Downvoted: removing the windcharges can destroy the economy because majority of the grinder players in jartex "only" relies in windcharges for their income. Without it the players would rise their items prices to a bigger amount because of the short incoming their getting.
I would also like to say that, whats the purpose of changing the map and removing the "new" items in this 1.21+ versions if windcharges would be removed. If you guys decided to remove the wind charges, i would recommend to AT LEAST change the map that doesnt include high buildings and as well the combat logging issue, please add a barrier around the pvp.
The claim that wind charges can "destroy the economy" and that most grinders rely solely on them for income is completely inaccurate. Wind charges and trial chambers are quite limited,each trial chamber only spawns a set amount of mobs, and there aren't an infinite number of chambers in the world. Most grinders focus on building AFK farms that generate resources they can later sell on the black market or auction house. Plus, a stack of wind charges is only worth around 5k, which isn't exactly game-breaking.In my opinion, it makes sense to remove wind charges from spawn world, especially since the mace is disabled there,these two items go hand in hand. I understand the frustration of players dealing with others flying around in PvP, making them harder to hit, but everyone has their own playstyle, and that’s fair. The real issue with wind charges is their abuse for combat logging. With just two wind charges, a player can escape from the deepest part of PvP straight to the PvP warp almost instantly, which in most cases they avoid any consequences since its hard to record and report them. This kind of exploit goes unpunished far too often.In the end I don’t see much value in keeping wind charges, not just in spawn, but in the game as a whole. If the mace is disabled, why keep wind charges? The same logic applies to ender pearls and why they’re also disabled in spawn. +1 from me.