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· PvP, guilds & cross-play

PvP, guild systems, and PC/mobile cross-play

Scars of Honor is described as supporting multiple forms of PvP, stronger guild integration, and shared-world play across PC and mobile. These systems are presented as part of a broader effort to make the game feel socially active and mechanically connected.

PvP structure

PvP is treated as a necessary part of the MMORPG formula rather than an optional afterthought. The game is described as planning several PvP modes rather than a single format.

Open-world PvP is included as one of those modes, with the intention of allowing players to create their own conflicts and emergent encounters. At the same time, the game does not aim to force all players into open-world PvP participation.

Battlegrounds and arenas

Instanced PvP is described as having two broad rule sets. One is gear-progressive PvP, where character equipment matters in the familiar MMORPG way. The other is a skill-based format where players enter with standardized gear and earn currency during the match, reducing the advantage of long-term equipment disparity.

Arenas are also described as supporting multiple competitive formats, including one-versus-one play and team-based matches. The one-versus-one format is discussed both as a class comparison format and as a more general player skill test.

Open-world PvP and server approach

The project states that open-world PvP will not be forced on everyone. Different realms are planned, including realms where players are protected from that kind of activity. The stated goal is to guide interested players toward PvP rather than compel participation.

This approach is framed as accommodating different player preferences, including players who want a more peaceful world experience.

Guilds as more than chat channels

Guilds are intended to have stronger systemic importance than a simple social chat layer. The discussion links guilds to land ownership and resource flow. Some plots are described as purchasable only by guilds, and guild structures may receive a percentage of member earnings or gathered resources according to settings controlled by guild leadership.

Guild conflict is also tied into territorial competition. Even guilds aligned with the same faction may be able to enter conflict over valuable areas, effectively creating diplomacy or trade disputes that escalate into PvP.

Cross-play and mobile client philosophy

Scars of Honor is described as a shared-world game across PC and mobile rather than separate versions. Progress is shared, and the mobile client is framed as an additional platform for the same game.

The main distinction between PC and mobile is described as the client interface and platform-specific export or optimization work. The core design priority remains the desktop version, with mobile treated as a complement rather than the primary target.

Rejection of autoplay

The project explicitly distances itself from common mobile MMO conventions such as autoplay. This is presented as important for preserving the expectations of PC MMORPG players and avoiding a design that plays itself. Mobile support is therefore intended to expand access to the same game rather than redefine the game around passive progression.

Source

  • Recording: @CallumUpton and @MMOByte Uncover Scars of Honor's Master Plan
  • YouTube: Watch on YouTube
  • Published: Friday, November 10, 2023 at 2:30 PM UTC

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