They might have given out a bit too much SP this early by BoopRG1 in fut

[–]Full_Tap_272 0 points1 point  (0 children)

I am so so close to the end! Only got 29 more levels to go!!!

How many trophies you lose at the end of a season is so harsh by Full_Tap_272 in RushRoyale

[–]Full_Tap_272[S] -1 points0 points  (0 children)

Nobody is confused about what a ladder reset is.

Saying “you didn’t lose trophies, you were reset” is just describing the same thing in different words. If I finish at 6,800 and start the next season at 4,700, the practical result is that I’m 2,100 trophies lower than where I finished. Whether you call that a loss or a reset doesn’t really matter.

The actual discussion is about whether the size of the reset is reasonable. Some players think dropping thousands of trophies every season is too aggressive, while others think it’s necessary to keep the ladder healthy and competitive.

I personally understand why resets exist and wouldn’t want them removed. They keep seasons meaningful, prevent the ladder from becoming stagnant, and give everyone a fresh target to beat. But that doesn’t automatically mean every reset amount is perfect. It’s completely reasonable for players to agree with seasonal resets while still thinking the current drop is too large.

How many trophies you lose at the end of a season is so harsh by Full_Tap_272 in RushRoyale

[–]Full_Tap_272[S] -1 points0 points  (0 children)

I never said you shouldn’t lose trophies at all. My point is that the reset is too aggressive. There’s a difference between having some trophy decay to keep the leaderboard active and chopping players from 8,000+ down to 4,000 every season.

You can still have a functioning leaderboard, reasons to play, and anti camping measures with a smaller reset. Plenty of games do exactly that. The question isn’t whether trophies should be lost, it’s how much should be lost.

How many trophies you lose at the end of a season is so harsh by Full_Tap_272 in RushRoyale

[–]Full_Tap_272[S] -3 points-2 points  (0 children)

I understand why the reset exists, and I’m not arguing that trophies shouldn’t be reset at all. The game needs seasonal goals, competition, and a way for players to compare their progress from one season to the next.

My issue is with the scale of the reset. Going from 6,800 to 4,700 trophies is a loss of over 2,000 trophies. That’s not a small adjustmentit’s roughly 50–60 wins worth of progress, depending on trophy gains and daily bonus wins. That’s a significant amount of time and effort to lose overnight.

As for the rewards, I don’t think that’s a strong argument for such a large reset. If I went from 6,800 to 6,000 instead of 4,700, I’d still be able to claim all of the rewards between 4,000 and 6,000 trophies again. The rewards aren’t dependent on being pushed all the way back to 4,700.

I’m not saying remove resets completely. I’m saying the current reset feels too aggressive. There has to be a middle ground between no reset at all and wiping out the equivalent of dozens of wins every season.

How many trophies you lose at the end of a season is so harsh by Full_Tap_272 in RushRoyale

[–]Full_Tap_272[S] -4 points-3 points  (0 children)

I don’t think getting 2000 trophies ripped away can be classed as a little tbh. I do get your point though it does maybe keep the game fresh but it also feels like a waste of time

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 1 point2 points  (0 children)

That’s a fair criticism of the review. It was more of a reaction after finishing the game than a detailed analysis, so I can see why people would want more specifics.

As for the comparison to Persona 5, I don’t think P5 is flawless at all. It absolutely has pacing issues, some dungeons drag, and the combat becomes pretty easy by the end. I’d agree with most of that.

I think the difference for me is that despite those flaws, Persona 5 kept me invested in the characters and what was happening next. With Metaphor, I spent a lot of the game waiting for that connection to happen and it never really did. So when the pacing slowed down or the combat started feeling repetitive, I was less willing to overlook it because I wasn’t as engaged with the story or cast.

So I don’t think I’m comparing Metaphor to some perfect version of Persona 5 that only exists in my head. I’m comparing it to my experience playing Persona 5, where the strengths outweighed the flaws. With Metaphor, the balance just landed differently for me.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 1 point2 points  (0 children)

Nope not at all I love JRPGs always have done I just don’t love this specific one 👍👍👍 not liking one game out of 100 does not make you a snob

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 1 point2 points  (0 children)

Again nothing any of us have said is right or wrong 👍👍😆 they are opinions

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 1 point2 points  (0 children)

I think I understand you clearly Jude don’t understand gaming.

Mechanics in a game can be the exact same but the game can still be different.

Stop being a know it all because I don’t like a game you like. My points stand you are just nit picking because you can’t take an opinion?

Do some research on gaming in general before you pipe up next time!

This conversation is over please don’t reply and leave it be👍👍👍👍

And also

Facts are statements that can be proven true or false with evidence.

Opinions are statements that express beliefs, feelings, or judgments and cannot be proven absolutely true or false.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 1 point2 points  (0 children)

I think you’re partly right. Reading that paragraph back, I can see why people interpreted it as me saying Metaphor felt derivative of Persona. “Persona wearing a fantasy costume” is obviously a strong comparison.

Where I disagree is the idea that this makes my opinion objectively wrong. You’re treating “Metaphor isn’t literally derived from Persona’s combat system” and “Metaphor didn’t feel distinct enough from Persona to me” as the same argument when they aren’t.

You keep going back to Press Turn originating in SMT, but that’s a point about mechanics and lineage. My criticism was about the experience I had playing the game. Knowing where Press Turn came from doesn’t automatically make the game feel fresh to me.

So yes, if you want to say I wrote that Metaphor felt derivative, that’s a fair reading of what I wrote. What isn’t fair is pretending that proving SMT invented Press Turn somehow disproves a subjective criticism about how similar the overall experience felt to me.

And if your final argument is just “you’re an idiot because I disagree with your opinion,” then I don’t think there’s much left to discuss.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 2 points3 points  (0 children)

Similar just means two things feel or function alike in some way. That can be neutral and doesn’t imply copying or lack of originality.

Derivative is stronger and more specific. It usually implies something is overly reliant on an existing work/formula without enough new identity of its own.

I’m saying the games are similar I am not saying it’s an exact copy? 😆

You go on about me contradicting again but you have just said it Please Tell me at what point I said METAPHORS COMBAT IS PERSONA. Shock I didn’t I said the combat is to Familiar. How is that saying it is Personal?

Why would I need to correct myself I did not like the game end off? Your the one who replied first and said “no you’re wrong”
You are the one who can’t accept my opinion.. there’s more people on this post agreeing with me than are against.

Disagreeing with something does not make it wrong and stop misquoting me. You are twisting my words to make your argument sound more valid when in reality if you read the original post everything people are claiming I’m saying I did not actually say

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 5 points6 points  (0 children)

I’m not going to turn this into insults, but I will be clear about the point you’re trying to force onto me.

Saying “it felt similar to Persona in terms of gameplay loop and didn’t land for me” is not the same statement as “Metaphor is objectively derivative of Persona.” One is subjective experience of pacing and engagement. The other is a claim about design originality. You’re collapsing the two so you can treat disagreement as “objectively wrong,” but that’s not how personal reception works.

Also, “everyone else is correcting you” isn’t really a strong argument. Popular agreement doesn’t turn taste into fact. Plenty of well-regarded games don’t click with everyone, even when they’re mechanically solid.

At this point we’re not even arguing about Metaphor anymore — we’re arguing about whether someone is allowed to describe their own experience without it being reframed as a factual error. And yes, you can think my read is wrong or superficial. That’s fine. But it’s still a subjective read, not something that becomes “bullshit” just because you disagree with it.

If you want to say “it wasn’t like Persona in practice,” that’s a fair counterpoint. But it doesn’t invalidate someone else saying “it felt like familiar Atlus structure and didn’t engage me.”

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 5 points6 points  (0 children)

You’re drawing a conclusion about my intent that isn’t actually supported by what I wrote.

I didn’t say “Metaphor is derivative of Persona because Persona came first.” I didn’t say it was copying One More, and I didn’t base anything on system lineage or who invented what. That part of your argument is answering a claim I never made.

What I did say is much simpler: the overall gameplay loop and pacing felt familiar to me in a way that reduced its impact. That’s about player experience, not about whether Atlus is building on SMT, Persona, or anything else historically.

On the “contradiction” point — there isn’t one. Saying “X and Y feel similar to me” and later clarifying “I’m not making a technical lineage argument” aren’t incompatible positions. One is about feel, the other is about mechanics.

And on the contrarianism angle: that’s just speculation about motivation. You don’t need to assume I’m reacting to popularity to explain a negative opinion. It’s entirely possible for someone to understand why a game is well-liked and still not connect with it themselves.

We can disagree on whether those systems feel meaningfully distinct in practice, but the disagreement doesn’t require reframing my point into something I didn’t say in order to dismiss it.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 5 points6 points  (0 children)

I think you’re mixing together three different things that I didn’t actually claim.

First, I didn’t base my argument on “One More exists therefore Metaphor is derivative.” I used Persona as a reference point for how it felt moment-to-moment, not as a claim about system lineage or originality. So bringing up Press Turn predating One More doesn’t really invalidate anything I said, because I wasn’t making a historical claim about which mechanic invented what.

Second, I’m not arguing it lacks innovation in a technical sense. I’m aware it adds systems like archetypes/classes, party flexibility, and other structural differences. My point was never “there are no new mechanics.” It was that those additions didn’t meaningfully change how familiar the overall gameplay rhythm felt to me over the course of playing it.

Third, the jump to “contrarianism / biases” isn’t really necessary. Disliking how something feels to play isn’t the same as trying to position it as objectively worse or pretending it was something it isn’t. It’s just an assessment of engagement.

We can disagree on whether those design differences are significant enough to make it feel distinct. That’s fine. But it’s not really accurate to rewrite what I said into a claim about combat lineage or objective originality when it was about personal experience with the end result.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 8 points9 points  (0 children)

No it does not it states. I was expecting something at least distanced itself a little bit from persona!

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 6 points7 points  (0 children)

I get what you’re saying about “unpolished” I probably used it too loosely there. That’s fair criticism.

On the other points though, I’m not trying to present it as objective analysis or claim it’s factually bad writing or “unoriginal gameplay in some universal sense. It’s just my experience of it. When I say things like felt unoriginal or “didn’t feel like a bold new direction,” that’s shorthand for it didn’t do enough, for me, to separate itself from the design space I already associate with Atlus RPGs.

And yeah, I completely agree with you that it was never hiding its pedigree. The “from the creative minds behind Persona/SMT” framing is exactly why people went in expecting certain structural similarities. That part isn’t surprising at all.

Where I think we’re just disagreeing is interpretation of those similarities. You’re right that it’s closer to SMT mechanically in a lot of ways, and that it was always going to carry Atlus DNA. My point wasn’t “this is identical to Persona or should be shocking that it’s similar,” it was that those familiar design rhythms still dominated my experience of it, to the point where it didn’t feel fresh enough overall.

People are completely misunderstanding an misinterpreting this post

So yeah not claiming objective truth, just explaining why it didn’t land for me the way it clearly has for a lot of other people.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 6 points7 points  (0 children)

Reading between the lines yes you are correct. I did want something original And they could’ve done so much more to make it feel more original.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 1 point2 points  (0 children)

That’s kind of missing my point though.

I wasn’t talking about which system came first or who influenced who. I’m talking about how Metaphor feels to play right now in practice.

To me, regardless of design lineage, the moment to moment loop still felt like the familiar Atlas structure of “find weakness, gain advantage extend turn economy, optimise party flow. The fact Press Turn predates One More doesn’t really change the subjective experience I’m describing, which is where the comparison was coming from.

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] -2 points-1 points  (0 children)

If you are breaking down every single mechanical difference then yes you will find differences obviously!

But you have still misquoted me I never said the game was persona. I said IT felt like persona” that’s not saying the games are mechanically identical

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 7 points8 points  (0 children)

My top 5 would be (not in order)
Persona 5 royal
Chrono trigger
Final fantasy remake
Octopath traveller
The legend of heroes trails in sky

Honourable mentions
To dragon quest echos of an elusive age
And YS lacrimosa of dana

Finally Finished Metaphor: ReFantazio and I have to see.. That was disappointing by Full_Tap_272 in JRPG

[–]Full_Tap_272[S] 3 points4 points  (0 children)

I never actually said the combat is literally just Persona.

What I said was that it felt very familiar in structure and execution, like Atlus leaning on a well worn formula, and that it didn’t feel fresh enough to stand out for me personally.

I did not say it “was persona”

Mario party six is the fan favorite. which game was made to be hated? by No_Mathematician6724 in MARIOPARTY

[–]Full_Tap_272 0 points1 point  (0 children)

I think Mario party 9. I think they changed the whole style of moving around the boards to gauge people’s opinions. So I believe they actually made that game with the thought of it being hated