Meanwhile on the PvP continent is a magical land where there are gold nuggets dripping off the walls of the caves and the trees are made of delicious meats.
You going to give the PvP folk insane loot (because they will mine the fuck out of the gold nuggets before the non-PvP folk get there) or have a dual currency system? You're talking two sets of people that are mostly disjoint but occasionally overlap. They need checks and balances.
Why would a set of hardcore PvPers allow some prey into their midst without killing them? Because they serve a purpose of some kind. The most direct one I can think of is crafting. Most gangs don't have a full-time gunsmith, but they all need fucking guns, they all need a weapons dealer or a connection or something. But that connection eventually needs someone up the chain that can get the product right when it becomes a "gun," i.e. right after it stops being "assorted raw materials." Shit, you could even make the best raw materials drop from absolute bad-ass raid bosses. That means the PvP folk will have to farm the ingots while the rest make the swords.
This simply wasn't a feasible solution in UO, but it's a pattern you could apply to the problem in some other MMOG. Trouble there is you're now designing two games for two sets of people: the people who mainly consume items from the in-game economy and the ones who produce the items. But someone can always get around this by paying for two accounts, because no company in their right mind would say, "No, no. You can only pay us so much money. It would throw off the game dynamic."
On the other hand, can you see a guild of asshole PKs gank a newb blacksmith from some merchant consortium only to have the ranking smiths sabotage the equipment they sell the asshole guild ... maybe so they get destroyed next time they rumble with their enemies?
That's one example I can think of, at least. There are others.
Edited By Malcolm on 1365465245