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Honjx

KH3D I hate the DROP in Dream Drop Distance

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I'm what I like to call a treasure hunter, I look around the map till i find all the chests before moving on and this drop system causes me to backtrack. I also hate the fact that if you drop in battle you come back and the fight is still going on. Don't get me started on dropping during a boss battle. I know they have Drop Me Nots but they get in the way when using skills in a battle. I prefer BBS having two different story lines or have it happen at certain check points like when when Sora and Neko first encounter the hooded man and it switch to Riku and Joshua .

 

Note: I got the game the day it came out and only could get threw the first two worlds before it drove me nuts.

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i didn't really like it either but it can be easily solved with those "drop me not" items. You just have to pay attention to the meter.

Edited by Silent Hero

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Use drop me nots. I think the only time I ever had that much of a problem with dropping was in crit level 1. As long as you take out the boss in a good time and use drop me nots you shouldn't drop during those. 

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After every drop get that time limit extension thing. Helped me enough. While I still got annoyed when I dropped during a boss battle, it did t really affect me besides me foing "NOOOOOOOOO"

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To be honest when I saw the drop gauge going into "Bonus Time" I was pretty relieved sometimes because I found myself wanting to change to the other character. Sure the Drop mechanic was troublesome in parts especially if you dropped against a boss but for me personally I never dropped during a fight.

 

I think people don't like it because it's different to what they are used to and not because it's a flawed mechanic in any way, just look at Chain of Memories' gameplay as a perfect example.

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I always have a bunch of drop me nots in stock, and one is always in my deck. You can stay as a character as long as you want if you're willing to use a few of them.  

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I actually liked this system.  As I believe Nomura said, It adds a touch of urgency with a time limit.  Even if I'm the only one, I still like it.

 

Me too. I actually liked that the game was keeping you on something of a time limit: it kept you more engaged and kept the game constantly moving. I also loved having the two stories going at once, so you didn't have to restart the game three times, and could just experience it all with more momentum and perpetual interest.

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To be honest when I saw the drop gauge going into "Bonus Time" I was pretty relieved sometimes because I found myself wanting to change to the other character. Sure the Drop mechanic was troublesome in parts especially if you dropped against a boss but for me personally I never dropped during a fight.

 

I think people don't like it because it's different to what they are used to and not because it's a flawed mechanic in any way, just look at Chain of Memories' gameplay as a perfect example.

I wouldn't call it a flaw either, I just don't like time limits. It took me forever to beat Demyx in KH2 because of the time limit. 2 B honest I didn't have trouble with COM cause it was the first KH game I played.

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I tend to neglect the treasure chests during the story so after I finish a world that's when I go back to get them all.That's also when I use the drop me not's, there aren't any important battles and accidently taking one isn't to bad either cause you can always drop whenever you want.I actually like the drop system and especially the last 30 seconds when you get to beat lots of items and money out of your enemies. 

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I just stock up on Drop Me Nots and keep them in my inventory. Then later in the game when im grinding, and my meter is close to getting to the 30 seconds, i just go to the menu, equip one(i usually replace one of my Cure spells with a drop me not for the moment) use 2(to completely fill it back up) then go back to the menu and reequip whatever i had replaced with Drop Me Not, and get back to the game. Its really simple.

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Is it me or am I seeing the first Drop system complaint?

Yes i think you are. Anyway i think that the drop system sort of makes me play better cause it makes me want to complete certain things before i move on to the next character. Thats what i think :mellow:

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I actually liked this system.  As I believe Nomura said, It adds a touch of urgency with a time limit.  Even if I'm the only one, I still like it.

 

You are not alone. I liked it after a while as it made the story and training ect. a little more challenging -  coupled with the fact that to stop a drop you have to sacrifice a command slot. Plus it was kinda handy dropping back into a boss fight where you left off as opposed to doing all the mundane travelling and repeating cutscenes to get back to the fight.

 

Thought I was the only one.

 

I didn't really need them until The World That Never Was as I was SERIOUSLY under-levelled for the final fights (Riku: 29, Sora: 32, PROUD mode) 

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I agree with OthersiderME and Dave. The drop gauge gives more of a challenge to the players. Plus it makes the game unique.

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You are not alone.

 

I didn't really need them until The World That Never Was as I was SERIOUSLY under-levelled for the final fights (Riku: 29, Sora: 32, PROUD mode) 

I know that feel, TWNTW was the first place I actually took the nightmares seriously.

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There were some times that I found it annoying, but not really in a bad way.  Dream Drop Distance was a relatively easy game, and I actually enjoyed the challenge that the drop system provided.  As many said previously, it gave you a sense of urgency and offered something to compete with.  It was a very unique system, one that I thought wasn't half bad.

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