· Combat & progression
Combat redesign, progression systems, and professions
Several gameplay systems are discussed in parallel with the visual overhaul, including combat redesign, skill progression, inventory structure, gathering, crafting, and the role of professions in long-term play.
The overall direction favors more active moment-to-moment gameplay, stronger item meaning, and progression that extends beyond dungeon drops alone.
Combat redesign
The existing combat system is described as being heavily overhauled. The update explicitly states that the current version is being replaced with a more dynamic approach while still remaining within a tab-target framework.
The intended combat feel includes more movement, more active decision-making, and less passive waiting between actions. The team specifically criticizes combat patterns where a player simply auto-attacks through low-threat encounters and wants ordinary fights to feel more engaging.
A dash ability is mentioned as something planned for many classes. Dodge-style movement is being explored, though invulnerability frames are said not to be part of the current plan.
The design goal is not to turn the game into a shooter or a full action-fighter, but to create a more dynamic MMO combat model that remains approachable across different classes and platforms.
Skill pages, talents, and augmentation
The update shows work-in-progress interfaces for skills and talent-style progression. Skills are intended to do more than unlock in a linear sequence; they are planned to evolve through talents, mutations, and augmentations.
These systems are described as allowing a skill to gain altered behavior, stronger effects, or different usage patterns. Equipment-linked augmentation is also mentioned as part of the broader design space.
A separate augmentation concept is described for spell packs. These are intended to change not only visual effects but also the animation style of abilities, allowing players using the same class and skill set to look different in combat.
Exploration-based progression
Progression is described as tied partly to world exploration rather than only to trainers or straightforward level milestones. The update gives the example of hidden places in the world containing rewards that improve or unlock aspects of a class.
This approach is presented as part of a broader philosophy that the world should matter and that players should gain meaningful benefits from exploring beyond the main quest path.
Inventory and item philosophy
A work-in-progress character panel and grid-based inventory are shown. The inventory is planned to be larger than the example shown, and multiple inventories are mentioned, including mount-related storage.
The item philosophy emphasizes clarity and significance over excessive stat complexity. The team states that it does not want items overloaded with many minor or situational attributes that obscure what actually matters.
Instead, the goal is for items to be readable and for loot acquisition to feel meaningful. Even basic materials are intended to feel valuable when found, rather than becoming disposable clutter.
Gathering and professions
Woodcutting is shown as an early gathering example, and herbalism, fishing, and possibly skinning are also mentioned. Gathering is described as a major part of the game rather than a side activity.
Professions are said to be optional in the sense that players can choose not to focus on them, but the update also stresses that they provide substantial value and are deeply embedded in the game's progression structure.
A trader-oriented playstyle is explicitly mentioned as a valid path, with rare materials and crafted items potentially enabling unusual item properties or build options.
Crafting direction
Crafting is intended to be a major source of progression rather than a shallow supplement to dungeon loot. The update suggests that bosses may drop special crafting materials instead of, or in addition to, finished items, and that these materials can be used to create or augment equipment in meaningful ways.
The system is also described as being connected to lore and worldbuilding. Rare materials are intended to come from specific places, creatures, or historical contexts in the world, making crafting part of exploration and narrative rather than a detached menu system.
Housing-related production links
Gathering and crafting are also said to feed into housing systems. House building is mentioned as an area under experimentation, with a fuller reveal deferred to a later update.
Housing is framed as a home base and preparation hub rather than a fully self-contained farming game. The intended use includes inviting other players and preparing for activities such as gathering or arena play, while keeping the wider world as the main place of play.
Source
- Recording:
Environment & Characters overhaul | Scars of Honor Development Update - June 2024 - YouTube: Watch on YouTube
- Published: Friday, June 7, 2024 at 11:47 AM UTC
