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Party dueling system

Scars of Honor includes a dueling system built around both one-on-one and party-based challenges. The system is presented as a variation on familiar MMO dueling rules rather than a direct copy, with support for team-versus-team and uneven-number matches such as one player against a group.

The implementation shown is an in-development version created within roughly a week, with placeholder visuals and active iteration based on feedback.

Duel initiation and party leadership

A duel can be initiated by selecting another character and issuing a challenge. When the challenged character is in a party, the duel request goes to the party leader rather than to every member individually. This makes the party leader the point of acceptance for team duels.

The system is intended to let players organize fights outside cities and in open-world spaces without requiring formal battleground matchmaking.

Team duels and elimination rules

The duel system supports party participation rather than only single combat. A duel can therefore involve one player against multiple opponents or one party against another party.

When a participant in a party duel is defeated, that character becomes stunned instead of continuing to act. This rule is meant to prevent a defeated player from continuing to heal, deal damage, or otherwise interfere with the remaining duel. The duel follows a last-man-standing structure for team outcomes.

In one-on-one duels, the defeated player does not receive the same stun treatment after the duel ends, because there are no remaining teammates whose fight could be affected.

Health threshold and duel end state

The duel currently ends when a participant reaches 5% health rather than at full death. This threshold is presented as tunable and subject to later balance changes.

The 5% rule is intended to preserve the non-lethal nature of dueling while still producing a clear result. The exact percentage is not treated as final.

Duel area and forfeits

A duel creates a bounded combat area around a central flag marker. Moving too far from the duel area triggers a warning and starts a short countdown to return. Failing to re-enter the allowed radius causes a forfeit.

The initially demonstrated radius is 20 meters from the center point, effectively creating a larger total fighting diameter. During the discussion, this value is changed live to 30 meters for testing. Community feedback favors experimenting with larger spaces, especially for larger group duels.

There is also discussion of scaling duel size based on the number of participants, so that one-on-one fights remain tighter while larger team fights receive more room.

Isolation from outside interference

The system is shown preventing outside healing from affecting duel participants. A third character attempts to heal a player currently in a duel, and the heal does not apply. This indicates that duel participants are isolated from external support during the match.

The same principle is intended to stop outside interference more generally, preserving the integrity of the duel.

Possible future extensions

Several possible additions are discussed but not confirmed as final features. These include item or gold betting on duel outcomes, more explicit distinction between solo and party duel challenges, and additional UI information such as team sizes or target indicators.

The system is also discussed as a possible social substitute for early guild conflict, allowing groups to settle disputes through organized duels before larger PvP structures are added.

Arena rankings and mirrored formats

Older footage is used to mention arena ranking categories such as mirrored and mixed one-versus-one formats. Mirrored is described as class-against-same-class competition, while mixed is described as a broader test of overall PvP performance across matchups.

The distinction is presented as a way to recognize both the best player of a class in mirror matches and the strongest overall PvP player in mixed competition.

Faction PvP timing in tests

For the April test period, the two factions are planned to begin as friendly toward each other in the open world. This is intended to let players focus on exploration, leveling, gathering, crafting, and quests.

PvP-oriented players are expected to use the duel system during this phase. Battlegrounds and arenas are described as content that may arrive in a later test drop, at which point the factions would become hostile and direct faction conflict would begin.

Source

  • Recording: Scars OF Honor - Review of new Feature, Game Discussions with Community!
  • YouTube: Watch on YouTube
  • Published: Sunday, March 22, 2026 at 8:52 PM UTC

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