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· Combat & progression

Gathering, crafting, and scar progression discussion

The recording briefly outlines the game's gathering and crafting coverage and then shifts into a more detailed discussion of the scar progression system. Together, these topics frame how Scars of Honor intends to handle long-term character development beyond basic combat levels.

Gathering and crafting coverage

A future stream is planned around gathering and crafting, potentially with the lead designer responsible for those systems. The professions and gathering activities named in the discussion include woodcutting, mining, blacksmithing, alchemy, fishing, and herbalism.

The intent is to review the systems in detail in a dedicated session rather than only mentioning them in passing. A question about whether players can level through gathering and crafting is raised but deferred for that later discussion.

Scar system purpose

The scar system is described as one of the defining progression systems of Scars of Honor. Scars are intended to represent major milestones, victories, discoveries, and other meaningful moments in a character's journey rather than functioning as ordinary passive upgrades.

During the discussion, however, the current implementation is criticized for feeling too similar to additional talent nodes or stat perks.

Reconsidering level-up scars

A major design debate concerns whether players should receive scars from leveling up at all. The recording suggests that level-up scars may be removed entirely because leveling is seen as less meaningful than defeating major enemies or completing significant achievements.

The preferred direction presented in the discussion is for scars to come from notable accomplishments such as defeating difficult phased open-world enemies or completing major moments that feel memorable and earned.

Scar impact versus talent nodes

The current examples shown in prior materials include effects such as increased healing under low-health conditions, barrier-related bonuses, movement speed, and stat increases. These are defended as potentially significant in gameplay terms, but the criticism that they resemble talent-tree nodes is accepted as valid.

The discussion therefore distinguishes between talents and scars more sharply. Talents are treated as the appropriate place for modifying specific class skills in a predictable build path, while scars are suggested to work better as sources of broader or more unique rewards, such as new passives or other distinctive character-defining effects.

Meaningful accomplishment as progression design

The broader design principle stated during the scar discussion is that the harder something is to earn, the more satisfying it becomes. This is used to support the idea that scars should be tied to memorable accomplishments rather than routine progression steps.

The recording agrees that if scars are central enough to give the game its name, they need to feel more important than ordinary statistical progression.

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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