The goal is to brew the strongest potions, make the strongest equipment, slay the strongest beasts, and become the strongest alchemist, while fighting off the competition.
Mining and fighting will be almost impossible without special gear and potions, turning tree chopping, mining, building, and farming into mid game goals, putting a focus on early game exploration, and avoiding powerful monsters. The start will focus on gathering mundane plants, and crafting gear to summon a fairly weak boss that can get players started.
Potion brewing will start slow; creating weak effects, but becoming greater with research, and increasingly demanding processes. Not only will alchemy boost the player's stats, but it will also be a utility; enchanting weapons, tools, armours, crafting, protect and raid bases, travel to other worlds, and summon bosses.
Players will need to protect their base with enchantments, but other players can manage to break those enchantments for a short time.
There are multiple arcane worlds for players to explore and gather ingredients: The Overworld (Normal world) The Negans (Inverted world) The Vita (Overgrown world) The Mors (Hell world)
PvP is enabled on all worlds. Each world has its own specialties for ingredients, but the Overworld has everything at a lesser degree.
Unlike the overworld, the Negans, Vita, and Mors will have world boarders keeping the players close together. These worlds will also reset every hour, and undo any interaction with the player (Broken/placed blocks are reverted).
Others things can also be implemented to have the world and progress complete reset after a set amount of time, maybe an hour, hours, days, or weeks before being reset.
The goals to work out who deserves the largest reward at the end of the time period (if that's the direction we want to go) can be, progression of boss kills, player kills based on that players progress before death other possible metrics.