· PvP, guilds & cross-play
PvP modes, factions, and hardcore realm rules
Scars of Honor is described as placing strong emphasis on PvP, with multiple formats intended to serve different player preferences. The recording also discusses faction structure, open-world PvP rules, and experimental ideas for hardcore realms.
Battleground formats
A battleground called Morning Pass is used as the main example. One version is described as skill-based: players enter with a provided gear set rather than their normal progression equipment. Loot can still be gained or lost within the battleground, but this temporary battleground gear is separate from a character’s long-term PvE or leveling progression.
This mode is intended to reduce the problem of returning players being instantly outclassed by gear gaps.
A second battleground format is progression-based. In that version, players use their own gear and do not lose it on death. This mode is framed as the place for direct power comparison between developed characters.
Arena formats
Arena is described as a major PvP focus. The game is said to support one-versus-one competition, including class-specific rankings such as determining the best player of a given class.
Team arenas are also described, including standard formats such as 2v2 and 3v3. In addition, the recording mentions multi-team variants such as 3v3v3 and 2v2v2, where three teams fight and only the last surviving team wins.
Open-world PvP
Open-world PvP is described as opt-in for normal play. This is presented as a way to avoid situations where low-level players are repeatedly killed by much stronger characters without meaningful counterplay.
At the same time, large-scale open-world faction battles are treated as an important MMORPG fantasy. The preferred image is not random low-level ganking, but organized clashes between large groups from opposing factions.
A specific PvP-oriented zone with stronger incentives is mentioned as an idea under consideration.
Hardcore realms
Hardcore realms are discussed as a separate ruleset rather than the default experience. The recording rejects a simple copy of another game’s hardcore mode and instead explores several penalty models.
One proposed approach is permanent character loss. Another is a softer but still punishing system in which death causes experience loss and the random destruction of one inventory item through a roulette-style selection. The latter is presented as a more approachable form of hardcore because it preserves the character while still creating tension.
Hardcore characters are described as existing on separate realms rather than moving freely into normal realms.
Factions and cross-faction trade
The game uses a two-faction structure: the Sacred Order and the Domination. The recording treats faction identity as more than cosmetic flavor and repeatedly frames the two sides as being at war.
Cross-faction auction house access is discussed as a difficult design question. The main argument in favor is economic health: if one faction has a much stronger market, players may increasingly migrate toward it, worsening population imbalance. The main argument against is lore consistency, since open trade between enemy factions is harder to justify narratively.
The discussion leans toward the economic benefits of cross-faction trade, possibly with special rules such as different taxes, but no final rule is confirmed.
Guild strongholds and caravans
Guild strongholds and caravan-style systems are explicitly said not to be part of version 1.0. They are treated as possible future additions, but not launch priorities.
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
