Your comparisons don't make sense and tbh it is kind of funny how triggered you are by the Drop mechanic.
And honestly I don't see how it is "damaging" at all - you are overreacting imo but whatever
You people have a literal obsession with triggering, lol.
"You're triggered about this, you're angry about that..." Isn't it possible that I just fight my own ideas without yielding AND without losing my head over it?
Am I the only one who argues about videogames while remaining calm or what?
Sad is the man (or woman) who gets angry about games not being as they wish or at people not thinking like they do.
Anyway, I've explained why for me this can damage the experience. Yet to be contradicted on that one.
Saying it doesn't for you it's... true, and correct, I would assume, but again doesn't really negate my own point.
I'm sorry, I didn't know that a gameplay mechanic that asks you to think your way through instead of doing nothing can be considered "unfair". Like, isn't anything luck-based "unfair" then, too? Damn it took me like 100 tries to get all the special portals in 3D, is that unfair or does it just take effort and time?
Thinking? I'm the one who's sorry, I was under the impression you guys said, multiple times, that the Drop Gauge is not a big deal because you can pop an item. What... thinking do you do for that?
And yes, the portals were also unfair, more specifically the part where already completed portals appeared before uncompleted ones, forcing you to (surprise!) drop to no end. I hope they've changed that, btw.
I'd say it was only time-consuming and unfair rather than challenging anything but your patience, but I did say people have different gaming skills.
Honestly I want to see someone unable to deal with the drop gauge play through 358/2 days cause that'd be diddlying hilarious. 3D was such a joke in comparison to that.
Ah, the good old "This thing is bad, so the other must be good."
Right, they can't be both their own degree of bad.
People want their games challenging yet super-easy, I don't understand it. Maybe the genre just isn't for them, then.
Nice try in switching this to a difficulty discussion, but it was never about that. It was about fairness.
You guys said and I agree that Drop Gauge didn't really test anything and isn't difficult (more like it has nothing to do with DDD's difficulty), it just damages the experience for someone, without any relation to difficulty.
I've seen a few fair arguments regarding the Drop Gauge, but this definition isn't really one of them. You could use this against ANYTHING in a video game. Time limit in Majora's Mask? Unfair. Time limit in Lightning Returns? Unfair. A controllable mechanic in a video game meant to challenge players to either think or face the consequences of just going "oh, diddly it"? Unfair.
Drop Gauge is controllable and while I understand some may not see it as necessary or even as a fantastic gameplay mechanic (it isn't, but it's far from just average), if you actually manage yourself and your playtime properly you can literally make it to where you only drop when you are manually required to drop.
It's like trying to complain about, for example, Aqua's Fire Roll of Death not having as many invincibility frames as her normal roll despite the fact that the tradeoff allows you to harm enemies as you flee. Or that FFVII is unfair because it's Active Time Battle instead of being a wait system like in FFX.
Again, a lot of good arguments have been made about the Drop Gauge being meh in the past, but calling it unfair when it's an actual controllable mechanic is like calling EVERY controllable mechanic unfair.
You used one keyword here: tradeoff.
What is the tradeoff, here? What good does having this limitation brings?
Drives had time limit, but they gave you other powers, for instance.
Obviously I'm not using this against everything: you named two games that were built around the concept of time limit.
Now, now, I don't wanna start an argument about the relevance of drops in DDD's story, I actually am pro-drop system, I am against how it was made: arbitrary, unnecessary limit that doesn't compensate for its presence.