· Combat & progression
Gathering minigames, bot prevention, and the role of crafting
Gathering minigames in Scars of Honor are described as a deliberate anti-bot measure rather than a purely cosmetic feature of professions. The system is intended to protect the in-game economy by making automated harvesting more difficult.
Gathering minigames as anti-bot design
The stated reason for adding minigames to gathering is to reduce botting. Resource automation is treated as a major threat to the health of an MMORPG economy, especially in a free-to-play game where bot accounts can be created more easily.
The discussion acknowledges that some players may find repeated minigames tedious, but presents this as a tradeoff in service of economic integrity. Protecting the economy is described as more important than making resource collection completely frictionless.
Economy protection
Bots are described as a plague for MMORPGs because they can flood the market, distort prices, and damage the broader game experience. The recording argues that some buy-to-play games tolerate bots because banned users may simply purchase another account, creating revenue. Scars of Honor presents the opposite incentive: bots are seen as destructive rather than profitable.
The minigame system is therefore part of a larger philosophy of maintaining a healthy game, community, and economy.
Crafting and loot progression
Crafting is not described as the primary source of best gear. Loot from gameplay is said to remain superior overall. However, crafting is still presented as essential because it produces ingredients and supporting items needed for dungeon activity and broader progression.
This places crafting in a supporting but important role: not the top end of direct equipment power, but a necessary part of the game's item ecosystem.
Bot resistance in a free-to-play game
When asked how a free-to-play MMORPG can resist large numbers of bots, the answer again centers on understanding what bots want to do and designing systems that obstruct those goals. Harvesting and resource farming are identified as obvious targets, so gathering interactions are designed with restrictions and checks rather than passive collection.
The discussion does not claim that bot prevention is solved permanently, but it presents active resistance and economy protection as a core design priority.
Source
- Recording:
Monetization in Scars OF Honor, Pay to Win ???? - YouTube: Watch on YouTube
- Published: Sunday, January 18, 2026 at 8:30 PM UTC
