I have businesses riding on the success and popularity of non-sg pvp, so I'm down for whatever makes me money +1
+1 Vanish and Fly would have to be disabled, they would be an unfair advantage because you could just fly by users and kill them with a bow. How this could fail completely: donators get a OP advantage that makes them domitate the new world, and then the new world becomes as empty as the PVP arenas are.
As a non-PvPer, I like this suggestion. No idea on the "keep this, disable that" stuff, since I have no experience with those features. I do like the idea of 2 different Mining Worlds. Regular (as we have now) and Turbo (double? ores and PvP) I can honestly say that I'd probably never step into the Turbo Mining world, but I can see the advantages for others that like the PvP ascpect of the game. May even be able to have some castles that actually protect you...
-1 Only because you could essentially make Nether this PvP world, A few things need to happen to Mining World and Nether World though. Mining World >Drop Mob Spawn XP, if you can drop it, disable it. >Disable XP for Redstone, Lapis This essentially leaves only XP gains for Diamond and Emerald in the Mining World Nether World >Increase Mob Spawn XP, if you can. If not, leave it as it is. >Enable XP from Mining Quartz >Shrink the size of the Nether Slightly This makes the easiest place to grind XP in the Nether, but comes the price of being killed by others Both Worlds > Make Mob Spawners Destroyable Makes Mob Spawner Auctionable/Valuable Again, Increases the worth of getting a Mob Spawner in the Nether for reliable XP --- Rather then adding new worlds and adding and disabling features on top of more world resets each month. Fix the current worlds we have which in turn can also increase the value of a previous market (XP)
My 2 cents on how the world should be: Custom Generation. Add some cool things you don't get in mining, fancy biomes. More hostile mobs. This way even when there aren't many players a mob might be an issue. Small (Maybe 1000x1000?) How stuff should work in the world: Enable /near for everyone. Increasing reward is cool but if this becomes as dead as the nether we're in trouble with the increased reward stuff. People could fairly easily conceal themselves mining and this adds a true risk factor. No Fly No Vanish No /wild No access to /home, /warp, /tpa or /tpyes Add /spawn but with a 5 second wait before teleporting No /nv, no autorepair (at least from their features). No LWC's BIG THING: Independent stuff from other worlds: Originally suggested my @Mendiboi I believe; Can only use things you find in the world, no inventory transfers, no exp transfers. Still can use /sell, is the only way to get stuff out. This prevents gem markets from possibly being drowned in new gems. This means all players start on level ground. All have to have bases. Occasional resets. If possible implement EXP costs for certain perks like the following. (Come from main world exp) 1 /sethome location within the world. Can only be used while in world/independent from others. Access to /warps to different biomes
To make money? The point of an increased risk in increased reward. Vanish negates risk so it should also negate reward.
Well, money I guess... But I would normally not train any sort of skill if I do not receive mcmmo xp.