I understand that a lot of the problem with how code works is due to the rates in comparison to eles in gains. The problem that I personally feel with code income discrepancy is due to two factors: play time, and stacking SS multipliers.
Play time is of course, deserving of increased code gain, so there's no reason to change things regarding to that. What I feel though, is that having SS stack makes it so that it is very difficult to balance code gain. Buff code gain for the average player with one SS? The stackers gain many times the benefit from the buff.
Say the average farmer makes 50mil a day. An SS stacker farmer makes 300mil a day. If we buff the base code gain to say, a target range. Let's let this target range be a decent 100mil a day. If we double the base code gain to allow for that, a +50mil gain per day for average farmers, not too big. But with the SS multipliers going multiplying by 6 (arbitrary number), that will turn the stacker's daily income to 600mil, a 300mil buff. Balancing code gain around this is too difficult.
I propose that we do some reworks to deal with that. First, rates of rooms in general. To promote group play, the room multiplier will go from:
1 player: 1.1
2: 1.2
3: 1.3
4: 1.4
5: 1.5
6: 1.6
7: 1.7
8: 1.8
to
1 player: 1.0
2: 1.05
3: 1.15
4: 1.3
5: 1.5
6: 1.7
7: 1.8
8: 2.0
This is a less linear growth, allowing for it to be more beneficial towards a fuller room than base gains for a 2-3 player room. This weighs group play heavier than a small 2-3 man room. The massive gain should also be bumped up from 3 players to 4-5 players.
Second rework, remove SS stacking. I suggest buffing the abilities of each individual SS, but having them have their own niches.
Earth SS: increases point gain multiplier by 6x. Point gain is just for bragging purposes so with this, we should add an achievement reward for certain levels, making this an important SS for its point slot.
Fire SS: increases the code gain multiplier by 6x. The go-to SS for code gain. Self explanatory.
Wind SS: increases the element multiplier by 3x, up from 2x. The go to SS for element gain.
Water SS: Open to suggestions. Maybe a balance, 3x code, 1.5x ele.
We will of course need to give certain refunds as qwahs removes the refunded SS's. The numbers for multipliers are arbitrary and can be discussed, i just wanted them to be big enough to show that, we are not nerfing SS stacker's gains, but evening the playing field. There will also have to be price changes I feel, which is also open to discussion.
Elemental 3x: this has been replaced by wind SS. This opens up a new custom card for custom content!
Level Fusion: this card should also be opened up for custom card content. Leveling to 9 is useless.
Now that we have removed the discrepancy in gains, we can change global rates. Element inflation is too big, so we should go from 6x/4x to say 9x/2x for quests and mission 300. Survival rates can stay as 6x/4x. Another neat suggestion is to have 6x/4x be the standard rate for PvE too, but flip to 9x/2x with the massive rate buff at 4-5 players (previously at 3 players).
I know a lot of people say "we should not inflate code, ele is already inflated" but this is not to inflate code. This is to make it not be a deficit, and nerfing ele gain is not too late, despite how some people may argue "it's just going to make the new players suffer." This is because when new players do start playing, they wont have to work hard for eles for the sole purpose of selling for code. At this point, eles are only a material used to sell for code. With these changes, the currencies will slowly reach equilibrium.
Furthermore, with level 10's being such a code sink, we also need a good element sink. By making elements worth something, the element sink becomes a tradeoff. "do i want to sink my precious (yes, they'll become precious again) elements for the element sink?" If we do not nerf element gain, then everyone will just immediately use the future sink/exchange with all their elements, since they are an empty currency. Another suggestion would be increasing the element sink on level 10's for lowering the code sink.