On the subject of Experience envelops, from NexusAtlas
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Both quad and Experience envelope work the same, Experience envelopes that only store 1 Billion experience cost 5 daily coins or 1 Big Malgas (100 kruna) and the Quad Experince envelopes that store 4 Billion experience costs 15 daily coins or 3 Big Malgas(300 kruna). Both Quad and Experience envelopes give you 5 Envelopes each.
Sounds expensive right? considering a 1000 Kruna code costs 9.95 usd. Well actually its not! If you purchase 3 Big Malgas or (Wait to Win 15 Daily coins) It's cheaper than purchasing Experience gems. Experinace gems are 70 Kruna each but Quad Experience envelopes that give you (5) would be 60 Kruna each.
There are trade offs with the envelopes if you're used to using experience gems. Experince gems you have to unequip everything you're wearing and you'll have the option to choose at the spot your standing where to apply your experience. You must move from the spot you sold at or you will not receive experience after selling. The advantage of using experience gems is you'll be able to use all 4.2 billion experience.
No, you had it right the first time. Since it's possible for people to now max in 15 minutes and these are the people who most need the envelopes, it's extremely unreasonable to say they need to save up hundreds of daily coins or spend $100 in kruna so they can hunt for several hours without interruption -- which is something you can do in literally any other MMO without needing to buy an item to store or sell experience.
If they are going to do this stored experience item copout mechanic rather than address the programming limits to increase the amount of experience a player can store to 999 billion, then KRU could have implemented a spell at Sa san that generates an experience envelope item when you are maxed out. Instead KRU has gone for a cash grab to milk the player population. Since the population is so low I am not surprised at this tactic, but by allowing yourself to be taken advantage of you're just encouraging KRU to do the bare min. effort which means the bulk of the game's problems will never get addressed.
Without the financial incentive to make the game better, KRU will not make it better and instead focus on this kind of garbage designed to make you spend all your money on a videogame. Truly a morally depraved tactic to do, trying to encourage a handful of players to spend hundreds of dollars a month on a [Content removed]ty MMO rather than make it a game thousands of people will enjoy playing.
Also...
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This item seems like a good step in the right direction when it comes to practical items. With items like this and how there's multiple ways to purchase/receive them I've come to the conclusion that Kru is working on a way to please the community with not stepping into Pay to win that much. Now only if they'd open this up to sell the full envelopes to other players and it'd grow the economy with players that might not have a lot of time to hunt.
You've expressed two contradictory ideas here; the first one is that envelopes are intended to mitigate pay to win. Since the most practical way to obtain the envelopes is to buy them with kruna then "pay to win" is very much the philosophy behind the envelopes.
The second contradiction is to encourage KRU to allow full envelopes to be sold to other players so they can literally buy their way to high stats. That too is very much a "pay to win" concept.
I swear, you guys who still play Nexus.....it's like you're all in some cult that leads you to become so detached from reality that you don't even see how absurd your rationalizations are anymore.
Take a deep breath. Use your critical thinking skills.
Is is truly a "step in the right direction" to need to spend more and more money every month to continue to enjoy the exact same experience? The higher your stats rise, the less time you can hunt before hitting a max and needing to sell experience. This seems good except once you get to maxing in 15 minutes or less it becomes a hindrance to enjoyment, and offering a monetized solution to a game design problem that is fixable in other ways is literally the same thing as asking players to pay more for an inferior game experience.