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Question regarding progress wipe after full global release
Hi everyone, I'm really enjoying the early access version of this game so far! I have a question regarding the transition to the full global release. Will there be a progress reset (wipe) for early access players once the game officially launches globally? Or will our progress and items be carried over to the final version? Thank you in advance for the clarificationfdvsej731f6g55 minutes agoRising Newcomer29Views1like2CommentsF2P, grinding
Hello guys!!! Well, I'm really enjoying PvZ3, however, as a F2P player, I'd like 1 thing to change in the game. EA, for real the grinding system is soooo slow, like, I've had to grind for 1 week to unlock one level 2 evolution, not even a level 3, the game has a huge potential, but you guys can't make it as a impossible game, after level 64 it is almost impossible to finish the level if you don't buy things in the game. Also, I think that levels shouldnt be random levels. That's it, the game has huge potential, so please, listen to the communityv6ji65vrtrnp1 hour agoNewcomer24Views1like2CommentsYou Should Unlock Seeds after beating a level.
first let me state, I believe that unlocking fusions with seeds is completely justified. Base plants should be unlocked from levels. But it’s really hard to unlock fusions, so I suggest after beating a level you unlock seed packets of two plants (cause it’s PVZ Fusion) it doesn’t have to be much, even two seed packets would help. But unlocking seed packets for beating levels would be a great way of unlocking fusions without having you take 8 months just to unlock the plants from this build.12Views1like1CommentIdeas For Improving Plant/Zombie Interactions
While reporting on some bugs I've noticed during my playthrough of PVZ3, I had a few ideas for fun interactions plants could have with certain zombies in the game: Tangle Kelp & Landscaper - The Landscaper uses a weed whacker to destroy plants one tile in front of him... but what if Tangle Kelp had the unique ability to jam the weed whacker, forcing Landscaper to eat plants like any other zombie? This was inspired by the Tangle Kelp's ability to negate the Zomboss Sharktronic Sub's vacuum ability back in PVZ2's Big Wave Beach world Potato Mine & Back Biters (Digger/Volcanologist) - In PVZ1, the Potato Mine had a unique interaction with the Excavator Zombie (which functions identically to PVZ3's Digger and Volcanologist Zombies) where the Excavator would trigger Potato Mine while attempting to dig underneath it, due to the Potato Mine also being partially underground. I think this ability should be brought back for PVZ3, as I think it would be a fun interaction that would give Potato Mine a bit more usability than it currently has. Lime Bomb & certain tool wielding-zombies - The Lime Bomb is the newest plant to be joining the roster of usable plants in PVZ3, but I think it lacks a bit of the flexibility that older plants have had - at the moment, it's a more expensive Potato Mine that explodes and deals acidic damage over time. I think it would be a fun idea for the acid to not only damage zombies through their armor, but also degrade certain metallic tools, such as Landscaper's weed whacker, Screen Door Zombie's screen door, or Batter Zombie's metal bat, making them unable to use their signature abilities. It would also give the Lime Bomb (and its evolutions) more usuability outside of the upcoming Sewer world and allow for more creative interactions between certain game elements. Anyways, what other interactions would you like to see between certain plants and zombies? I'm curious to here what other ideas y'all have that could spice up PVZ3 in its current state.DuckMeatz3 hours agoRising Novice7Views0likes0CommentsPlants Vs Zombies 3: (SUGGESTIONS)
I like how they created a system full of adventures! Customizing your home by adding things that make it stunning is a great feature! More plants are added to the game with a plant-evolution system, which makes the game fun and exciting! They need to add 100 levels per themed battle zone/world and incorporate different challenges into the levels by customizing the tiles and features using the same graphic arts of the themed battle zone (per themed battle zone) as the game progresses. It or they (level/levels) will then need different strategies by using different plants (including the game's plant-evolution system). By doing these, it (Plants Vs Zombies 3 game) will make the game longer, at the same time, less hassle for the game developer because they will use the same sprites or graphics for each themed battle zone or world. At present, most of the players playing a mobile game can finish a game in just 2 days to 1 week. It will make the game short-lived and boring after days/weeks/months/years of playing. Make the game longer by creating more worlds! Be creative! We can use AI or Chatgpt to help us create new ideas! The developer should add different challenges and/or features like the following: 1.) Winter land-themed battle zone/Winter land world - freezing wind, Ice blocks, frozen lake, ice melting, penguins, sliding tiles (fast-forward-moving tiles), etc. 2.) Snowy Mountain-themed battle zone/Snowy Mountain World - snowballs, avalanches, mountain goats, snow accumulation, etc. 3.) Deep sea or Ocean-themed battle zone/ Ocean world - fish, corals, algae (an oxygen-producing plant), water-submerged battle zone (slowing of movement speed and attack speed of plants, etc. 4.) Marshland or floodplain-themed battle zone/Marshland or Floodplain world - flood, lakes, alligators, mosquitoes, etc. 5.) Island-themed battle zone/Island world - Tsunamis, coconut trees, crabs, turtles, low and high tide, etc. 6.) Volcano-themed battle zone/Volcano world - volcanic eruption, pyroclastic flows, volcanic ash, lava flows, explosions, volcanic tsunamis, toxic volcanic gas release, etc. 7.) Desert-themed battle zone/ Desert world - quicksand, sand storm, etc. 8.) Wasteland-themed battle zone/wasteland world- dust storms, extreme drought, heatwaves, earthquakes 9.) Mountain-themed battle zone/Mountain world - landslide, large rock formations, etc. 10.) Cave-themed battle zone/Cave world - gemstones, bats, glow worms, cave-ins/roof collapse: cave ceilings, particularly in large, unsupported rooms, can fall due to instability, resulting in a sinkhole, etc. 11.) Jungle-themed battle zone/Jungle world - poisonous gas-releasing plants, acid rain (poisonous rain), carnivorous plants that will eat Dave's plants (randomly), mudflows, flooding, a plant that can be planted on a tree or a tile on a tree (referring to ferns), Massive flora and fauna (large jungle trees with large roots & large flowers), etc. 12.) Forest-themed battle zone/Forest world - insect infestation, plant decay (decaying of Dave's plants and the surrounding area), decomposing materials/falling leaves or seeds (leaves or seeds are falling out of the trees), Piling of leaves on the forest floor, etc. 13.) Grassland-themed battle zone/Grassland world - wildfire, locust plagues, overgrazing (excessive grazing by livestock disrupts the plant community and can cause soil structure to collapse, leading to irreversible erosion), etc. 14.) Power plant-themed battle zone/Power Plant world - laser fences, a nuclear storage, etc. 15.) The Grid-Lock Substation-themed battle zone/The Grid-Lock Substation world - tiles with electric mine traps, an electric charging station, etc. 16.) Tesla forest-themed battle zone/Tesla forest world - Tesla coils, lightnings, thunder, etc. 17.) Halloween or Cemetery-themed battle zone/Halloween Cemetery world - tombstones (randomly appear on the battle zone), dying trees, plant-eating Halloween tree, voodoo hexes, and sorcery 18.) Haunted Mansion-themed battle zone/Haunted Mansion world - dilapidated things, old picture frames, a grandfather clock, collapsing tiles/floors, dark place or a total blackout (they need to plant a Plantern plant to see the tiles/floor) 19.) Lunar-Fall Citadel-themed battle zone/Lunar-Fall Citadel world - glowing skulls, hollow knights, revolving floor (moving tiles in a clockwise motion), etc. 20.) Lighthouse or Watchtower-themed battle zone/ Lighthouse or Watchtower world - concrete block wall, concrete windows, birds, a staircase (different tile or floor levels), falling debris, etc. 21.) Sky-themed battle zone/Sky world - clouds, tornadoes, slow forward-moving tiles, etc. 22.) Space-themed battle zone/Space world - meteors, comets, random-moving tiles, gravity, moon, floating rocks, etc. They can add more themed battle zones for a more fun gaming experience! Use AI tools for more creative ideas! (You can ask ChatGPT if you want to) I'm hoping that these suggestions will be implemented in the game. *A loyal fan of Plants Vs Zombies.Dohngil057 hours agoSeasoned Newcomer58Views1like0CommentsThe "Perfect" PvZ 3: Evolved.
My idea of the perfect PvZ 3 would be making PvZ 3: Evolved a paid game (like the original Plants vs. Zombies 1) where everything is included or can be unlocked by playing, and obviously without microtransactions or absurdly overpowered, ridiculous, or weird plants. From PvZ 2, I’d take the variety of plants and zombies and the plantfood system. The fusion mechanic is very good, so you don’t have to overcrowd the game with plants like Repeater or others that are basically just combinations of two plants. I also really like the house decoration feature, but I’d expand the costumization even more (like adding accessories for plants). Anyways, is REALLY HARD to unlock new evolutions/fusions (almost impossible without paying a lot). It should be A LOT easier. All of that combined with a silly but fun story like in PvZ 2, and a campaign mode divided into worlds like in PvZ 2 (and with similar difficulty), but with more variety and everything mentioned before. (As i have seen, this game will have more "worlds" in the future, so that's good!) Also adding minigames in some levels would be cool! Like in PvZ 1 or 2. One more thing: The fact that the early access of this PvZ 3: Evolved includes a “3-star” system per level makes it feel like a low-quality, generic mobile game. And that would be it.Gabrielill01 day agoRising Novice62Views0likes1CommentWhat I like/ What I would Love to see
Okay I've been a fan of this game since Ancient Egypt (and even before) but I have a few critical takes- and compliments. LIKES - THE PLANTS / FUSIONS The fusions and unique plant designs are great, I really enjoy the creativity that went into these. ART STYLE The art style is great although the zombies could be slightly improved. GIMMICKS I like the new gimmick of lightning and that it effects electric plants differently. Very very cool. I LOVE GIMMICKS LIKE THIS BUT NEED TO SEE MORE COMMUNITIES The community aspect Is great, I think it would be awesome if the neighbourhood appeared on the home screen and you could scroll to see your neighbours in your community rather than clicking on community and clicking on who you want to visit. Would make it feel less lonely. ZEN GARDEN The zen garden puzzles I quite like the aspect of the puzzles to gain resources they are genuinely fun and look really cool. I hope to see more variation of these. DISLIKES - PLANT UNLOCK GRIND I've been playing the new beta daily since it came out am now on level 45 and have unlocked maybe 2 fusion plants. Which is extremely frustrating and makes it hard to want to keep playing. I REALLY REALLY WANT TO HAVE FUN WITH ALL THE AWESOME PLANTS BUT HAVENT BEEN ABLE TO. UNLOCKING WORLDS One thing I miss about pvz2 is the excitement of unlocking cool new worlds but here there is no real indication of when you are close to entering a new region. Also id love to see how far I am to unlocking the new section as that is often one of my biggest motivators for playing the game. I want to play more levels to get to the new world. I realize it is still in beta of course. Also a progression map would be cool though I don't mind the concept of new issues of comics. CUTSCENES. I like these I think they are done well except I feel there should be more story reason for going to the next world, like in PVZ2 Penny would say alright were going to Ancient Egypt etc.. but in this the world's don't correlate with the cutscene. It's just unrelated scene now you're in a new world with no explanation. It feels slightly jarring. LEVEL VARIATION People have mentioned this before so no need to go into too much detail. I understand it's still in beta but I'd love to feel more excited to see what the next level could hold. There is also that additional mode that says trial new plants and zombies which is a great concept but it doesn't actually give you a chance to use said plant even in those levels. I feel that would give me more incentive to earn them. ----- That's mostly it for now but I am keen and excited for the future and have been checking eagerly on a regular basis for updates. KEEP ON PLANTING GUYS! 🌿🌻0pytu6ewl7ro1 day agoSeasoned Newcomer53Views2likes2CommentsPvZ 3 idea
This is an idea of adding a boss to each world (I consider the snail Garg a mini boss) Dave’s house the boss could be dr zomboss meteor devour tower abilities: can summon gravestone and zombies Can call grave ambushes can stun plants in a 3x3 area Can summon tower bot zombies use mussels to destroy rows of plants Volcano: volcanic meteorite golem summons volcano zombies and throws meteors creates lava tiles that burn all non volcano zombies and non fire plants: (ice plants nearby turn the tiles back to normal over time) Lava geyser to destroy a row of plants Campground: Aqua meteor wizard zombie: summons campground based zombies calls in tidal waves to push plants back and zombies forward can flood tiles to create water lanes can call water surges can call whirlpool and lightning to stun plants muses tsunami to destroy a row of plants steam pot sewers: Meteor Plague doctor: calls in sewer zombies throws poison at plants to deal damage over time gives gas masks to zombies to make them immune to poison. spawns in gas bombs that deal damage to plants and zombies without a gas mask in a 3x3 area summons horde of diseased imps uses a special poison to destroy a row of plants Snow map: yeti meteor king summons snow zombies throws icicles to damage and chill plants creates Ice barricades Freeze all plants closest to him throws a huge ice block to destroy all plant in a lane spawns yeti impsScreend00rzombie1 day agoSeasoned Hotshot15Views0likes0CommentsBring PvZ 3 evolved to Google play games
I think what would make this game more accessible is if you brought it to Google play games so pc players are more comfortable than using a emulator and it’s a big step to making this a better experience for everyone not just for mobile playersSnowBellista1 day agoSeasoned Newcomer49Views3likes2CommentsBring and maintain the artistic style of PvZ3 in your logo.
PvZ3 had several logos, the best in my opinion was the 2021 one, combining the classic logo with the style of PvZ1 and PvZ3: This should definitely be the final and official logo for this game. The last two logos for Evolved look terrible! They don't match the vibrant art style of PvZ3, and they also look poorly put together and like they were made in 2 minutes in Microsoft Paint: Please consider keeping the modern logo instead of the 2009 logo. The modern logo evokes both nostalgia and a sense of modernity.dansimmer272 days agoSeasoned Adventurer279Views6likes12CommentsCommunity Watch Leaderboard Rewards (Suggestion)
Hi! Something I love about PvZ3 is the Community Watch system. It's a neat addition that gets players in a, well, community, working together to achieve all the reward milestones in the set time period. Though, that being said, it is oftentimes hard to get everyone active and contributing when there is no extra incentive outside the rewards that everyone gets. This is why I think adding extra rewards into the already established leaderboard would be excellent! It's nice as it is to see everyone's names and how they rank in points contributed, but it would be so much more motivating to climb to the top spots if there was a bonus involved. Reward Examples: For the leaderboard, they shouldn't be as big as the community prizes, but should be substantial enough that they warrant people to get online and compete. (The below table is just what I think - please feel free to comment your ideas below!) Placement Leaderboard Reward 1 100 Gems, 750 Coins, 75 Seeds, 2 75 Gems, 600 Coins, 50 Seeds 3 50 Gems, 500 Coins, 35 Seeds 4 25 Gems, 350 Coins, 30 Seeds 5 25 Gems, 350 Coins, 25 Seeds 6 - 10 250 Coins, 15 Seeds 11+ 150 Coins, 10 SeedsPvZ72833 days agoNew Novice32Views1like0CommentsCommunities Could be so Much Better!
I think communities are an awesome feature, but there is a lot left to be desired in its current state, and making the appropriate changes would make players enjoy the game more. Size of Communities Currently, communities can only maintain 15 people. In the Seedling Build, this was 24. In its current state, communities don't feel like a "community", but a small group. The amount of players should be nearly tripled to around 50, so it can feel like a truly active space. I have many viewers that want to join my community, but can't due to how limited space is. In response to this change, the Neighborville Watch can be made harder. If it was left untouched, people could get to the end within a day. Speaking of the Neighborville Watch... Neighborville Watch The Neighborville Watch is really boring, when it could be more engaging. The concept of working together for rewards is an awesome goal, but it really falls flat once the ball gets going. 1. Too much fluff The Neighborville Watch suffers from a lot of padding, such as worthless boosts (I haven't found a single person that actively uses them), and lawn decorations. I wouldn't mind these if there were small rewards that went alongside it. Maybe EVERY reward no matter what includes a small bonus of Coins and Plant XP? More frequent rewards (even if they are small) could help maintain retention instead of huge gaps with undesirable boosts/decor. 2. Once and never again As this service continues to grow and players continue playing, we will have better plants and any challenge to fill the Neighborville Watch will gradually fade away. Already, my community has finished days in advance before it refreshes, and this has resulted in players putting down the game for days. PvZ 3 in its current state doesn't have much to do outside of working together for one meter. I suggest that the Neighborville Watch can be filled multiple times, with the rewards multiplying per completion. Or maybe its a new meter with even rarer rewards, encouraging players to spend more time with their community? This way, there is always something to do in-game instead of waiting for it to reset every week. Kinda meaningless gifts... Sharing gifts is a good feeling, but PvZ 3 does it in the most unsatisfying way... It is incredibly easy to get Zen Garden tools, and feels like it WAS only added so you can give them to other people. There's so many tools in circulation, the chance you will run out is almost non-existent. Being able to share something else - like Seed Packets, would be much more encouraging. In fact, this used to be a feature present in the 2020 soft-launch. The game right now has some very rough progression, and I think this feature could help with fixing that! Additionally, being able to create a pool of resources people can donate to, and take from, would be very useful. If this is added, the community leader should be able to set some rules before you can take donations, such as: "X active play hours required" "X points contributed to Neighborville Watch required" "X level completed required" Communication is needed Communities need to have a chat system. What if someone needs a tool / seed packets, and couldn't express it? People could go to other third party platforms like Discord to solve this issue, but you could solve it yourself by adding a chat. 2020 PvZ 3 had a chat feature in its clubs, and it worked fine. Benefits By implementing these changes, you're making a stronger and memorable connection with your players. People are encouraged to play and help each other out more Everyone still has a common goal with better rewards and never feels like they have nothing to do / can't help Players can communicate, strategize, and share tips / feedback Improved player retention with a new mechanic PvZ has never had beforeDrawHey1mJaydsOC4 days agoSeasoned Veteran1.2KViews72likes14CommentsA discussion about PvZ 3's level design and how it could be improved
One of the most important aspects to get right in a PvZ game are the levels. Without good and varied levels, it is hard to enjoy the gameplay itself to its fullest and renders the experience stale, and that leaves a lot of missed potential that could easily be exploited for the most part. As of right now, PvZ 3 has to my eyes a few critical flaws in its level design: Lack of variation / Repetition: Many levels feel oddly similar to one another in their layouts; there lacks minigames / special objectives in between regular levels as well, similar to what is seen in PvZ 1 and 2 Poor usage of special zombies: There are sometimes multiple levels in a row that have the same or at least very similar roster of zombies; there is usually only between 1-2 specials per level that tend to get used way too sparingly. Some specials also feel like they get introduced at the wrong world/time, as they don't really synergize with the gimmicks presented at the time. Unsatisfying wave progression: Due to the wave progression being purely time-based, it sometimes leads to awkward moments in the middle of the level where the player has to wait for multiple seconds for new zombies to show up. The "huge waves" of zombies also feel in general too small and unremarkable, which makes them lose a lot on their "impact". With the flaws already discussed, here I'll share some ideas on how to fix most of those: A good way to keep the gameplay fresh is to add minigame levels with interesting gimmicks to work as a sort of "break" from the rest of the game. Some minigames that were already shown on previous PvZ 3 versions would work great here, such as Vasebreaker or Solar Storm. Additionally, you could also add level objectives like the ones seen in PvZ 2. Beating the level with the given plants, not letting the zombies trample the flowers, producing X amount of sun and planning your defenses to defeat the zombies were part of my personal favorites and they genuinely have a lot of potential to shine in PvZ 3 as well. Every level should have a different layout instead of it being picked randomly. It is very important to make each level different from the last. This would also allow to use the level gimmicks already present in the game in a far more creative and interesting way. Special zombies should be used and combined with each other more frequently to create interenting synergies and challenges to the player. Sometimes there could even be 3-5 special zombies on the same level for a more chaotic experience! The wave progression in the levels should work more similarly to the previous titles in the franchise: if the health of the current zombie wave drops below 50%, the game automatically spawns the next wave. That way, the "awkward moments" are avoided entirely. Additionally, the "huge waves" of zombies could wait until all zombies from the previous wave die before spawning to create a short yet impactful moment of tension knowing what lies ahead. The huge waves of zombies should be made more intimidating by making them spawn way more enemies than what they do currently. I hope this helps the developers to make the levels in PvZ 3 as enjoyable and fun as they can be!79Views5likes1CommentMushroom/Perk Balancing
Hello! I have been playing the game for a week now, obtaining... not particularly well-liked plants, and feel like they could be improved/reworked in a way to make it make more sense Mushrooms I think mushrooms decaying in the light is a good idea, but the way it was done is a bit weird. For context, mushrooms lose a percentage amount of health every second. My suggestion is to make it a static amount every second so leveling can benefit them more, and maybe to compensate, higher tier shrooms start with more hp but lose more every second Perks Perks are cool, but kinda useless. Here's my idea to both make it more interesting and more monetizable Allow us to spend meteor shards and the big meteor chunks on our unlocked perks to upgrade them, allowing bad perks to become good late-game and giving us more to spend money on. Also, please rework some plants' perks, pretty much every tier 1 single-use plant has the same perksdendendenthe5 days agoSeasoned Novice44Views2likes0CommentsThe ideas are fantastic but the numbers are ABYSMAL
I might as well give it a shot to share my thoughts here cuz I heard that the developers read the forum the most I've been playing for the past couple days and I have got to say that there are a lot of things that I like about the game just as much as there are stuff that I think should have been changed. But for now I do wanna talk about the absolutely bonkers math that is going on in this beta cuz HOLY MOLY the plant pass doesn't do SQUAT Okay first things first, the Zen Garden and Odd Jobs. To be fully honest, I LOVE this new take of the garden. It makes itself your resource farm while having drops that are different from the first two games. However this falls short because of how much time + little hearts/energy/pots it takes only to give you like 16 packets at max. Players are not even allowed to grind by spamming ads cuz of the energy and hearts limitation. I am suggesting to completely get rid of the hearts system, add more pots and/or up the seed values, Another thing is the leveling up system. As a lot of people have said before, this current system is punishing players from actually using the merges because of the resource spike for the higher tiers. You would end up having Peashooters stronger than Gatlings because your Repeater is stuck at level 4. Why's that? It's because each of the tier 2 plants require at least a hundred shards when you could only get like 30 a day by grinding. And even still it would still be nearly impossible to get two new merges upgraded cuz all of that focus just for ONE plant But before I leave on to the other point, I still wanna say something positive about the leveling system, I really like the inclusion of the plants abilities and how they pass over to other fusions. I like how it suggests synergy with Bop Choy and Wallnut because Bop has the ability to heal Wallnut and Wallnut has the ability to boost Bop. On paper, it's an amazing idea but again, I do not find my Wallnuts being healed nor my Bop Choys going crazy because the numbers are way too low to do anything AGAIN The rewards are too little anywhere, in adventure mode, in Lawn Patrol, in Neighborville Watch. While the zombies continue to get tougher even on medium mode, the amount of coins, EXP, and shards makes it really hostile for players because for every four unreasonably difficult levels, you get to upgrade just one plant Speaking of The Watch, I actually find the missions really fun and I think there's a lot that could be done with it actually! Someone else made a very in depth discussion about what could be done to the community function which have a lot of amazing ideas. It would really benefit the players if we looks at the camera up the numbers. Up the numbers of the members list, the rewards, the ways we could communicate with one another Overall, I could say that PvZ3 has the curse of potential. There are so so much things that would have made this an even more fun game than it already is if it weren't for how unfair the math is. I really really really want to hope that better user quality gets implemented in the game because I love this franchise so much (and on an unrelated note, I still think it should have been the Pink Style. This game added comic characters and have comic styled cutscenes. It would really benefit the visuals if it were to be this gnarly actiony style used)AsAboveSoJello5 days agoSeasoned Newcomer46Views2likes0CommentsThe current levelling system needs to change, as it punishes merging.
I hope the feedback in this post reaches the team. I have spent a good amount of time playing PvZ3, beaten Lawn Patrol on Medium, played daily for a few hours each day, and spent a lot of time talking to the community to gather their thoughts. In this post, I want to address the larger problems with scaling and levelling, which currently bottleneck the main progression. (There are other fixes I'd love to see, like handcrafted levels, a much better wave system, and replayable gamemodes, something to do daily, like Pinata Party, or a roguelike gauntlet, anything where you get to fight zombies and have fun, with difficulty options, - but those will need separate posts). It is entirely possible to fix this system without removing levelling as a whole or requiring another soft launch. In fact, adjusting this would majorly improve the quality of life, with plenty of room for players to spend money regardless. The current state of the game forces players to prioritize levelling the cheapest, most basic Merge Tier 1 (T1) plants. Exploring options or spending money on Tier 3s feels redundant because they are expensive and inefficient to level. Primarily, this is because plant scaling per level-up is exponential. Plant stats increase by around 20% per level, sometimes jumping up to 44% (like for levels 10 AND 11). On paper, plant stats double within 5 levels. Because zombie levelling scales exponentially as well, you will always need plants within 1-2 levels just to not feel like you're shooting at a brick wall. The second problem becomes obvious when Tier 2/3 plants require Tier 1 plants to be levelled before you can level them. Tier 2/3 plants are far more expensive to upgrade, and there are many more Tier 2/3 plants than Tier 1s. An easy example to look at is the Repeater vs. Peashooter. Because plant stats double every 3-5 levels, a single Level 13 Peashooter does more damage in a tile than a Level 10 Repeater, which you'd create by merging two Level 13 Peashooters. If you level a Peashooter to Level 15, imagine bringing yourself to level up every single Tier 2/3 variant of Peashooter to Level 15 as well. You won't even be able to level one of them. The resource grind in this game is intensively slow. Because of the lack of replayable gamemodes, and the fact that replaying levels provides no XP (in fact, there is no XP source from any daily or weekly activity at all), completing the Campaign and all available one-time rewards doesn't even give you enough to level a single Tier 2 plant to the level that you want. And because of how the difficulty works, like I mentioned before, getting a single Tier 1 plant to a high level is astronomically more useful than levelling any Tier 2 or 3 plants. That is not how I want to play this game. I want merges to be rare, and useful, and I want to use them. I wouldn't mind grinding for seeds to unlock plants slowly over time, if I could actually have those plants be usable when I do unlock them. If I unlock Sling Pea (Peashooter + Cabbage Pult) when my Peashooter and Cabbage Pult are Level 15, I'm not even going to consider using Sling Pea until I level it up to somewhere near Level 15 too. And I'm not kidding when I say that that could take weeks, if not months. I feel punished for branching out and trying new plants. Not to mention how few Tier 2/3 merges you are given at the beginning. Why acquire a Tier 2 fusion if you can't afford to level it? Why acquire it if a Tier 1 will outperform it at three times lower the cost? Looking at other games, one usual way you'd scale levelling is to front-load the strongest upgrades in the first 10-20 levels, while slowly decreasing the stat increases per level. This allows players to feel powerful immediately and try different options cheaply. That, or using linear power growth instead of exponential. If levelling stays exponential, I'd only expect a 5-10% increase in power per level, not 20-40%. Another solution I've seen floated that I very much agree with is to remove Levelling individual Tier 2/3 plants. Merged plants should inherit the level of their Tier 1 variants, whichever number is lowest. You can make Tier 1 levelling be more expensive that way, maybe increase the level cap to 50, and make each level individually less of a power jump, allowing players to make slow but steady progress over time. You could still require Shards and Chunks to unlock the Level 5 and 15 abilities for Tier 1s, 2s and 3s. This would remove the burden of "choosing" between Tier 1 and Tier 3 plants, which really should never be a choice. I'd hope I should never have to consider not merging plants, as it is the main gameplay of the game. I hope these problems can be addressed to make progression feel rewarding again.19fishw5 days agoSeasoned Rookie219Views7likes5CommentsWhat PVZ 3’s full game should be
I also think in the final game, there should be - Objectives like in PVZ 2 (Not Hard ones and are Optional) Make the 100 levels feel not like a chore Have more zombies in a level (also make it so a normal zombie does not take like a Buckethead) Make it so I can actually unlock evolved forums without selling a kidney Quality over Quantity Every Level should be hand made for the Story Mode Endless Mode Roguelike Mode Get rid of Automatic Waves so we don’t have the problem of: Make it so that when you kill the zombies in the waves early, you don’t have to wait 30 seconds for new ones to show up, level ends when you kill the zombies. Not a pre set timer! There are too many levels for the lack of content via Plants and Zombies, it makes the gameplay feel stale Also I know this might be asking for too much, but if you can. Can you please make the plant selection have 1 or 2 more spots so more people can experiment? Mainly because every slot gets used up for what is needed. New World Ideas: Barn, Graveyard, Lagoon, Sky Lands, Just add More Worlds Here are some new power ups you can add: Rake, Lawn Mower, Hammer, Glove (Grabs Plants and allows you to move them), Taco, Make the bosses stronger, also just have more bosses in general. If you can it would be great if you made it so we can unlock more plants in the levels, reason being a lot of people want to have fun by experimenting but it feels limiting when you barely have any evolved forums. Add back all the plants you for some reason got rid of. PLEASE make Puff Shroom Tier 1, you can replace Puff Shroom in Tier 2 with Scaredy Shroom, reason being it feels very wrong having Sun Shroom being in Tier 1 but not Puff Shroom. Also it feels weird having to fuse to get Puff Shroom Lawn Patrol should make it so by beating a level with the plant advertised, you can get seeds of the plant. It doesn’t have to be a lot, it just has to be something. And please PopCap, if we don’t have that fusion. Then PLEASE let us try out that fusion for that specific Lawn Patrol, isn’t needed for anything else. Or better yet PopCap, you know how in PvZ 2 in the travel log you got to play 5-10 levels specifically about that plant (with access to that plant for the 5-10 levels) to see if you want it? Just add that. Also there shouldn’t be the same Zombies in all 20 levels, give us variety! Some plants should be able to be placed on Dirt Patches Please get rid of leveling, I will do anything to make it go away. PLEASE make Puff Shroom Tier 1, you can replace Puff Shroom in Tier 2 with Scaredy Shroom, reason being it feels very wrong having Sun Shroom being in Tier 1 but not Puff Shroom. Also it feels weird having to fuse to get Puff Shroom159Views0likes5Comments
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