference in mining patterns, between players, has a larger effect.
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