Personally, I'm not sure why this is really being brought up. Other than recent events of individuals returning who have been apparently known to try and abuse the system, I don't really see anyone trying to abuse the system for gains. And when the whole site is pretty much set up for battling, then battles having the best gains makes sense to me. I also find it slightly amusing that battling often for stats is frowned upon, but donating thousands of dollars to do the same is fine lol. But let's put that to one side for now.
If you look at the recent changes that Goku has set out for battling in comparison to the top players, then gains as they are now are actually some of the lowest they've been in the last 10 years.
In 2013, the amount you could gain from a battle was 1.8% of what the top player's PL was.
In 2015, that then went down to 1.4%
In 2016, it was 1.1%
In 2021, the first change saw a huge reduction (largely because No.1 was so far above everyone else) down to 0.03%, before going back up to 1.3% when the average was introduced (and the top player no longer had over 4m PL)
As it is now, the percentage increase in comparison to first place is 0.6%, with what Goku is proposing as a battle with effort rewarding just 0.49%.
Obviously part of this is how gains and power levels have inflated over the last 10 years, but I still don't think it's as big of a problem as it appears it's being made out to be.
That being said, part of the discussion here seems to be risk vs reward. It's positioned as battles having increased rewards, because there are more risks involved. Except, as has been alluded to already, there aren't really any risks involved. A stay in the ND can be very rewarding, or a nice break for some. Having something stolen is not necessarily the be all and end all, and outside of potential stress involved, it's all fun and games.
So, my recommendation would be to add battles with actual consequences. By all means, if you want to reduce gains of battles, then do so, especially if they're seen as friendly battles (even if said battles result in death. But I would use this opportunity to introduce
perma-death.
Perma-death might seem like a scary introduction, but I think it's warranted if you want to increase the risk vs reward debate. Battles with slightly lower gains could be done as they are now, however, battles with higher consequence (let's call them grudge battles for now) could be used for higher gains. Two players could agree to a grudge battle, with the losing player dying permanently. If it's a duel, then the gains are less than if it's open, because a 1v1 inherently carries less risk than being jumped by others. However, if anyone does jump, they are also at risk of permanently dying.
Now, this is a DBZ site after all, so perma-death might not be permanent after all. We have Dragonballs. Over the course of the last 20-25 years, have the DBs every actually been used to bring someone back to life? I'd genuinely like to know, because I've never seen it happen. It would give them a legitimate function outside of wishing for selfish gain.
If you don't have any friends who will wish you back, well...that's on you, you could already start again with a new character. But that was the risk of battling for higher gains.