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Crafting, gathering, and loot progression

Scars of Honor's day-to-day progression is described as relying on repeatable loot hunting, active gathering interactions, and crafting systems that avoid passive waiting. The overall direction favors engagement and replay value over static rewards.

Gathering and crafting interactions

Gathering and crafting are planned to include small minigame-style interactions rather than a simple click-and-wait progress bar. Success in these interactions may improve rewards, while failure may reduce or prevent the result.

This approach is intended to make professions more interactive than the passive harvesting loops common in many MMORPGs. Fishing is shown as one example of this philosophy, with experimentation around a more active presentation rather than a purely idle action.

Resource spawning

Resource nodes are intended to use a spawner system that randomizes their exact position within an area around a central point. The purpose is to prevent players from camping a single fixed spawn and monopolizing materials.

Randomized placement is presented as a way to encourage movement and exploration instead of repetitive route-running over identical node locations.

Loot presentation and repeat farming

Loot is described as central to MMORPG motivation. The discussion distinguishes between merely receiving an item in a UI window and receiving loot in a way that creates a stronger emotional reward, similar to the more dramatic item drops seen in action RPGs.

Beyond presentation, itemization is intended to support repeated farming. A boss item is not meant to be "finished" the first time it drops. The same named item can drop multiple times with different stat rolls, making one version stronger or weaker than another.

Variable item stats

The stated system allows repeated drops of the same item with different stat outcomes, creating an incentive to rerun content until a player obtains a preferred version. Encounter level is also said to influence item strength.

An example is given using the hypothetical weapon drop from Segillion, described here as the main villain planned for the game's initial release. Obtaining the weapon once is not intended to end the progression loop; players are expected to continue seeking better rolls.

Difficulty and satisfaction

The discussion links challenge directly to player satisfaction. Content that is too easy is treated as close to being boring, because defeating bosses, completing quests, or earning achievements carries less meaning when little effort is required.

This principle is applied broadly to progression design: rewards feel better when they are earned through meaningful resistance rather than handed out with minimal friction.

Launch scope for professions

Enchanting and gem-like enhancement systems are not described as part of the guaranteed initial release plan. They are treated as possible post-launch additions, potentially arriving in early version updates depending on production capacity and player interest in professions.

The launch plan therefore focuses on core systems first, with room to expand the profession ecosystem later if the audience strongly favors that direction.

Source

  • Recording: Wallpapers !giveaway - Talking all things SoH - Playing PoE2
  • YouTube: Watch on YouTube
  • Published: Sunday, July 13, 2025 at 8:59 PM UTC

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