banner img
  • Home
  • Forums
  • Register
  • Contact Us

KINGDOM HEARTS 20th anniversary trailer + event announced

Kingdom Hearts Series Coming to Nintendo Switch as Cloud Versions

Sora from Kingdom Hearts announced as a new DLC fighter in Super Smash Bros. Ultimate

  • All
  • News
  • Interviews
  • Features
  • Editorials
  • Merchandise
  • KINGDOM HEARTS IV
  • KINGDOM HEARTS MISSING-LINK
  • Dark Seeker Saga
  • KINGDOM HEARTS III
  • KINGDOM HEARTS Melody of Memory
  • KINGDOM HEARTS χ series
  • MOBILE
  • The World Ends With You
  • NEO: The World Ends With You

RECENT DISCUSSION TOPICS

  • The writing team on the series has shrunk dramatically
  • What’s the Cost of Developing a Mobile App with Advanced Features?
  • Geoff Keighley x Kingdom Hearts: The Complete Compendium
  • Headcanon Voices for Characters
  • Winx/Kingdom Hearts
  • Changed Opinions on KH Games
  • KH4 Tease (Real Or Not)
  • What are your thoughts on Demyx being the Master of Masters Theories?
  • Mufasa the Lion King/Kingdom hearts dark road
  • Birth By Sleep is VERY similar to the Disney Princesses

MULTIMEDIA

  • Submissions
  • Avatars
  • Signatures
  • Wallpapers
  • iPhone Wallpapers
  • PSP Wallpapers
  • PS Vita Wallpapers
  • Video Game MIDI files
  • Video Game Music
  • Anime Downloads

COMMUNITY SPOTLIGHT

Let us know what you hope to see when Kingdom Hearts IV is next shown off!

NEWSLETTER

Subscribe to Kingdom Hearts News!

Enter your email address:

   

KHINSIDER

  • Membership FAQ
  • Contact Us
  • About Us
  • Staff
  • Affiliation

POLL

Who do you prefer to play as in Kingdom Hearts 3D?

Sora - 100%
Riku - 0%

Total votes: 1, but the poll doesn't work yet
View details
read the related article >>

Drop Gauge Increased in DDDHD and 0.2 Objectives Translated!

Details
Published on December 23, 2016 @ 01:49 am
Written by Joey
Tweet

Despite not being a well received addition to the Kingdom Hearts gameplay, the Drop Gauge is staying in the HD re-release of Kingdom Hearts Dream Drop Distance HD. Today, the Japanese Kingdom Hearts HD II.8 Final Chapter Prologue website updated with new screenshots, which you can view here, as well as some new information about the gameplay of Dream Drop Distance. 

Previously, the Drop limit in 3D Dream Drop Distance was capped at around 10 minutes, and could be slowed down through items and/or spending Drop Points (accumulated from defeating Dream Eaters and spending them when swapping between Sora and Riku), or increased in bad weather and/or status effects. Now, in the re-release, the Drop gauge will deplete after 20 minutes, allowing you extra time to explore the worlds as Sora and Riku.

In Kingdom Hearts 0.2 Birth by Sleep -A Fragmentary Passage-, objectives have been added to add extra challenge to the game. Completing these challenges rewards the player with material and other customisable items.

The screenshot above includes a few of the objectives that will reward Aqua with the customisable items. The objectives are as follows:

Challenge List

No.1 Defeat Shadows
No.2 Defeat フーカバー (name not yet translated)

No.3 Defeat Flame Cores (14/40)
No.4 Defeat Neoshadows (15/30)
No.5 Defeat Water Cores
No.6 Defeat Earth Cores (14/20)
No.7 Increase Strength
No.8 ?????
No.9 ?????
No.10 Use Counter (0/5)

As this is the start of the list, more challenging and difficult objectives should follow, providing hours of extra content.

Translations thanks to Saken and Zephyr.

COMMENTS

+ Reply

OathkeeperRoxas XIII

December 23, 2016 @ 05:41 amOffline

comment graphic

Why am I the only person who didn't have issues about the Drop Gauge? I never drop once in bosses, but hopefully no one is still dropping in DDDHD.

The_Echo

December 23, 2016 @ 05:45 amOffline

comment graphic

OathkeeperRoxas XIII
Why am I the only person who didn't have issues about the Drop Gauge? I never drop once in bosses, but hopefully no one is still dropping in DDDHD.
Occasionally I would drop at inconvenient times in my first playthrough, but I never felt like it was unfair. The game gave me this rule and it's on me to work with it. That said, I welcome a more forgiving Drop gauge.

faemarch

December 23, 2016 @ 05:55 amOffline

comment graphic

I've really only had issues with inconvenient drops during my LV1 run of the game (war flashbacks from the Spellican), but this change is welcome nevertheless. It's nice to not have to fill one/two command slots with Drop-Me-Nots/Nevers.

OathkeeperRoxas XIII

December 23, 2016 @ 05:58 amOffline

comment graphic

The_Echo
Occasionally I would drop at inconvenient times in my first playthrough, but I never felt like it was unfair. The game gave me this rule and it's on me to work with it. That said, I welcome a more forgiving Drop gauge.


I understand people don't want to waste a slot for Drip me Nots but if people know about it, they should have been prepared....


Sigh, I guess I don't do things that are the fault of me and not the Game.

kirabook

December 23, 2016 @ 06:00 amOffline

comment graphic

I never had issues either, but I guess I can see where people might have had issues.... I guess.

Oracle Spockanort

December 23, 2016 @ 06:03 amOffline

comment graphic

I never had issues with dropping. I made sure to save at save spots before bosses, if my drop gauge felt too low I'd just drop out or use a drop-me-not. I tried to avoid bad forecast conditions and if there was one I'd just use the time to grind as much as possible.

Sonicfan2525

December 23, 2016 @ 06:03 amOffline

comment graphic

Personally I rarely ever had any problems with the gauge. It was only a problem in, like, one or two boss fights. Either way I am glad to see that it has been extended regardless.

The objectives are interesting. It's amazing to me how we have seen so much of 0.2 and yet so little. I love how much effort and work they are putting into it.

Lonbilly

December 23, 2016 @ 06:03 amOffline

comment graphic

Chaser
Despite not being a well received addition to the Kingdom Hearts gameplay, the Drop Gauge is staying


YYYYYESSSSSSSSSSSSS, BITCHES

kirabook

December 23, 2016 @ 06:11 amOffline

comment graphic

I still don't even know what the forecast stuff even means to be honest. I am the worst player ever, but yes, I always stayed stocked on drop-me-nots even though I never equipped them.

The only boss I'm stuck on is Ansem SoD because it's super annoying when he throws me allll the way to the back of the room when I only just made it to the front and barely got any hits in. It's super disorienting, so I can't wait to play it on a bigger screen and a controller.

skyfoxx

December 23, 2016 @ 06:30 amOffline

comment graphic

I don't know why people were expecting the drop gauge to be gone entirely. They'd have to completely rework how you switch characters into a linear scenario or a BBS situation, which probably would've been more work than they would ever have wanted to do for this.

The_Echo

December 23, 2016 @ 06:44 amOffline

comment graphic

skyfoxx
I don't know why people were expecting the drop gauge to be gone entirely. They'd have to completely rework how you switch characters into a linear scenario or a BBS situation, which probably would've been more work than they would ever have wanted to do for this.
You can drop manually and are required to finish all worlds in a "ring" with both characters before moving on, creating natural walls to force dropping.

It frankly wouldn't have been that hard.

Chaser

December 23, 2016 @ 06:56 amOffline

comment graphic

skyfoxx
I don't know why people were expecting the drop gauge to be gone entirely.

Because for months the Drop Gauge was missing from official screenshots and trailers despite every other UI element being visible on screen so there was cause to believe it had been taken out. [strike]Plus people just hate the damn thing.[/strike]

Muke

December 23, 2016 @ 07:09 amOffline

comment graphic

I'm actually glad. I always felt like I didn't have enough time - I'd always drop in inconvenient times. And I never wanted to equip items because I didn't want to waste slots..

The_Echo

December 23, 2016 @ 07:12 amOffline

comment graphic

Muke
I'm actually glad. I always felt like I didn't have enough time - I'd always drop in inconvenient times. And I never wanted to equip items because I didn't want to waste slots..
You could just equip a Drop-Me-Not, pop it, and replace it with whatever was there before.

VoidGear.

December 23, 2016 @ 07:34 amOffline

comment graphic

OathkeeperRoxas XIII
Why am I the only person who didn't have issues about the Drop Gauge? I never drop once in bosses, but hopefully no one is still dropping in DDDHD.


I dropped like once during the Monstro boss fight with Riku. Never had much trouble either.

I mean it's okay, I just don't see the need for drop-me-nots anymore then.

I love the objectives for 0.2 tho. <3

Chaser

December 23, 2016 @ 07:36 amOffline

comment graphic

For those wondering, the Water Cores were seen in the Kingdom Hearts III E3 2015 trailer, as well as the Kingdom Hearts HD II.8 Final Chapter Prologue TGS 2016 trailer.

I also think this is the first time we've seen an Earth elemental Heartless.

meep2meep

December 23, 2016 @ 08:31 amOffline

comment graphic

Can we all take a second to appreciate how cool the dark world logo is.

Muke

December 23, 2016 @ 08:53 amOffline

comment graphic

Ik this doesn't have anything to do with the topic, but I wonder if they will change -za to -gun in DDD, considering -gun spells are also called that way in 0.2

Sephiroth0812

December 23, 2016 @ 09:47 amOffline

comment graphic

The_Echo
You could just equip a Drop-Me-Not, pop it, and replace it with whatever was there before.


This.

To be honest I never understood the wailing in regards to the Drop Gauge, as it added some strategic element to the whole experience requiring players to plan ahead and actually weigh if one should take on a level's boss or not (if you don't reset the gauge via item).

But then again, I also never understood the "hate" and complaints about CoM's card system which in my personal view has a wonderful strategic and planning component to it.

user avatar

DarkosOverlord

December 23, 2016 @ 10:56 amOffline

comment graphic

I NEVER had any in-game problem with the Drop Gauge.
I hate it because it's... completely pointless.
It has no purpose.
Strategic? Drop before a boss, re-drop, there you go, full bar. Or use the aforementioned Drop items. I don't really see any "pondering", it has the same strategic value as seeing a save point ad refull HP before moving on.

But enough about bosses and plot: the exploration.
Searching for materials and/or Secret/Special Portals. Or chests, as the maps are pretty big and places like The Grid aren't really easy to navigate and know where you are. Or, in Critical especially, farming for levels and or DE points for skills.
These are all issues where the Drop Gauge just butts in and gets on your nerves.
The Drop Gauge is nothing short of a constant time limit on your head, and there is a reason why arbitrary time limits are usually hated by players: because they're arbitrary and take away from the pleasure of exploration, putting you a constant limit to keep track on.

It's not that if you (generic you) haven't had any problems with Drop Gauge it makes it good: it's the entire concept. Being able to work around a bad design it's not to the bad design's merit. Let me rephrase that: "In the new Kingdom Hearts, you can use Sora and Riku, but are forced to switch every 10 minutes, regardless of the situation. If it's during a boss fight, you have to restart."
Does this look fair or needed? I see nothing but a bad game choice. Or trade-off, who knows.
I could've seen purpose for the story, if it always happened like the very beginning of the game, when Sora and Rku felt sleepy and they suddenly dropped. If that was a story thing (like if when the Wargoyle knocks Sora out, the game sends you to Riku) I would've really liked it. Like it is, not so much.
I am as glad as seeing the return of Drop Gauge as I am to see one of my enemies is still walking the green Earth.
Bear with me if I was a little blunt, I just woke up. I still love DDD, I am an optimist and I take the 20 minutes increase, it's better than nothing.

kirabook
I still don't even know what the forecast stuff even means to be honest. I am the worst player ever, but yes, I always stayed stocked on drop-me-nots even though I never equipped them.


At least in the 3DS version the forecast showed things related to drop items (like munny), strong enemies, and more importantly the special portals needed to unlock End of Pain.
On this note I hope they fixed that already completed Portals don't show when trying to complete them all, it was really tiresome.

Alpha Baymax

December 23, 2016 @ 11:21 amOffline

comment graphic

DarkosOverlord
I NEVER had any in-game problem with the Drop Gauge.
I hate it because it's... completely pointless.
It has no purpose.


Actually, the purpose is more to do with character and story progression as opposed to "unique game play mechanics". Sure, it's a game play mechanic, but clearly it's made so that character switching is executed differently.

The_Echo

December 23, 2016 @ 11:22 amOffline

comment graphic

DarkosOverlord

But enough about bosses and plot: the exploration.
Searching for materials and/or Secret/Special Portals. Or chests, as the maps are pretty big and places like The Grid aren't really easy to navigate and know where you are. Or, in Critical especially, farming for levels and or DE points for skills.
These are all issues where the Drop Gauge just butts in and gets on your nerves.

I can't say I experienced any trouble with the Drop mechanic and I completed DDD 100%.
Actually, the time limit was the least of my worries regarding the special Portals, which rotate per drop.

The only time I can recall having dropped during a boss was at the tail end of the Xemnas fight, the literal end of Sora's scenario. Probably no worse place to get dropped and even then, like, it was my fault for going in with a low gauge. Not like the boss came out of nowhere and I didn't have time to prepare (in fact, I'm pretty sure every boss in the game is highly telegraphed for this specific reason).



The Drop Gauge is nothing short of a constant time limit on your head, and there is a reason why arbitrary time limits are usually hated by players: because they're arbitrary and take away from the pleasure of exploration, putting you a constant limit to keep track on.


But you don't really have to keep track of it?
Just pop a Drop-Me-Not when it gets low. There's no shortage of them. The gauge even goes into a special mode to countdown the final moments, there's no way you can miss it.



"In the new Kingdom Hearts, you can use Sora and Riku, but are forced to switch every 10 minutes, regardless of the situation. If it's during a boss fight, you have to restart."


You aren't forced. And between the drop delay bonus (which, let's be real, all of us picked every single time) and DPNs, that 10-minute "time limit" could be extended to hours.

The bad attitudes surrounding Drop feel so irrational to me. It's far from a stressful time-management system like Dead Rising or attempting a complete Persona playthrough.
I'd even go as far as to say that it's a complete non-issue.

user avatar

DarkosOverlord

December 23, 2016 @ 11:36 amOffline

comment graphic

Alpha Baymax
Actually, the purpose is more to do with character and story progression as opposed to "unique game play mechanics". Sure, it's a game play mechanic, but clearly it's made so that character switching is executed differently.


As I said later in the post, even that didn't feel like it was done as well as they could.




I can't say I experienced any trouble with the Drop mechanic and I completed DDD 100%.
Actually, the time limit was the least of my worries regarding the special Portals, which rotate per drop.



I did too.
As I said: I don't need to personally experience terrible issues to realize something is not needed.




The only time I can recall having dropped during a boss was at the tail end of the Xemnas fight, the literal end of Sora's scenario. Probably no worse place to get dropped and even then, like, it was my fault for going in with a low gauge. Not like the boss came out of nowhere and I didn't have time to prepare (in fact, I'm pretty sure every boss in the game is highly telegraphed for this specific reason).



You can't be at fault for going at a low gauge if the gauge wasn't even there to begin with!
What good does the gauge brings? What bonus, and I'm not talking about the drop bonuses, I'm talking about what benefit does having the gauge brings?
None? Then even having it it's a malus.



But you don't really have to keep track of it?
Just pop a Drop-Me-Not when it gets low. There's no shortage of them. The gauge even goes into a special mode to countdown the final moments, there's no way you can miss it.



As I said: working around something doesn't erase the thing. Pop an item which still takes at least a command slot does not make me forget I'm doing this to fill an already useless bar.



You aren't forced. And between the drop delay bonus (which, let's be real, all of us picked every single time) and DPNs, that 10-minute "time limit" could be extended to hours.



Pretty sure I can't just keep battling if I want to. Therefore I am forced.



The bad attitudes surrounding Drop feel so irrational to me. It's far from a stressful time-management system like Dead Rising or attempting a complete Persona playthrough.
I'd even go as far as to say that it's a complete non-issue.



Again: going around an obstacle and the presence of bigger ostacles don't make the original obstacle disappear.
It's a construct of human mentality that is sadly always present. "This thing doesn't create me any great issues especially compared to others, this thing is not an issue."
I can make literally everything awful or awesome by comparison, but that's not how it works. The Drop Gauge doesn't bring a single plus on the table, except maybe one which was obviously built around the thing itself.
At this point, even the slightest fault tilts the scales. And something that has more flaws than merits, by definition, it's not a good choice.

The_Echo

December 23, 2016 @ 11:59 amOffline

comment graphic

DarkosOverlord
You can't be at fault for going at a low gauge if the gauge wasn't even there to begin with!

What? It is there to begin with.



What good does the gauge brings? What bonus, and I'm not talking about the drop bonuses, I'm talking about what benefit does having the gauge brings?
None? Then even having it it's a malus.

It doesn't have to be a bonus. It's the conceit of the game, the general framework by which it is constructed and other mechanics are informed. Drop isn't like Drive or Focus, the gauge isn't there for player function, it's a structure.

It's like... I guess a recent example could be nighttime in FFXV. Daemons come out at night and for the early game, at least, they're pretty fierce and it's best to avoid them. However, you have all the power as the player to avoid nighttime. Campsites are everywhere, there's a clock on the HUD so you always know what time it is and how close it is to night.

They present a time-based obstacle and give the player all the tools necessary to avoid or mitigate the problem as much or as little as they see fit. It cannot possibly be the game's fault if you're stuck outside at night, because you have every opportunity to make sure it doesn't happen.



As I said: working around something doesn't erase the thing. Pop an item which still takes at least a command slot does not make me forget I'm doing this to fill an already useless bar.

OK? But you can just swap the item in, pop it, swap it out, so it isn't really taking up a slot if you don't want it to.



Pretty sure I can't just keep battling if I want to. Therefore I am forced.

What, like, you drop mid-battle? Well considering you have all the power and opportunity to restore your Drop, drop at will, and decrease the gauge speed, I would say that it's your fault if you somehow drop in the middle of battle.

Forced would be like the story drops in Traverse Town. You have absolutely no input or control over those drops. That is forced.

You might as well say other KH1 forced you to leave the world when the boss was defeated. Like, nah man, it's up to you.



Again: going around an obstacle and the presence of bigger ostacles don't make the original obstacle disappear.

I never said it did.
It's funny that you paint it in a bad light as an obstacle, when video games are literally a series of obstacles for the player to solve or otherwise overcome.

I dunno what's got your jimmies so rustled over this mechanic if you didn't even have any problems with it. If it produced no trouble, then it isn't a troublesome mechanic, surely.

user avatar

DarkosOverlord

December 23, 2016 @ 12:48 pmOffline

comment graphic

Holds any purpose? Not really.
Proves to be any sort of challenge to overcome? Like, it tests any of your skills, like defeating a boss tests your combat skills? No, it depletes, you can either fill it by wasting an item or let it deplete. Videogames are, or should be, challenges you can overcome by using your skills. But videogames are plenty of "challenges" that are just sudden spikes, time-wasting tasks, or things out of your influence scope. We usually refer to them as bad/poor game choices.

In Dragon's Dogma, fast travel... for the sake of brevity let's just say fast travel is awful and nonexistant, making you walk dozens of minutes in already-seen places. Now, I can just pop out my mp3 and listen to songs while doing this, and I'll eventually reach destination just as planned.
That doesn't change the fact that the mechanic in itself is awful, unnecessary and doesn't test any of my skills outseid mu patience. Hence, in order to avoid this, most well-praised games have fast travel.
I could go on with a list of ill-thought game mechanics that are such even without being game-breaking issues, but I'm fairly confident we're all familiar with them.

About me hating the Drop Gauge even if it doesn't affect my own gaming experience... I also really like KH1's combat system over KH2, just because it's my taste. But, I am then capable to see how the latter is objectively more balanced and offers more well-implemented options, even if it doesn't resonate with me. The fact that I can deal with the L2/R2 camera issue doesn't mean a lot of people won't have trouble with it or that is a bad choice.

I summarized my position on this. Clearly it's not the world's, but I'm deeply convinced the Gauge doesn't really benefit to the game and is instead pretty bad, and I've yet to hear a for me convincing counterpoint.
Then, to each their own. I mean, we are stuck with it, so. Victory is yours, Drop Gauge-fans.
*tips hat*

SORA619

December 23, 2016 @ 05:22 pmOffline

comment graphic

Enough time to finish a boss fight without changing and boss's hp bar getting reset. I'm glad they are fixing original's issues..

Alpha Sonix

December 23, 2016 @ 06:24 pmOffline

comment graphic

I didn't mind the Drop Gauge for the most part though I would have preferred if they just made it so that you couldn't drop during boss fights. Still, twenty minutes is more than enough to work with so I'm happy.

catcake

December 23, 2016 @ 06:58 pmOffline

comment graphic

The drop gauge is fine, but I don't mind them making it slower either. Whatever. The only time it ever even mattered to me was one boss fight where I forgot to check it before starting and it got suuuuper close, but it was just exciting, trying to beat the boss as fast as possible. It was the mole one that keeps disappearing and appearing out of the ground too so it was fun times. And by fun I mean it was stressful as heck but so satisfying when I managed to do it.

Precursor Mar

December 23, 2016 @ 09:30 pmOffline

comment graphic

Lol at the people defending the drop gauge.

"It's strategic!"

Yeah, pal? What's the strategy? Guessing how much time you're gonna waste on a pointless and arbitrary time limit?

Oracle Spockanort

December 23, 2016 @ 09:51 pmOffline

comment graphic

Precursor Mar
Lol at the people defending the drop gauge.

"It's strategic!"

Yeah, pal? What's the strategy? Guessing how much time you're gonna waste on a pointless and arbitrary time limit?


No time? Because no matter what you are moving forward in somebody's story.

Hirokey123

December 24, 2016 @ 06:49 pmOffline

comment graphic

Cool news none the less so the lv3 gauge probably takes us to about several hours now then.

Went and did some testing/looked at videos of 3DS DDD.

3 bars, each takes roughly 6 minutes to empty at a multiplier x1.0 which is the standard multiplier.
So the base gauge will give you around 18 minutes before it completely emptied + 30 seconds (which seem to be slowed down by a half second compared to real seconds) before the drop. So all and all round the base to gauge to already giving you close to 20 minutes. This could be extended to well over an hour with the lv3 drop gauge slow down bonus.

I'm going to assume this means that what they are actually saying is each individual gauge bar now takes 20 minutes standard which means the full base gauge is an hour in length. So level 3 drop decelerator will likely give you several hours of playtime before you'd even have to think of restoring it.

SkeithTheTerror

December 24, 2016 @ 08:25 pmOffline

comment graphic

Hirokey123
Cool news none the less so the lv3 gauge probably takes us to about several hours now then.

So level 3 drop decelerator will likely give you several hours of playtime before you'd even have to think of restoring it.


Several hours seems like it would be far too much, at that point what would even be the point of the drop gauge?

Hirokey123

December 24, 2016 @ 08:33 pmOffline

comment graphic

Well pretty much the same point there always was?

To let Sora and Riku help one another out despite not directly being alongside one another via drop bonuses (which are really powerful especially at lv3) while also allowing the story to have a much better flow than BBS's fragmentation? I mean those were there reasons the drop gauge existed in the first place, it never was truly intended to be much of an actual time limit. They played with the idea of it being a time limit during development but didn't like that which is why they added the "drop" button and thus rendered the actual time limit idea null. Likewise it was supposed to be an alternative way to "lose" to bosses in DDD since their whole shtick is keeping dreams going eternally so you get locked into this dream until you can win, that required some minor tweaking since in the Japanese version your health didn't restore after a drop but the bosses did which was pretty BS. The result in the English version was actually pretty nice since it still punishes you for playing poorly/slowly but not so harsh since you'll get your HP back to.

However it would make giving dream eater bosses the ability to up your drop meter multiplier kind of pointless so they might just remove those attacks if it's the case.

Zul

December 24, 2016 @ 08:42 pmOffline

comment graphic

Sephiroth0812
This.

To be honest I never understood the wailing in regards to the Drop Gauge, as it added some strategic element to the whole experience requiring players to plan ahead and actually weigh if one should take on a level's boss or not (if you don't reset the gauge via item).

But then again, I also never understood the "hate" and complaints about CoM's card system which in my personal view has a wonderful strategic and planning component to it.


Impatience.

There are masses of gamers out there that favor heavily streamlined gameplay and shun any kind of RPG element involving preparation or using lateral thinking to come up with a strategy.

I'm rather surprised myself, the drop gauge and card system are incredibly tame compared to the stuff you find in classic RPGs.

Elysium

December 26, 2016 @ 10:22 pmOffline

comment graphic

The_Echo
Occasionally I would drop at inconvenient times in my first playthrough, but I never felt like it was unfair. The game gave me this rule and it's on me to work with it. That said, I welcome a more forgiving Drop gauge.

Same. The mechanic was annoying to some degree, because I'd be into what I was doing at the time in one story or the other and didn't want to take a break. That said, I usually dropped before bosses if the gauge looked like it might not last through the fight. I never really paid attention to the forecast or use Drop-Me-Not's, tbh.

I didn't want them to change the game or get rid of the Drop Gauge, but still I'm glad they extended the time.

DefiantHeart

December 27, 2016 @ 01:08 amOffline

comment graphic

Precursor Mar
Lol at the people defending the drop gauge.

"It's strategic!"

Yeah, pal? What's the strategy? Guessing how much time you're gonna waste on a pointless and arbitrary time limit?


Ikr? XD If I wanted a time-based strategy game, I'd play something like Pikmin, where ish a core game mechanic, and not something just slapped on to annoy the player. Honestly, I feel they were like, " hey, Zelda: Majora's Mask did well with an added time mechanic, lesh add on a time mechanic to Kingdom Hearts and see what happens." XD

Ish really just pointless, but whatever. I feel they added in flowmotion just to counter having such a horrible mechanic to begin with.

Grizzly

December 27, 2016 @ 03:58 amOffline

comment graphic

Sephiroth0812
This.

To be honest I never understood the wailing in regards to the Drop Gauge, as it added some strategic element to the whole experience requiring players to plan ahead and actually weigh if one should take on a level's boss or not (if you don't reset the gauge via item).

But then again, I also never understood the "hate" and complaints about CoM's card system which in my personal view has a wonderful strategic and planning component to it.


I couldn't agree more. I thought the Drop mechanic was totally fine and had an easy work around. I thought it made sense narratively for DDD, as well as mechanically in adding that strategic layer that normally isn't seen in KH in that sense. I never had a problem with the Drop system, although the extended time is nice, I don't feel it was necessary. I'm glad it wasn't removed.

Launchpad

December 27, 2016 @ 07:38 pmOffline

comment graphic

I think the mechanic is dumb but that's all it is.

Zephyr

December 27, 2016 @ 07:54 pmOffline

comment graphic

I think the Drop mechanic was introduced so it would allow equal pacing between the two characters as opposed to BBS's three characters. It isn't particularly bad if you use Drop-Me-Nots or if you drop and then drop back.

OathkeeperRoxas XIII

December 27, 2016 @ 08:35 pmOffline

comment graphic

Zephyr
I think the Drop mechanic was introduced so it would allow equal pacing between the two characters as opposed to BBS's three characters. It isn't particularly bad if you use Drop-Me-Nots or if you drop and then drop back.


Yeah but people seem to be doing stuff and forgetting the game mechanic

Blame yourself for not preparing, not the Game. I didn't and never drop during bosses. How anyone did is bizarre

user avatar

DarkosOverlord

December 27, 2016 @ 08:40 pmOffline

comment graphic

Ok, I promised not to come back here, but... really...

"Why fixing these unsafe stairs to get to the mountain, I can climb them just fine. Blame yourselves for not having my same climbing abilities or even being potentially handicapped people, not the mountain for having ill-developed stairs that only damage some climbers and aren't beneficial in any physical way."

OathkeeperRoxas XIII

December 27, 2016 @ 08:46 pmOffline

comment graphic

DarkosOverlord
Ok, I promised not to come back here, but... really...

"Why fixing these unsafe stairs to get to the mountain, I can climb them just fine. Blame yourselves for not having my same climbing abilities or even being potentially handicapped people, not the mountain for having ill-developed stairs that only damage some climbers and aren't beneficial in any physical way."


Please don't twist what I said to think that way. I never had a problem with the gauge, and people should know it's not frozen during battles but still find ways to drop in battles. That's their fault.

VoidGear.

December 27, 2016 @ 08:48 pmOffline

comment graphic

There's a heavy difference between something "damaged" and a game-mechanic that is in no way unfair or impossible to deal with.
Aren't the Drop-me-nots buyable, even?? Like, there are a million ways not to drop during battle, including drop-me-nots or using the multiplier while switching characters, force-dropping etc.
It's a completely different thing. :(

user avatar

DarkosOverlord

December 27, 2016 @ 09:02 pmOffline

comment graphic

VoidGear.
There's a heavy difference between something "damaged" and a game-mechanic that is in no way unfair or impossible to deal with.


First of all, it is unfair. Not being terribly unfair doesn't mean not unfair at all.
Second... is there?
I didn't bring the stairs for their value of being damaged, but for being damaging, just like a gameplay mechanic.
Both have a problem, which all people have to work through and some do it effortlessly.
Both could be without said problem or being entirely replaced/erased.
I don't really see how they're completely different.

That one athletic guy who run 10 laps every morning didn't see the need for cars to exist, but others did. Were they at fault?

Again, I'm hearing always the same things: "I haven't found that a problem, I personally like it, I can use items..."
Which doesn't mean you can't feel this way or you're wrong in something, but none of this addresses all those other folks who, without being wrong themselves or at fault of anything, think such an arbitrary limit damaged their own experience.

Those claims exists and since the Drop doesn't really do anything that REQUIRES it to be there, I think they can be seen as legit.
All I'm seeing is people handling it and people who can't.
And the latters' existence, least someone proves me wrong, automatically make this an unfair mechanic. Not in a demeaning way, in the literal sense of "not fair for everyone".

And of course, I'm against unfair elements in a game especially if avoidable.

Muke

December 27, 2016 @ 09:06 pmOffline

comment graphic

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

VoidGear.

December 27, 2016 @ 09:07 pmOffline

comment graphic

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?

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.

People want their games challenging yet super-easy, I don't understand it. Maybe the genre just isn't for them, then.

Lonbilly

December 27, 2016 @ 09:14 pmOffline

comment graphic

DarkosOverlord
First of all, it is unfair. Not being terribly unfair doesn't mean not unfair at all.


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, fuck 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.

user avatar

DarkosOverlord

December 27, 2016 @ 09:25 pmOffline

comment graphic

Muke
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.



[FONT=Verdana]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.[/FONT]



[FONT=Verdana]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.[/FONT]



[FONT=Verdana]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. [/FONT]



[FONT=Verdana]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.[/FONT]




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.

Muke

December 27, 2016 @ 09:31 pmOffline

comment graphic

I still don't see how the Drop mechanic is unfair in your opinion but whatever this discussion obviously isn't going anywhere, so let's agree to disagree.

user avatar

DarkosOverlord

December 27, 2016 @ 09:36 pmOffline

comment graphic

Muke
I still don't see how the Drop mechanic is unfair in your opinion but whatever this discussion obviously isn't going anywhere, so let's agree to disagree.


Fair enough.
*thinks about making a "drop the subject" pun but realizes it's not the time*

I'll apologize on one thing: I did say this was case closed to me, and yet here I am. I was kind of immature in this regard.

VoidGear.

December 27, 2016 @ 09:37 pmOffline

comment graphic

Lonbilly
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.


Thanks. Couldn't have summarized it any better.

DarkosOverlord

Sad is the man (or woman) who gets angry about games not being as they wish or at people not thinking like they do.


So basically the people getting furious about the drop gauge?



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?



You think "I better just force a drop before doing that boss fight. I'll have plenty of time to do the fight when re-dropping, then" or maybe "oh, I should equip drop-me-nots when the gauge lowers in case I encounter a boss and don't want to drop during the fight." It's simple shit, but apparently it's completely game-breaking to some folks?



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.



Lol, okay, so it's really like stated above. Everything where you have to act strategic or change your technique or can't do something on the first try because it's luck-based is unfair to you. I'm not sure if you're serious or if this is just language barrier and you mean a slightly different word.



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.



It's not about good or bad.
It's about not being able to pop an item when a gauge runs low and then trying to beat the ruler of the skies. Just sounds hella funny to me in comparison.



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.



Yeah okay, having to use up one of eight item slots for an item that completely destroys this whole "problem" with the gauge is super unfair and completely destroys the experience, I really don't get it. Like, I understand a lot of problems people have with the games, but the drop-gauge...really, just nah.

Elysium

December 27, 2016 @ 09:45 pmOffline

comment graphic

Well, a lot of people here seem to have a problem understanding anything they don't agree with. I personally learned to live with the Drop Gauge, but I think it's fine if DarkosOverlord didn't enjoy it/found it to be annoying or a dumb mechanic.

VoidGear.

December 27, 2016 @ 09:47 pmOffline

comment graphic

There's still a difference between "unfair" and "dumb/annoying".
I never said I don't understand why it's considered dumb or unnecessary, but how it could be unfair is beyond me, yes. And that's obviously only the case because I don't agree!1! (^:

Launchpad

December 28, 2016 @ 01:17 amOffline

comment graphic

The mechanic never gave me any difficulty in completing any objectives, but it certainly impeded my enjoyment of the game to a certain extent; I just don't like the feeling of being on a time limit. Luckily, there was a nifty trick during the end-game to play as one at a time with no time limit. There should be a no-drop option on NG+.

TheKeybasHKey

December 28, 2016 @ 01:55 amOffline

comment graphic

I didren´t have issues with the Drop Gauge in the game. But i had to everything the gauge was low i had to add Drop-Me-Not and then continue but i had to do it a lot of the time, but it didren´t annoy me, yes the Drop Gauge is an annoying mecanic of the game, just giving my two cents.

Sephiroth0812

December 28, 2016 @ 01:08 pmOffline

comment graphic

Zul
Impatience.

There are masses of gamers out there that favor heavily streamlined gameplay and shun any kind of RPG element involving preparation or using lateral thinking to come up with a strategy.

I'm rather surprised myself, the drop gauge and card system are incredibly tame compared to the stuff you find in classic RPGs.


Is it really just that?
People nowadays are too lazy to immerse themselves in things and obstacles they are given and think about how to work with/around them?
Because that's literally the very first thing I do with every game I start to play regardless of genre.

Are they too lazy to keep several things at once in mind and think ahead more than two steps?

Which and how many mechanics are in this particular game? Which of them have the potential to be frustating and how can you minimize this frust?
Those are just two simple questions one has to ask oneself and then look into them.

VoidGear.
There's a heavy difference between something "damaged" and a game-mechanic that is in no way unfair or impossible to deal with.
Aren't the Drop-me-nots buyable, even?? Like, there are a million ways not to drop during battle, including drop-me-nots or using the multiplier while switching characters, force-dropping etc.
It's a completely different thing. :(


Correct, being "annoyed" with a mechanic doesn't automatically make it "unfair", "damaged" or warrants it being removed altogether.

The_Echo

December 28, 2016 @ 01:38 pmOffline

comment graphic

DarkosOverlord
Ok, I promised not to come back here, but... really...

"Why fixing these unsafe stairs to get to the mountain, I can climb them just fine. Blame yourselves for not having my same climbing abilities or even being potentially handicapped people, not the mountain for having ill-developed stairs that only damage some climbers and aren't beneficial in any physical way."
What...

What?

I don't
What? This is the most ludicrous analogy I have ever seen. Ever​.

Let me try this on your position:
"I can't get through this door. No, turning the handle shouldn't have to happen, in fact the door shouldn't even be there at all! This door in no way benefits my progress into the next room!"

user avatar

DarkosOverlord

December 28, 2016 @ 04:09 pmOffline

comment graphic

The_Echo
What...

What?

I don't
What? This is the most ludicrous analogy I have ever seen. Ever​.

Let me try this on your position:
"I can't get through this door. No, turning the handle shouldn't have to happen, in fact the door shouldn't even be there at all! This door in no way benefits my progress into the next room!"


Well, I am being called in, it's only fair.

"I can't get through this door."

- Mh, I get the feeling you're talking about a perfectly safe door with no flaws. Too bad, I made sure to point out the stairs were damaged, resulting in a not proper functioning.
Your analogy is already failing.

"No, turning the handle shouldn't have to happen"

- Interesting... turning the handle is a one-man job. You're taking this action to a single man vs the object, while the main issue of my analogy was relating to multiple people.

"in fact the door shouldn't even be there at all!"

- You're using the verb "removing", while I used "fixing". Two completely unrelated actions that devolve in completely unrelated scenarios.

"This door in no way benefits my progress into the next room!"



- Doors have many more uses. They keep a local warm, preventing air currents; they help keeping privacy; They block weather conditions and possibly wildlife or strangers to come in.
What do stairs do... oh yeah, they get you to an place on a different height. You can do more with stairs, as you can with doors, but that's outside their original purpose and it doesn't concern us.
Using a door as an obstacle while ignoring its other purposes it's kind of near-sighted.

There. Your comparison is flawed in at least four parts and uses elements and scenarios not depicted by my original one, therefore not valid objections.
Completely misses my main point about equity for multiple people while focusing on a single entity and his interesting vision of doors as just an obstacle.
Funny, but hardly relevant. Well, not reallly funny... ludicrous, I'd say.

I might've been an ass, but I do major in linguistics and it kinda bothers me when things get this decontestualized.

Muke

December 28, 2016 @ 04:13 pmOffline

comment graphic

I think he was trying to imitate you. Whatever, we should drop this theme because it just gets more ridiculous as we go with every post

Oracle Spockanort

December 28, 2016 @ 06:02 pmOffline

comment graphic

All of y'all need to chill. The mechanic exists. We all have to deal with it. Darkos has a right to dislike it and see it as unfair. Everybody else has the right to see it differently.

Agree to disagree.

If you do wish to continue this train of discussion, everybody needs to be able to respect the other side's opinion.

Elysium

December 28, 2016 @ 06:06 pmOffline

comment graphic

Sephiroth0812
Is it really just that?
People nowadays are too lazy to immerse themselves in things and obstacles they are given and think about how to work with/around them?
Because that's literally the very first thing I do with every game I start to play regardless of genre.

Are they too lazy to keep several things at once in mind and think ahead more than two steps?
Do you even know how to discuss anything without resorting to insulting anyone who would disagree with you?We're all "lazy" now. Jesus.

EDIT: Sorry, I didn't know there was a fifth page.

FudgemintGuardian

December 28, 2016 @ 06:28 pmOffline

comment graphic

*ignoring everything*

I'm honestly amused the Drop Gauge's depletion time increased. Boss fights are fairly short (even annoying fights like Spellican's) and it never got in the way of exploring a world (not like there's anything to see. lol)

And from what we've seen of DDD HD, it doesn't look like running speed, area size and whatnot has been altered. (In which case, I would understand.)

I mean, I coooould see if you're chest hunting, but the Drop-Me-Nots exist for a reason.



As for Fragmentary Passage, when the game hits, will our dear overlords make a gallery for all the customizable items~?

user avatar

Link NX

December 28, 2016 @ 06:28 pmOffline

comment graphic

Well lets be real, the entire game is surrounded by sleep and realisticaly the characters DO go to sleep whether voluntarily or involuntarily. If u can't equip a few drop me nots or simply hit start and tap drop then you really don't have much business playing DDD. it would be better for you to watch KHInsider's video cutscenes to save your sanity.

user avatar

Deleted member

December 28, 2016 @ 07:44 pmOffline

comment graphic

I love the drop mechanic. Don't know how I'll feel about the increased base time though. It'll be interesting to see how it feels. It'd also be nice if maybe there was an option in the menu to switch between the two times.

Sephiroth0812

December 28, 2016 @ 08:27 pmOffline

comment graphic

Master Spockanort
All of y'all need to chill. The mechanic exists. We all have to deal with it. Darkos has a right to dislike it and see it as unfair. Everybody else has the right to see it differently.

Agree to disagree.

If you do wish to continue this train of discussion, everybody needs to be able to respect the other side's opinion.


I for my part am totally chill.
Words I write in italics and/or bold are just for emphasis, not indicator of being upset or intentionally confrontative.

I can also get behind the issue of not liking the drop mechanic or finding it annoying pretty fine, just not the "unfair"-part and the demand to completely remove it.
I've also noticed that in the discussion there's also an almost complete focus on the perceived negatives of the mechanic only when there are certainly benefits and advantages from it too.

Tartarus
Do you even know how to discuss anything without resorting to insulting anyone who would disagree with you?We're all "lazy" now. Jesus.

EDIT: Sorry, I didn't know there was a fifth page.


Oh Jesus, do you know how to read in context and not correlate everything stated directly with yourself? Apparently not...
This entire answer of mine referred to Zul's general assessment of a behaviour in regards to more complex or "annoying" mechanics, I wasn't addressing anyone in particular from this community there in that paragraph, not to mention that it was all questions, not an assessment nor an assumption made, so don't try and construct a whole case of "personal insults" out of it.

Link NX
Well lets be real, the entire game is surrounded by sleep and realisticaly the characters DO go to sleep whether voluntarily or involuntarily. If u can't equip a few drop me nots or simply hit start and tap drop then you really don't have much business playing DDD. it would be better for you to watch KHInsider's video cutscenes to save your sanity.


My opinion exactly as well.
If there would be fixed drop points throughout the entire run of the game people would likely complain about having no control at all. ;P

Audo
I love the drop mechanic. Don't know how I'll feel about the increased base time though. It'll be interesting to see how it feels. It'd also be nice if maybe there was an option in the menu to switch between the two times.


Giving options like this so far wasn't the series' strong point though, but I agree that it would be interesting to experiment a little with the "classic" Drop Gauge speed and the new one.

+ Reply

footer image

Since 2003, KINGDOM HEARTS Insider has been the largest fan community and news resource on the web for the series. We are your one stop shop for all your KINGDOM HEARTS news, media, discussion, and fandom, from the original, to Birth by Sleep, KINGDOM HEARTS 3, and beyond!

  • Video Game Music
  • Zophar's Domain Emulation
  • Final Fantasy Extreme
  • KH World

©2016 KHInsider. KINGDOM HEARTS official artwork, trailers, characters, merchandise, and music is copyrighted to Square Enix and Disney.
Original material is licensed under a Creative Commons License permitting non-commercial sharing with attribution.
Please read our privacy policy for more information | Legal Information