· Combat & progression
Gameplay systems: customization, trade, resources, and progression direction
The question-and-answer segment outlines several gameplay directions for Scars of Honor, including character customization, loadouts, trade restrictions, class resources, crafting, and the balance between solo and group play. Many details remain unrevealed, but the update gives a broad picture of the intended design priorities.
Character customization and loadouts
The game is said to support extensive character customization beyond basic face and hair selection. The new character system allows layered customization, including features such as scars and tattoos in addition to more standard appearance options.
The presenters do not confirm multiclassing, but they do indicate that loadouts are under consideration. This is tied to a broader progression philosophy in which customization should produce meaningful differences rather than a large number of shallow options.
The stated goal is for players to feel that they are playing their own version of a class rather than only following a single cookie-cutter build. At the same time, the team acknowledges that players will inevitably discover optimal builds and that balance patches may be needed to keep variety viable.
Movement and feel
The update confirms that movement and locomotion are being reworked. Running animations and movement feel are identified as areas needing improvement, and the team states that both animation and controls are being overhauled to better match the upgraded visual presentation.
Trade and economy
Player trading is planned, but not all items are intended to be tradable. The reason given is to prevent extreme progression skipping, such as a veteran player handing large amounts of powerful gear to a new player and bypassing normal advancement.
The game is still expected to have an economy, and trading is described as necessary for that economy to function. The implication is a selective trade model rather than unrestricted item circulation.
Class resources
Different classes are expected to use different resource systems. Standard resources such as mana or energy are implied, but the update also mentions more specialized requirements.
One example refers to a class in development that relies on debuffs placed on enemy targets in order to use certain abilities. Ammunition-like class requirements are discussed as well, though the presenters indicate they do not want a system that simply forces players to spend gold on consumable arrows in a punitive way.
Crafting and dungeon preparation
Crafting is described as more than a simple recipe-plus-materials system. Dungeons are expected to provide not only gear but also materials and blueprints that feed into crafting progression.
The idea of preparing for specific dungeons through crafted resistances or specialized items, such as venom protection for a poison-themed dungeon, is discussed positively as something under consideration.
Solo and group play
The update presents solo and group play as both important, but difficult to balance. Solo content is described as potentially including class-specific or role-specific encounters, while group content remains central for larger challenges such as raid bosses.
The presenters do not frame the game as purely solo-friendly convenience design. Instead, they emphasize the value of group satisfaction and social cooperation while still acknowledging that solo players need meaningful content.
Item loss in some circumstances
One answer indicates that item drops on defeat may exist in some circumstances, though the details are intentionally withheld for a later reveal. The statement is limited and conditional rather than a blanket confirmation of full-loot rules.
Dungeon replayability direction
Dungeon replayability is discussed in terms of changing mechanics, alternate wings, different scenarios, and varying levels of challenge. The presenters explicitly reject the idea that replay value should come only from repeating the exact same timed run.
The stated objective is to keep dungeons repeatable without making them feel like chores.
Source
- Recording:
Live Gameplay, Game Expo, Undead Concepts | Scars of Honor Development Update - September 2024 - YouTube: Watch on YouTube
- Published: Thursday, September 5, 2024 at 10:18 PM UTC
