<https://forums.bladeandsoul.com/topic/157918-a-warning-to-good-players/#comment-1553996>
<http://schema.org/text>
"To be honest the whole system needs an overhaul.\n \n\n\n\tYesterday I was thinking how you could \"cheat\" the system.\n \n\n\n\t \n \n\n\n\tExample :\n \n\n\n\t1 weapon drops - worth 1 copper.\n \n\n\n\t \n \n\n\n\t1 player solo\n \n\n\n\t= 1 copper\n \n\n\n\t \n \n\n\n\t6 players\n \n\n\n\t=\n \n\n\n\ta) 6 x 1 copper (if nobody bids on it)\n \n\n\n\tb) (-1) + 5 copper, if a single player bids the minimum on it\n \n\n\n\tc) bidding war\n \n\n\n\t \n \n\n\n\tSo in the scenario where you have a party, you can get more money from drops if you consider the total income from party.\n \n\n\n\t \n \n\n\n\tThis leads me to believe the drop system is flawed, and any item should at least be worth 6 coppers. Which wouldn´t hurt the lower levels that struggle to buy anythin from an NPC and the higher lvls won´t be much affected, as they are rewarded in silvers and gold for each dungeon and quest.\n \n\n\n\t \n \n\n\n\tTo combat the inflation on higher levels, I would think it would be fair to intruduce a money sink, where players could i.e. buy 30/60/90/120 minutes buffs at an npc. That could be increased stats, xp gain or other enjoyable temporary buffs. Perhaps even stackable.\n \n"
<https://forums.bladeandsoul.com/topic/157918-a-warning-to-good-players/>