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Gathering minigames and node design

Gathering in Scars of Honor uses separate minigames for different resource types, with both solo and group-oriented node variants. The system is intended to make gathering more interactive than standard MMO harvesting while also supporting cooperative play.

Woodcutting

Woodcutting uses a hold-and-release timing mechanic. The player attempts to land repeated strikes in the same spot, representing chopping consistently into the same cut. Accurate placement produces better results.

The design intent is to connect the minigame to the fantasy of the action rather than using an abstract quick-time event. The mechanic is described as simple to understand but not trivial to perfect.

Mining

Mining uses a click-timing mechanic rather than the hold input used in woodcutting. The player strikes at the correct moment, aiming for the center of a target area to hit the rock’s weak point. A central hit deals more effective progress to the node.

Mining is described as the first and most relaxing of the gathering minigames. It is intended to feel easier and calmer than some of the other profession activities.

Fishing

Fishing is mechanically distinct from the other gathering activities. Instead of mouse timing, it uses directional control with keyboard inputs to counter the fish’s movement. The player must pull against the fish and account for inertia in the control response.

This version of fishing is presented as spear fishing rather than rod fishing, at least in the shown implementation. The design rationale is that the struggle happens after the catch attempt, with the player actively controlling the pull rather than waiting for a bite. The system is also intended to support larger and more dangerous fish or sea creatures later on.

Fishing is described as the most reactive and strategically demanding of the shown minigames. The designer identifies it as a personal favorite because of its movement-based challenge.

Solo nodes and party nodes

Gathering nodes come in different sizes. Smaller nodes are intended for individual players, while larger nodes can require or encourage multiple players working together.

Party nodes are meant to reward cooperative gathering. Larger trees and similar nodes are described as easier when more players participate, and group gathering is intended to provide better chances at higher-quality resources. The system is part of a broader effort to encourage players to do profession content together rather than only alone.

Loot from party nodes is intended to be distributed fairly to participants rather than forcing players to split a single shared pile manually.

Node spawning in the world

Resource nodes are not intended to appear in exactly the same place every time. Instead, zones use regions with preset possible spawn locations. Nodes can appear within those allowed spots, but not every valid location is guaranteed to be occupied at all times.

This means players can learn which areas contain certain resources without having a fully fixed farming route. Larger or party-oriented nodes are described as rarer than basic nodes.

Gatherable trees and world presentation

Not every visible tree in the world is meant to be harvestable. The game distinguishes gatherable trees visually so that players can identify them more easily.

This approach serves two purposes. First, it improves readability by making resource nodes stand out. Second, it prevents the environment from becoming visually empty if all decorative trees could be removed for gameplay reasons. The system is therefore meant to preserve both resource control and environmental appearance.

Difficulty, tiers, and tool gates

Higher-tier nodes become harder to gather. In some cases, player skill can compensate for weak equipment, allowing a skilled player to succeed on content above their intended level. However, very high-tier resources are also gated by tool requirements so that early characters cannot simply brute-force the hardest nodes.

The intended progression is that better tools and higher expertise make routine gathering faster and easier, while advanced resources remain aspirational until the player is properly prepared.

Loot handling and inventory concerns

The recording includes discussion of whether gathered items should be looted manually or sent directly to inventory. Automatic looting is treated as a likely quality-of-life improvement, but it raises inventory-management concerns because players may collect unwanted materials while farming for specific drops.

A possible compromise discussed is a configurable pickup system or a long-press interaction that collects all nearby items at once. The underlying design concern is to keep gathering convenient without removing player control over inventory clutter.

User interface and onboarding

The minigames are acknowledged to need clearer guidance. One identified issue is that the interface does not always explain the required input method when a minigame begins, such as whether the player should click, hold, or use keyboard movement.

UI scale is also discussed as an area for improvement. The minigame interfaces are considered somewhat large in the shown build, and adjustable scaling is treated as a desirable future option.

Source

  • Recording: Scars OF Honor - All about Gathering and Crafting with Lead Game Designer!
  • YouTube: Watch on YouTube
  • Published: Sunday, March 29, 2026 at 7:45 PM UTC

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