· Dungeons & raids
Procedural dungeon design and PvE direction
Scars of Honor’s dungeon design is presented as deliberately different from fixed-layout theme-park dungeons. The stated reason is scale: a newer MMORPG cannot realistically match the volume of handcrafted instance content accumulated by older genre leaders over many years.
The proposed answer is procedural dungeons built for replayability, variation, and group decision-making.
Procedural dungeon structure
Each dungeon run is described as potentially changing in layout, encounters, enemies, rewards, and path modifiers. Players are expected to make route decisions together, such as choosing between different branches. This is intended to create communication inside the group rather than silent, fully solved runs.
Replayability is treated as the main advantage of this structure. If layouts, drops, and modifiers vary, players have a reason to return repeatedly instead of exhausting a fixed dungeon quickly.
Group interaction inside dungeons
The design goal is to make players discuss choices rather than simply follow a memorized route. Path selection is presented as an early point of group interaction, with the hope that this restores some of the social friction and coordination associated with older MMORPG dungeon play.
The recording also mentions hidden treasure rooms, reinforcing the idea that exploration within dungeons should matter and that players may call others over when they discover something valuable.
Current iteration issues and fixes
Several dungeon usability problems are described from internal testing. One issue involved players being removed after repeated deaths without clear notification. Another involved players being teleported into a boss encounter when a teammate engaged it elsewhere in the dungeon.
Both are treated as design problems. The intended direction is clearer player-facing information and less forced loss of control. Rather than automatically pulling everyone into an encounter, the game should allow the group to gather and start events more deliberately.
Dungeon scaling and testing focus
Dungeon enemies are said to scale with character levels. Current development work is focused on evaluating dungeon pacing, fun factor, and the amount of time a run should take, alongside broader class and combat testing.
Raids and world bosses
Raid discussion is limited in the recording. Weekly lockout-style restrictions on raids are treated as more understandable than daily restrictions on dungeons, because raids are framed as larger development investments and major events.
Open-world bosses are also mentioned as planned. Detailed raid structure is not substantially covered in the available captions.
Source
- Recording:
Scars OF Honor - Game Feature discussion, what SoH will be like? - YouTube: Watch on YouTube
- Published: Sunday, February 8, 2026 at 9:06 PM UTC
