Actually ToS is one of the few where it’s easier and more profitable to farm at lower levels.
I was playing another game where most of the in game currency was obtained at higher levels, unfortunately the game was too prone to 3rd party software abuse, got hacked and people were all suddenly high level. This should not happen to ToS since it handles many things on the server side.
It makes a lot of sense since equips have level limits too and exp is tied to level difference. It should not create another negative impact for players, just an incentive to level up fast and then gear up, while basic lower level equips keep a low price, making it less necessary to save your early coins so the initial boost is more enjoyable.
The magic of it is how easy it would be to implement. Pull the database and assign silver reward based on a scalable formula that takes into account the level and HP. Having macro information of the game economy (they have it), it’s easy to determine the specific multipliers that should be used.
Example:
Current lvl 50 monster, 1 000HP = 600
Current lvl 150 monster, 5 000HP = 1500
Current lvl 250 monster, 48 000HP = 2300
Modified lvl 50 monster, 1 000HP = (lvl/10) * (hp+2000/100) = 150
Modified lvl 150 monster, 5 000HP = (lvl/10) * (hp+2000/100) = 1050
Modified lvl 250 monster, 48 000HP = (lvl/10) * (hp+2000/100) = 12500
Or something like that.