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- EA_Cath9 months ago
Community Manager
Wrong Item Received
I just bought the 10$ 250 Fire Peashooter seed packs, and after sometime it gave me 250 BoingSetta seeds instead. I issued a refund on the playstore and it was successful. So I repurchase the pack again and it still gives 250 Boingsetta seeds and doesnt allow me to refund7Views0likes0Commentsneed help with some purchases not restoring on my current pvz2 save file
Years ago my save file got deleted again by ea for no reason and they denied it but I decided to just move on with it, currently made a new save file to try and gat back into the game but only some of the purchases have restored and not everything returned to my current player ID, tried contacting the support for help but I swear its like talking to an AI when in the live chat, the help employee's either don't care enough to do their job and help their customers or they aren't qualified for this job or maybe its both idk. I contacted them through email instead of going into the live chat and those people actually asked me for proof of purchases which I happily provided to them, then they keep taking long with every single response back to me and asking me to re-send them the proof of purchases in a different way that they want, and they they still refuse to help me restore my purchases tied with my google play account, one agent even admitted that what I explained to them about how they should be able to restore my purchases was correct, and that guy closed the chat after confirming what I said was right, this is a very unprofessional act of behaviour by the employees here at EA help with some of them just being rude as well overall, if anyone has an actual solution as to how to possibly fix these purchases not restoring I would absolutely appreciate it5Views0likes0CommentsService Update: Garden Warfare on PS3
Since its launch, Plants vs. Zombies: Garden Warfare has brought the Backyard Battleground to life for millions of players. From epic Garden Ops sessions to all-out multiplayer mayhem between Plants and Zombies, this community helped grow something special. Today, we have an important update to share. As we continue updating our online services, we’ve reached a point where the PlayStation 3 version can no longer support the changes we need to make. Because of this, online services for Plants vs. Zombies: Garden Warfare on PlayStation 3 will sunset and be permanently discontinued on April 28, 2026. PS3 was home to many of the earliest backyard battles, and we’re incredibly grateful to the players who’ve been with us since the beginning. The good news is that Plants vs Zombies: Garden Warfare (and Plants vs Zombies: Garden Warfare 2) remain fully playable on PlayStation 4, Xbox 360 (GW), Xbox One, and PC, and are not affected. Players on those platforms can continue the fight between Plants and Zombies without interruption. To our Plants vs Zombies: Garden Warfare players who have supported us since the early days on PS3, thank you for your longstanding support. Your battles, strategies, and backyard moments mean everything to us. FAQ Section : Which platforms are affected? PlayStation 3 only. Will PS4, Xbox 360, Xbox One, and PC be affected? No. The game will continue to be playable on those platforms. When will the change happen? April 28, 2026. Will players be able to transfer progress to the corresponding Gen 4 platform? (ex PS3 to PS4) No. Will players be able to play offline once the game is sunset? No. Will entitlement be migrated to not-sunset platform? No.1.9KViews2likes14CommentsPvZ Heroes: bugfix found for nibble softlock glitch
Hey PvZ Heroes developers! First of all, thank you guys for your great work on continuing to update the game. In case you all haven't found a way to fix the bug where nibble freezes the game when it destroys a plant with a "when destroyed" ability, I believe I've found a solution after digging a bit into the game files. I found that if the DiscardFromPlayTrigger effect in nibble's conjure ability is changed to a BuffTrigger effect instead (keeping the part where the card checks for if the plant was destroyed by nibble), the card will no longer freeze the game when destroying plants with "when destroyed" effects (as far as I could tell from my testing). You guys might have found this fix already, but in case you haven't, I hope this helps! Looking forward to seeing the bug get fixed and other future updates. Also — if any developers for other PvZ games see this, it would be great if you could forward this to the PvZ Heroes team if possible!285Views2likes2CommentsMissing Deluxe Content (Chick’n & Judge Z) - Switch Complete Edition
Hello. I purchased PvZ: Battle for Neighborville Complete Edition on the Nintendo eShop, but the Deluxe Content (Skins for Peas of Chick'n and Judge Z) is missing from my account.I’ve already contacted Nintendo Support (Case #260222-005199 and they confirmed my license is active. I also spoke with EA Chat (Case #238457006 , but they couldn't grant the items manually and sent me here.Could a Community Manager please verify my linked EA Account and sync the Entitlements for the Deluxe Content? I have my eShop receipt ready to provide as proof. Thank you!107Views0likes1CommentDO NOT SHUTDOWN GW1 ON PS3!
I am going to begin this with a very obvious point, This game is most likely the best version of garden warfare to play in 2026, The lobby’s are full there’s a active player base in every game mode during any hour of the day. So this begs the question why do it to the PS3 version? Some may say “vulnerability” during my whole 5 years of playing this game on my ps3 console I’ve experienced 2 hackers each time all I did was report them: Then never saw them again. I never experienced problems with people supposedly grabbing IP’s as all they have are internal ones. That can’t do anything without being on my Network. besides this is a kids game and most people who do mess around with cheats play once and get bored since it’s a KIDS game. With this being one of the most active ps3 games and an experience not only for me but everyone! Especially children in less fortunate areas who want to turn to play a mid friendly game just for it to be shut down soon. Just pathetic anyone lets starts a protest against it on these forums and social media. #SAVEGW1PS3122Views2likes2CommentsKeep PlantsVsZombies Garden Warfare online on the PS3
Even now, 12 years after release you can jump in and find people playing, full lobbies, and that same magic that made us fall in love with the game in the first place. It’s still so active, and it feels like we’re losing a home. What hurts the most is that we haven’t really been told why. It feels like the plug is being pulled on us without any real explanation or a fair chance to show you how much we still care about this game. Please, don't just erase all these years of memories. If there’s any way to keep the servers running, or at least give us a clear reason why this is happening, the community deserves that much. We aren't ready to let go of GW1. Please listen to your players. We're still here and we're still playing. #SAVEGW1PS310Views0likes0CommentsKEEP PVZ GW1 ON PS3!
I am going to begin this with a very obvious point, This game is most likely the best version of garden warfare to play in 2026, The lobby’s are full there’s a active player base in every game mode during any hour of the day. So this begs the question why do it to the PS3 version? Some may say “vulnerability” during my whole 5 years of playing this game on my ps3 console I’ve experienced 2 hackers each time all I did was report them: Then never saw them again. I never experienced problems with people supposedly grabbing IP’s as all they have are internal ones. That can’t do anything without being on my Network. besides this is a kids game and most people who do mess around with cheats play once and get bored since it’s a KIDS game. With this being one of the most active ps3 games and an experience not only for me but everyone! Especially children in less fortunate areas who want to turn to play a mid friendly game just for it to be shut down soon. Just pathetic anyone lets starts a protest against it on these forums and social media. #SAVEGW1PS376Views2likes1CommentEA don't shutdown GW1 for the PS3. It's still a very active version of the game!
For context It's the only way a lot of people can play the game. Not to mention, it's still active that you can find full lobbies of Gardens & Graveyards and Team Vanquish, and sometimes other modes. Please EA, consider revising this shutdown.98Views2likes2CommentsPlease Fix The Dance Cheat
After reaching 500ft on your tree of wisdom, the game claims you have unlocked the dance cheat, but it is no where to be found in the sunglasses menu. It would be as easy as adding it to the menu when you unlock it. I would appreciate it if this was added in the next patch.28Views3likes1CommentSuggestions for PvZ Replanted
This is a discussion that will go over suggestions for PvZ Replanted, including changes and additions. You can reply to this discussion with some of your suggestions. I have listed some of mine below. 1. Remove the loading screen. The loading screen when switching between menus is annoying and seems unnecessary considering the original didn't have one. 2. Add a Jukebox (to play the game's music) Add a jukebox in the almanac, which can play the game soundtrack. Additionally, there can be bonus tracks, such as "Zombatar" or "Bad Zombies". 3. Add "Zombatar" This was an essential feature from the GOTY and PS Vita edition of the game. It would be amazing if it was added into Replanted. It could even feature additional customization options for your Zombatar. 4. Allow Two Players To Play Using The Mouse. Currently, one player is required to play on controller for Co-op and Vs. Mode. It would be good if both players could play using the mouse, especially now that the game has Steam Remote Play. 5. Put The Game On More Platforms It would be nice if the game was put on more platforms. For example: Android / iOS, MacOS, & Linux. Feel free to reply to this discussion with changes or additions you'd like to see in Replanted. There may be a chance they get added!37Views1like2CommentsDear Development Team of Plants vs. Zombies Replanted:
This feedback has been further adjusted and updated for some parts, and the previous feedback document can be deleted. We sincerely apologize for the inconvenience, but due to the inability to embed valid video materials into the document, I cannot directly attach the corresponding videos for the content detailed below. However, you can easily locate these video attachments in the posts published by "AppleDisney" on EA Forums. We kindly request your assistance in searching for the relevant thread—this will greatly help verify the issues described. The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. Hello! Thank you for willing to listen to the real thoughts of Chinese players about Plants vs. Zombies: Re-Planted. We deeply understand that, as a classic IP carrying the youth memories of countless players, the authentic core gameplay, nostalgic atmosphere and control feel of the original Plants vs. Zombies are the key to its irreplaceable precious position in every player’s heart — this essence must be firmly protected and must never be weakened by any adjustments. At the same time, we solemnly and repeatedly emphasize: to provide genuine Chinese Games for all players who choose “Pure Authentic Original” and “Authentic Original + Balanced New Elements”, that is, all players of the new version. This is by no means the current Chinese Games Easter eggs only as embellishments in the game, but complete, independent and official Chinese Games gameplay. This is an extremely core demand of the Chinese player community, equally important as the two-option mode, online features and Easter egg unlocks. Here we must highlight and clearly emphasize: although the largest proportion of users currently support and genuinely need to “Retain Authentic Original + New Elements”, we must also fully and comprehensively consider another group of core players — those who persistently pursue “Pure Authentic Original, without excessive new content”. Therefore, we solemnly suggest that in subsequent new versions, all players be provided with a free option between “Pure Authentic Original” and “Authentic Original + Balanced New Elements”. It must be noted that for players who choose the Pure Authentic Original option, only highly conservative new content such as Overcast, Rest Mode, Basic Versus and Co-op will be added. Such content must fully fit the original tone, be far more conservative than new plants, new zombies and other content in the Authentic Original + New Elements option, and never damage the original core experience. Meanwhile, regardless of which option players choose, all users can enjoy online versus and online co-op features, supporting room code matching and server random matching. Regardless of which option players choose, all players can fully experience the official Chinese Games content and will not be unable to play Chinese Games due to mode selection. In subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option users choose, they can enjoy all kinds of brand-new Easter eggs, such as: the Plants vs. Zombies 2 Cabbage-pult skin having a certain probability to appear in the Re-Planted version; Headcrab Zombie; Retro Zombie & Retro Peashooter. This balances social needs and gameplay convenience, so that the demands of both types of players can be fully respected and satisfied. But at the same time, we also need to be honest: judging only from the currently exposed screenshots, this remade work falls significantly short of the expectations of many players including me. Simple copy-pasting is a highly risky path! Because the true value of “remake” is never “blind replication”, but injecting new vitality into the classic IP through continuous innovation on the premise of firmly adhering to “authentic original”, and accurately finding the balance between tradition and innovation. Of course, while planning the “Authentic Original + New Elements” plan, we must always prioritize and fully take into account the player group pursuing pure authentic original. The best way to achieve this is to strictly implement the two-option system, and equip the Pure Authentic Original option with highly conservative new gameplay. Open online versus and co-op for all users (supporting room code + random matching); unlock complete official Chinese Games for all players, replacing the existing Easter egg-style Chinese content; in subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all new Easter eggs can be unlocked, including Cabbage-pult skin, Headcrab Zombie, Retro Zombie and Retro Peashooter. The demands of this core user group must never be ignored! The current core problem is the serious lack of content freshness. The key to solving this problem is precisely to add new plants, new zombies, complete Chinese Games and more new elements on the basis of retaining the classic original framework. It is neither a major overhaul on the original basis that deviates from the original style and authenticity, nor maintaining the status quo without adding new content and gameplay, so that “nostalgia” and “surprise” coexist harmoniously at this balance point. And the premise of all this is to respect players’ different choices and strictly implement the two-option system: players who choose Pure Authentic Original can experience highly conservative new gameplay such as Overcast, Rest Mode and complete Chinese Games without being disturbed by excessive new elements; players who choose Authentic Original + Balanced New Elements can experience new plants, new zombies, complete Chinese Games and other relatively rich innovative content. Meanwhile, all users, regardless of which option they choose, can use online versus and online co-op features, supporting room code matching and server random matching. In subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all new Easter eggs can be experienced, including Plants vs. Zombies 2 Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter. This allows players who like innovation to gain freshness, enables players dedicated to nostalgia to keep pure classics, and meets the social and Easter egg exploration needs of all players, without mutual interference and each getting what they want. For a classic IP like Plants vs. Zombies, “remake” is by no means “blind replication”. Its core value lies in: while retaining the “classic foundation” of the original work (such as core gameplay logic, nostalgic atmosphere), reviving the classic IP through innovation. We do not reject “authentic original”; on the contrary, we eagerly expect that “plants unique to the original can be presented in their original card forms” — that is, retaining the classic design, attributes and control feel of the original plant cards, while adding new plant slots in a brand-new form. In this way, new content and classic experience will not interfere with each other: it not only satisfies old players’ pursuit of pure nostalgia, but also does not deprive everyone of the fun of unlocking new plants, exploring Chinese Games and exploring new content. This is exactly the core significance of the two-option system — allowing both needs to be accurately matched, enabling players who choose Pure Authentic Original to experience highly conservative new gameplay, and allowing players who choose the other option to explore rich innovative content. Furthermore, all users can enjoy the fun of online versus and co-op through room code matching and server random matching; all players can experience official and complete Chinese Games rather than simple Easter eggs; in subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all new Easter eggs can be unlocked, including Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter, so that every player can find their favorite play mode. However, if the current plan is only to replicate the original work without adding any additional content — such as new plants (such as functional plants adapted to new scenes), new zombies (enemies with unique mechanisms), or supplementary elements such as new scenes, Chinese Games, new gameplay modes — it will not only make players paying for the “remake” feel deeply “insufficient cost-performance” (after all, no one is willing to pay repeatedly for old content that is merely a change in appearance), but also make the work lose differentiated competitiveness, eventually leading to declining reputation and low sales. Just as “plants and zombies unique to the original are presented in their original card forms” and “new plants and zombies are added in the form of additional slots” are the protection of classics, brand-new forms of new plant slots and complete Chinese Games are also extensions of innovation. A truly excellent remade work should retain classics while making new elements a surprise rather than a burden, and should strictly implement the two-option system: equip the Pure Authentic Original option with highly conservative new gameplay such as Overcast and Rest Mode, and equip the other option with rich innovative content. Meanwhile, open online versus and online co-op for all users, supporting both room code and random matching; optimize the main interface layout for all players and launch complete official Chinese Games; in subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all new Easter eggs can be experienced, including Plants vs. Zombies 2 Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter. Taking into account the core demands of different players, this is the real player-centered development philosophy. You should know that players look forward to the “remake” not only for the “authentic original” of the original work, but also for a new experience within the familiar framework: it may be tactical innovation brought by new plants, new challenges created by new zombies, exclusive feelings brought by Chinese Games, immersion brought by the combination of new sound effects, new visual details and new gameplay, or the joy of online versus and co-op with friends. This “balance between innovation and nostalgia” is the true meaning of remaking the original version — it can reignite old players’ enthusiasm and attract new players to experience the charm of this classic IP. The key to achieving this balance and taking into account all core players is still to provide all players with the option between Pure Authentic Original and Authentic Original + Balanced New Elements in subsequent new versions: for players with Pure Authentic Original, only highly conservative new content such as Overcast, Rest Mode, Basic Versus and Co-op will be added to eliminate excessive innovation; for players with the other option, rich innovative content such as new plants, new zombies and Chinese Games will be added. Meanwhile, all users, regardless of which option they choose, can enjoy online versus and online co-op features, supporting room code matching and server random matching; all players can experience complete Chinese Games without difference; in subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all new Easter eggs can be unlocked, including Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter. We will not favor either side, ignore any reasonable demand, and meet the social and Easter egg fun of all players. If your development team is still struggling with whether to add cross-version exclusive content to Plants vs. Zombies: Re-Planted, we suggest collecting opinions from all players through a survey. The specific survey plan is as follows: Core Content of the Survey This survey focuses on “whether to add cross-version exclusive content” (integrating exclusive content of other versions with elements of the classic version), including: Exclusive plants and zombies from Plants vs. Zombies: Great Wall Edition, such as special defensive plants adapted to the Great Wall scene and enemies designed with Chinese style; Featured characters and mechanisms from Plants vs. Zombies: Journey To The West Edition, such as zombies based on Journey To The West characters and functional plants integrated with mythological elements; Unique gameplay and elements from Plants vs. Zombies: Kingdom Edition, such as kingdom-themed scenes and new plant skills fitting the kingdom setting; Note: The first three versions mentioned above are all China-exclusive, but the Kingdom Edition was never officially released. If the unreleased Kingdom Edition, Level 6 of the original beta version, as well as unused prototype plants and zombies from the original beta version can be fully restored, it will make up for the regrets of many players back then! Meanwhile, we earnestly request integrating the three major contents of Great Wall, Journey To The West and Kingdom into an official Chinese Games section, rather than Easter eggs, and include it in the core layout of the game main interface. Plants vs. Zombies: Original 2008 Beta (the version used for closed beta before official release): including Level 6 deleted from the official version, as well as unused prototype plants and zombies, such as Propeller Zombie, Floating Cherry Bomb, Stinger, Ice Lettuce, Time Stopper, etc. Exclusive “Zombie Avatar” from Plants vs. Zombies: Game of the Year 2010 Edition: players can create unique zombie images through this function. After creation, when each flag wave arrives, the zombie with the Zombie Avatar will replace the Flag Zombie. If players have created multiple Zombie Avatars, the zombie images will be randomly selected among them. The game provides rich customization options, including skin, hair, beard, eyes, glasses, clothes, accessories, hats and backgrounds. Players can match these parts at will, change the corresponding colors or styles, and create a unique zombie image. Players can use the Zombie Avatar they created as profile pictures on platforms such as Facebook, Instagram, X, WeChat, QQ, TikTok, iMessage and Steam. There is a “Zombie Avatar” option in the game main interface. Click to enter the creation interface. In the creation interface, players can select their favorite styles through the tabs of each part for matching, and preview the changes of zombie images in real time. Classic plants and zombies from Plants vs. Zombies 2 and Plants vs. Zombies 3 (screening characters with high player recognition and adapting to the original gameplay framework); Featured mechanisms, brand-new elements and new zombies from Plants vs. Zombies Heroes (such as some skill effects and character designs adaptable to the original gameplay); Other original new content, including but not limited to: new scenes (such as season-themed levels, exclusive scenes for Chinese Games), new gameplay modes (such as limited-time challenges, co-op levels, Chinese Games Boss Battle), new sound effects and visual detail optimization. Key Guarantee Mechanisms If the survey results support the addition of the above cross-version exclusive content, the development team must commit to implementing two principles: “plants and zombies unique to the original are presented in their original card forms” and “new plants and zombies are added in the form of additional slots”, and design new plant slots in a brand-new form. These guarantee mechanisms are essentially to better support the implementation of the two-option system, the implementation of highly conservative new gameplay for the Pure Authentic Original option, the official launch of Chinese Games, as well as the opening of online functions and all Easter eggs for all users. They ensure that the pure authentic original experience is not disturbed, the Authentic Original + New Elements experience is more textured, and the online, Chinese Games and Easter egg functions better meet the needs of all players. The specific rules are as follows: All plants and zombies of the original version retain the original card appearance, attribute values and usage logic, ensuring no difference in control feel for old players, and completely keeping the bottom line of “Pure Authentic Original” experience. Meanwhile, for players who choose this option, highly conservative new gameplay such as Overcast, Rest Mode, Basic Versus and Co-op will be added. Such gameplay will not damage the original core, is far more conservative than the innovative content of the other option, and meets the core demands of players choosing this option. New plants and zombies are presented in the form of additional slots. New backgrounds can be designed for such slots to ensure that the new content does not interfere with the original experience, suitable for players who choose the “Authentic Original + Balanced New Elements” option. The richness of innovative content is much higher than the highly conservative new gameplay in the Pure Authentic Original option. New plants and zombies will be classified and labeled separately in the almanac to clearly distinguish “Original Plants” from “New Plants”, “Original Zombies” from “New Zombies”, facilitating players’ quick search and management. The display order gives priority to “Original Slots”, and “New Slots” are placed below the original slots to further take into account the user experience of players with both options. The unlocking and use of new plant slots do not affect the original plant experience. Players can independently choose whether to bring new plants into levels, which is also consistent with our core suggestion of two options, truly realizing the free switching between “Classic Gameplay” and “Innovative Content”. Additional clarification: Regardless of which option players choose, they can use online versus and online co-op features for free. This function supports both room code matching (for convenient friend team-up) and server random matching (for quick matching with unfamiliar players). Regardless of which option players choose, they can fully play the official Chinese Games without any permission restrictions. In subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all players can unlock and experience all new Easter eggs, including Plants vs. Zombies 2 Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter, ensuring that all users’ social and Easter egg fun is satisfied without damaging the core experience of any option. The highly conservative new gameplay (Overcast, Rest Mode, etc.) in the Pure Authentic Original option is only supplementary content and is not mandatory for players to experience. Players can independently choose whether to enable it, always taking the original core experience as the primary premise, forming a clear distinction from the innovative content of the other option to ensure conservatism. Survey Voting Option Design Two clear options will be set for the survey, and players can choose according to their own needs: Option 1: I support it! Option 2: I oppose it! Survey Notes and Explanations Note: Thank you for purchasing and experiencing Plants vs. Zombies: Re-Planted! Your vote will directly affect the development direction of the game’s subsequent content. Every opinion is crucial to the team’s decision-making. It should be particularly emphasized that the core goal of this survey is always to achieve a balance between “retaining the authentic original experience of the original work” and “adding innovative content”. The key to achieving this balance is to provide players with the option between Pure Authentic Original and Authentic Original + Balanced New Elements: for players who choose Pure Authentic Original, only highly conservative new gameplay such as Overcast and Rest Mode will be added; for players who choose the other option, rich innovative content will be added. Meanwhile, launch complete official Chinese Games for all players and optimize the main interface layout. Meanwhile, all users, regardless of which option they choose, can enjoy online versus and online co-op features, supporting room code matching and server random matching. In subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all new Easter eggs can be experienced, including Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter — Whether cross-version exclusive content is added in the end, “not damaging the classic foundation, not weakening the nostalgic experience, not perfunctorily handling Chinese Games content” are unshakable premises. All innovation will revolve around “enhancing the vitality of classics” rather than deviating from the core charm of the original work. All development work will also revolve around the implementation of the two-option system, conservative new gameplay, Chinese Games, online functions and the opening of all Easter eggs, taking into account the demands of both types of players. Use of Survey Results: After the survey, the development team shall publicly announce the results and decide whether to promote the development of cross-version exclusive content according to the choice of most players. Ensure that the final product not only keeps the “authentic original” cherished by players, but also brings freshness through innovation, and can strictly implement the two-option system, equip pure authentic original players with highly conservative new gameplay. Optimize the main interface for all players, launch complete Chinese Games, open online functions (room code + random matching) for all users; in subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players, unlock all new Easter eggs (Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter). Truly meet the core demands of all core players for a “high-quality remake”, so that every player can find their own nostalgia and surprise in the game, and achieve friend online interaction and Easter egg collection fun at the same time. On the Core Layout Optimization of the Game Main Interface and Chinese Games (Please be sure to implement with reference to the attached video) The four sections on the tombstone of the current version of the game main interface: Adventure Mode, Mini Games, Puzzle, Survival. We earnestly request to re-divide them into 3 sections: Adventure Mode, Chinese Games, More Ways To Play. The submenu of the 【Chinese Games】 section is: Great Wall, Journey To The West, Kingdom, Extra Levels 【Extra Levels are the exclusive hidden levels of Plants vs. Zombies: Endless Edition】, Boss Battle. The submenu of the 【More Ways To Play】 section is: Puzzle, Mini Games, Survival. We earnestly request that the above 3-section division and interface layout be designed completely with reference to the attached video to ensure convenient operation and layout consistent with the original style. Therefore, we earnestly request the development team to take user needs as the core, run “retaining the authentic original experience of the original work” and “adding innovative content” throughout the development process, and keep in mind the five core demands we have repeatedly emphasized — In subsequent new versions, be sure to provide all players with the option between Pure Authentic Original and Authentic Original + Balanced New Elements. For players who choose Pure Authentic Original, only highly conservative new gameplay such as Overcast, Rest Mode, Versus and Co-op will be added, with a much lower degree of innovation than the other option. Open online versus and online co-op functions for all users, supporting room code matching and server random matching. Provide genuine Chinese Games for all players who choose “Pure Authentic Original” and “Authentic Original + Balanced New Elements”, that is, all players of the new version 【not the current Chinese Games Easter eggs】, and optimize the main interface into 3 major sections according to the attached video. In subsequent new versions, all newly launched Easter eggs will be available to all users, including all existing players. No matter which option is chosen, all players can unlock all new Easter eggs, including Plants vs. Zombies 2 Cabbage-pult skin, Headcrab Zombie, Retro Zombie & Retro Peashooter. Focus on considering the addition of new plants, new zombies, complete Chinese Games and diversified new elements, take into account both types of players who are dedicated to nostalgia and expecting innovation, implement conservative new gameplay, Chinese Games, online functions and the opening of all Easter eggs, making Plants vs. Zombies: Re-Planted a sincere work that is truly “worth looking forward to and worth buying”. Thank you again for taking the time to read this feedback. We sincerely hope to see the optimization and breakthrough of the work in the future, and see the smooth implementation of the two-option system, conservative new gameplay, Chinese Games, online functions and all Easter eggs, so that all players can enjoy a high-quality game experience that “meets their own expectations, is full of memories and surprises, and can interact online with friends, collect interesting Easter eggs, and play official Chinese Games”! Bugs that need priority handling Chinese Text Display Issues In the latest version of Plants vs. Zombies: Replanted, there are obvious visual inconsistencies in Chinese text display. This issue has affected the player experience, so some Chinese players even install third-party patches to make the visual effect of Chinese text consistent. For example: When entering the game's initial interface, the font style of the title "Plants vs. Zombies: Replanted" is significantly inconsistent with that of Plants vs. Zombies (Chinese Original Version) and Plants vs. Zombies 2 (Chinese Server). For example: In the game's main interface, two problems exist with Chinese text. First, the text sizes are inconsistent. Second, there are unnecessary line breaks, which damage the overall visual integrity of the interface. For example: The Chinese translation of "Fume-shroom" in this version is incorrectly rendered as "Du Pao Mo Gu", and "Spikeweed" is mistakenly translated as "Jing Ji Cao". Additionally, while the Chinese translations on other interfaces are not erroneous, they do not fully align with the descriptions in the original Chinese version. It is recommended that the Chinese translations in this version be unified with the textual descriptions of the original Chinese edition. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 Display Issue in Mist Level Survival Mode In the mist level of Survival Mode, after completing the first round, zombies are completely obscured by the mist during the plant selection phase. Players cannot see which zombies will appear on the battlefield, and even if Clovers are used to disperse the mist, it quickly reappears. Display Issues of Plants Planted in Grid Front Within Levels Current Problems: When dragging a plant/zombie slot to plant, the texture of the plant/zombie in the slot remains static without a transition effect from transparent to fully opaque. If the static texture of the dragged plant/zombie is moved to an unplantable area, the texture will stay permanently. Even when moved to a plantable area, the static texture may still remain indefinitely. This is extremely tricky for touchscreen players. When selecting a plant/zombie slot, four 90-degree right angles do not appear around the slot—this causes significant discomfort for players with obsessive-compulsive tendencies. Under touchscreen operation, dragging a plant triggers a "cross" display, but dragging a shovel over grids does not activate the "cross" display. Optimization Suggestions: When dragging a plant/zombie slot to plant, add dynamic effects to the plant/zombie texture in the slot (i.e., maintain animation state). The farther the dynamic texture of the plant/zombie is from all slots, the higher its opacity. When the dynamic texture is moved to an unplantable area, it should disappear immediately after releasing the drag, without remaining. When the dynamic texture of the plant/zombie is moved to a plantable area, there should be no possibility of permanent retention. When clicking a plant/zombie slot, four 90-degree right angles should appear around the slot, consistent with the mobile version of Plants vs. Zombies (Original). Under touchscreen operation, dragging both plants and shovels over grids should trigger the "cross" display (no display required for non-touchscreen operation). Planting can only be completed after releasing the drag in both operation modes. 【Switch and some Windows PCs support touchscreen operations. It is recommended that the above features be applied across all platforms. For reference, this functionality can align with the design of Plants vs. Zombies 2.】 Display Issues with Item Usage Currently, under touchscreen controls, the shovel cannot remove plants by dragging within levels. In the Zen Garden, items such as the watering can, golden watering can, pesticide, fertilizer, phonograph, gardening glove, and wheelbarrow cannot be used on potted plants via swiping. In the Tree of Wisdom interface, tree fertilizer cannot be fed to the Tree of Wisdom via swiping. 【Switch and some Windows PCs support touchscreen operations; it is recommended that the above features be applied to all platforms.】 Display Issue in Cloudy Weather Mode Levels In the interface of cloudy weather levels without a swimming pool, there is an abnormality in the raindrop landing animation. According to the design logic, lanes 1, 2, and 5 should show the effect of raindrops falling on the ground, but currently lanes 3 and 4 display the water ripple effect as if raindrops are falling into a swimming pool. It is recommended to fix this display error so that the raindrop animation in pool-less scenes is consistent with the actual level environment. Fix the Issue of Darkened Colors When Shadows Overlap When shadows of multiple zombies or plants overlap, the shadow color becomes darkened, which affects the game’s visual appeal and presentation. It is recommended to fix this problem so that shadows maintain their normal color when overlapping. This will make the game interface clearer and more natural, providing players with a better visual experience. A feasible solution is to adjust the shadow rendering settings: set the sprite’s opacity to 100% and control the overall shadow transparency through the layer opacity instead. This prevents color deepening caused by overlapping semi-transparent shadows . Alternatively, use a dedicated shadow camera to render shadows to a texture and adjust the display effect via a custom shader, ensuring consistent color even when shadows overlap . Fix the Visual Overlap Issue of Multiple Flame Effects Resolve the problem where the edge color of flames darkens when multiple flame projectiles or other forms of flames overlap. This ensures the normal visual effect of the game screen and enhances the player’s gaming experience. The fix can focus on optimizing the flame particle system: adjust the particle material’s blend mode to "Translucent" and properly set the opacity to avoid excessive occlusion . Enable depth testing and reasonable sorting modes (such as "View Depth") to ensure correct rendering of semi-transparent flame particles and prevent abnormal color mixing . Mini Zombie Level Sound Effect Residue Bug After completing the mini-game "Little Zombie Trouble" and the "Pool 3-5" level, when playing other levels, the zombie sound effects will be abnormally replaced by mini zombie sound effects, which affects the gameplay immersion. Abnormal Obstacle-Crossing Judgment of Dolphin Rider Zombie When a Tall-Nut is planted in Column 10 of the Pool, the Dolphin Rider Zombie can still jump over it, which violates the design logic of Tall-Nut's blocking function. "Zombie Nimble Zombie Quick" Level Speed Multiplier Function Fix It is recommended to limit the speed multiplier button in the "Zombie Nimble Zombie Quick" mini-game level to the range of 2x - 2.5x speed; currently, there is an abnormality where the actual running speed reaches 4x after adjusting to 2x speed, resulting in an imbalance in the level difficulty. Achievement "Enlightened" Difficulty Inconsistent with the Original Version The difficulty of completing the "Enlightened" achievement in the current version is seriously inconsistent with that of the original version. In the original version, players only needed to collect all plants across all scenes in the garden to unlock this achievement, even if the number of duplicate potted plants was controlled at no more than about 6 pairs. However, in this version, players are required not only to collect all plants across all garden scenes, but also to keep the number of duplicate potted plants at a minimum—an excessive number of duplicates will make this achievement unobtainable. It is recommended to lower the difficulty of unlocking the "Enlightened" achievement in this version and align it with the original version. Abnormal Display of Sun-shroom Size The size of Sun-shroom in the current version is displayed abnormally in both the Almanac and Zen Garden: In the Almanac, the size of Sun-shroom remains in its immature state at all times, which is inconsistent with the original version. In the Zen Garden, even if Sun-shroom is fully fertilized to its maximum growth stage, its size still stays in the immature state, which does not match the original version. The following feedback is presented in the form of suggestions, all of which can highlight the key significance of its remastering: I. System Adaptation and Interface Optimization Optimization Suggestions for Dynamic Welcome Interface Upon launching the game, the "EA PopCap" logo is displayed with stunning, elaborate animations paired with background music that syncs perfectly with the animation’s rhythm, replacing the current lackluster static display of the logo alone. Additionally, the dynamic Plants vs. Zombies-themed artwork activates its animations in real time as the game loads, rather than only starting the dynamic effects after the green progress bar completes. The dynamic welcome interface supports custom positioning for all character sprites, with their animations expanded far beyond simple back-and-forth swaying. This revamp delivers a fresher, more vibrant visual experience for players and even helps attract new players to the game. 【Enhanced Dynamic Visual Proposals for Characters】: Running, flying, being knocked back, blinking, and a rich array of real-time facial expressions—character animations are no longer limited to basic swaying motions. Suggestions for Optimizing Level Camera Movements The camera switching logic for all levels in the current version is a direct pan from the left lawn to the zombie camp on the right. Despite the smooth transition curve of the camera animation, the overall presentation is rather monotonous and fails to deliver a more immersive visual experience for players. It is recommended that the subsequent versions retain the original basic camera path: after panning from the left lawn to the zombie camp on the right, the camera continues to extend a short distance to the right, presenting a broader scene view briefly to enhance the sense of space in the level. The card selection interface should pop up synchronously the moment the camera finishes panning right and starts panning back left immediately. Linking the card selection phase with the dynamic camera transition not only makes the interface pop-up more natural and smooth but also boosts players' operational immersion. The smooth transition curve of the camera animation in the current version should be retained. This is a better alternative to the current version, where the card selection interface only pops up after the camera movement is completely finished, resulting in a slow pacing. 【This feature can refer to Plants vs. Zombies 2 Chinese Server & International Server】 Optimization of Plant & Zombie Shadow Forms The shadows of plants and zombies are not only no longer simple oval shapes, but also presented in the form of silhouettes, supporting real-time dynamic changes. New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. And I believe the current setting of inconsistent color schemes is already outdated. Plant/Zombie Slot Visual Optimization It is recommended to optimize the visual design of all plant slots and zombie slots. Instead of displaying the full-body appearance of plants or zombies, their partial facial close-ups should be used as the slot background. 【This feature can refer to the design of Plants vs. Zombies 2】 Plant Selection Interface Visual Optimization During the plant selection phase before a level starts, the following optimizations are suggested for the plant slot interface at the top of the screen: Always keep the original brown background removed. Design the empty, unselected slots into a thicker dashed line style. When a plant is selected, simultaneously display the plant’s attribute information and its corresponding animation effect. 【This feature can refer to the design of Plants vs. Zombies 2.】 Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. Level Victory Effects When all levels are cleared, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear. This keeps the game interface cleaner while bringing players a sense of victory achievement and visual satisfaction. At the moment of victory in regular levels, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory through vivid gestures, allowing players to deeply immerse themselves in the scene and resonate emotionally. This effect is also adapted for the Versus Mode — the winning side celebrates enthusiastically, while the losing side shows a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle! Sunflower Visual Effect Optimization Adjust the orientation of the Sunflower's flower disc from facing forward to a slightly right-tilted style similar to the Marigold. This adjustment not only maintains visual coordination and unity between the two plants' flower disc orientations but also delivers a better overall visual experience. 【If you have trouble understanding the description, please refer to the attached images!】 Survival Mode Plant Visual Effect Optimization After completing the first round of battles in Survival Mode and Endless Mode, when the camera switches to the zombie camp on the right side of the lawn and the plant seed slot selection interface is active, plants must maintain dynamic effects at all times instead of appearing static. 【This feature can be referenced from Plants vs. Zombies 2.】 Optimization of Loading Interface Visual Effects The loading interface has been optimized to feature a dynamic effect in the original art style, where "the petals of the Marigold are plucked off one by one and then regenerated". The background remains pure white at all times, resulting in a more concise and unified visual experience. When entering the Zen Garden, 3 garden interfaces and 1 Wisdom Tree interface (a total of 4 interfaces) will be preloaded at one time. This can effectively avoid the problem of repeated interface loading in the current version and improve the entry efficiency and user experience. Optimization of Gold Coin Display Appearance In the current version, a money bag with a "US Dollar" icon is displayed next to the gold coins accumulated by the user. This may mislead users into thinking that these are real, withdrawable US Dollars. To prevent this situation, it is recommended to replace the money bag with the "US Dollar" icon with the stacked gold coins from the original mobile version of Plants vs. Zombies. Simplified operation logic of the main interface In the main interface, it is recommended to integrate “Mini Games", "Survival" and "Puzzle" into the "More Ways To Play" module, so that they can be accessed within this module. This will simplify the visual effect of the main interface. Additionally, there is a blinking regular zombie next to the tombstone and falling leaves. After clicking the "More Ways To Play" module, all level selection interfaces and dynamic effects should be consistent with those of the current version's "Adventure" and "Rest in Peace". 【This interface can refer to the mobile version of the original Plants vs. Zombies】 Optimization of the "Zombies" Module Display in the Almanac Currently, in the "Zombies" module of the almanac, the size and appearance of each zombie corresponding to the square button icons are uneven. Players with obsessive-compulsive tendencies find this quite uncomfortable. It is recommended to fully unify the size and appearance of each zombie corresponding to the square button icons, which can optimize the visual effect while eliminating the negative sense of disharmony. Optimization of Potted Plant Interaction Experience in Zen Garden In the Zen Garden, it is suggested that when watering a potted plant, the plant triggers a pleasant animation effect and immediately produces 6 Silver Coins the moment water is applied. Afterwards, you only need to use one of the following items on the potted plant: Fertilizer, Bug Spray, or Phonograph. Using any of these three items should also generate benefits instantly upon contact. In the current version, potted plants show no animation when watered, produce Silver Coins only after watering is completed, and require multiple watering sessions—this is quite cumbersome. Simplifying the operation not only saves time and effort but also makes the plants appear more lively and vivid! 【This feature can be referenced from Plants vs. Zombies 2 International Version】 Optimization Suggestions for Potted Plant Interaction in Zen Garden In the Zen Garden, for items such as the regular watering can, golden watering can, fertilizer, pesticide, and gramophone, no extra button clicks are required—simply move the item to the potted plant area to perform the corresponding action, streamlining the interaction steps. Optimize the display style of plant demand prompts: remove the white dialogue box and retain only the core demand icons, making the interface cleaner and demand information more intuitive. Add interactive animation effects for potted plants: triggering a pleasurable dynamic effect for the plant when watering it, applying fertilizer, using pesticide, or playing the gramophone. This enhances the interactive experience between players and potted plants, making the plants appear more vivid and lively. Adjust the watering reward mechanism: 6 silver coins are generated instantly upon watering, eliminating the need for repeated watering actions. After applying fertilizer, using pesticide, or playing the gramophone, the potted plant will brighten up to generate rewards while simultaneously triggering the pleasurable animation. This resolves the issues in the current version—no animation for watering, delayed silver coin generation, and tedious repeated operations—saving players' time and effort and optimizing the overall operational experience. 【This feature can refer to Plants vs. Zombies 2 International Version】 Expansion of Level Selection Interface Operation Logic in Adventure Mode It is suggested to add separate level selection interfaces for "First Playthrough" and "Second Playthrough" in the Adventure Mode level selection screen. Levels that have been successfully cleared should be permanently unlocked, instead of the current version where all levels except 1-1 are re-locked after completing Adventure Mode. The Rest in Peace mode can remain unchanged. However, we strongly dislike having the failure records of Rest in Peace mode saved, and we are even more worried about them being permanently stored! It is recommended to add an option to "Delete All Failed Clearance Records" in the "Clearance Records" section of Rest in Peace mode. Optimization of Sun Drop Movement Speed In all custom mode levels at present, the movement speed of falling suns remains constant, resulting in a monotonous visual effect. It is recommended that in future versions, the falling movement speed of "Normal-form Suns" and "Future World Explosive Suns" be optimized to a non-streamlined curve—specifically, adjusting the speed from fast to slow—to enhance the layering of animation effects. When players collect suns and fill the sun meter, the meter will flash once. 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Customizable Sun Fall Speed Currently, the falling speed of sun is uniform in all optional mode levels, resulting in a relatively monotonous visual effect. It is suggested that in future versions, the falling speed of Regular Sun and Future World Explosive Sun can be independently optimized to a non‑linear speed—that is, the sun falls from fast to slow, enriching the layered animation effects. Of course, users shall have the right to keep the original sun fall speed unchanged. Optimization of All-Scene Interfaces Stunning and realistic lighting effects have been added to all scenarios, including the main interface, level selection interface, in-level interface, and achievement interface. Additionally, the clouds in all scenes will gently drift with the wind, adding dynamic vitality. Lawn Terrain It has been optimized into a neat rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged grids. The grids use green colors of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as the original version. The white fences beside the lawn maintain a uniform vertical shape, with evenly spaced gaps between each fence to avoid an uneven visual effect. Each white fence features a unique wood grain, preventing a "copy-pasted" appearance and creating an orderly and clean look overall. Pool Terrain The lawn part of the pool terrain is optimized into a neat rectangular structure similar to that in Plants vs. Zombies 2, made up of neatly arranged grids. These grids use green colors of different shades, forming an alternating pattern of light green and dark green, and retain the same color tone as the original version. The water in the pool part has a rippling effect as if blown by the wind. It is clear and transparent, allowing visibility of the水底 (bottom of the pool) which is composed of neatly arranged grids. These grids use blue colors of different shades, similar to the sea level in the "Big Wave Beach" scene from Plants vs. Zombies 2. Roof Terrain The left slope has a standard parallelogram structure, and the right flat part has a neat rectangular structure, both composed of neatly arranged tile grids. The grids are uniformly orange-red, with no cracks or other defects, and the overall color tone remains consistent with the original orange-red. Each tile grid is separated by dark orange-red lines. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 II. Game Content Expansion Add a "Daily Check‑in" System It is suggested that a daily check‑in reward system be added to this version. If some users forget to check in, they can make up for the missed rewards by watching ads or completing a specific level. Add a "Consecutive Login Days" System It is suggested that a consecutive login reward system be added, where users can claim corresponding rewards based on their total login days, achieving a win‑win situation of entertainment + rewards! Examples: Log in for 100 days:Reward: 20,000 Coins + 20 Chocolates + 50 Insecticides Log in for 200 days:Reward: 50,000 Coins + 30 Chocolates + 60 Insecticides Log in for 300 days:Reward: 80,000 Coins + 40 Chocolates + 70 Insecticides Log in for 500 days:Reward: 100,000 Coins + 50 Chocolates + 80 Insecticides Log in for 1,000 days:Reward: 500,000 Coins + 100 Chocolates + 180 Insecticides Expansion of Coin Collection Methods in the Zen Garden After feeding chocolate to the snail Stinky in the Zen Garden, Stinky will continue to collect coins produced by the potted plants even if you exit the Zen Garden. When you return to the Zen Garden again, a line of text will appear: "While you were away, Stinky collected XXX coins!" This allows you to earn rewards without staying on the Zen Garden interface all the time, which is really nice! We also hope to obtain chocolate by watching ads—one chocolate per ad viewed. We strongly recommend implementing this suggestion! 【This feature can be referenced from the original mobile version of Plants vs. Zombies】 Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!Solved2.6KViews7likes7CommentsDear Development Team of Plants vs. Zombies International Version:
The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. 【We really, really need these optimizations! It should be appropriately centered on users. Thank you very much for taking the time to read my feedback. I look forward to continuous improvements in the future to bring a more excellent experience to users. Thank you!】 Bugs that need priority handling In Plants vs. Zombies 1 HD for iPadOS, I encountered such an issue: when entering the game with an internet connection, it crashes and fails to launch. I have to disconnect from the network first to enter the game, then reconnect to the internet to play. In the iPadOS version of Plants vs. Zombies 1 HD, I encountered another problem: under a stable network connection, the data of the unlocked "Diamond Beghouler" achievement and "Smashin" achievement are saved locally, but they can never be automatically synced to the Apple server. As a result, these two achievements are shown as unlocked in the local game but remain in the "unlocked" state in the achievement list of this game in Apple Game Center. I have tried two solutions: first, recreating the game account; second, uninstalling the game, reinstalling it, and playing from the beginning. However, even if I unlock these two achievements again in a stable network environment, the relevant data still cannot be synced to the Apple server. I have contacted Apple customer service before, and they said they couldn't solve the problem and suggested that I contact the game developer. It's worth noting that all achievements in the iPhone version of PvZ 1 can be synced to the Apple server normally, and in the iPad version of PvZ 1 HD, all other achievements except the two mentioned above can also be synced normally. Therefore, I judge that this problem may be caused by the software itself, not by Apple. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 In the Android and iOS versions of Plants vs. Zombies 1, issues such as lag, frame drops may occur after connecting to the Internet, and problems like missing music and sound effects may appear after watching ads. In the iOS version of Plants vs. Zombies 1, there is an error in the display of an achievement icon on Apple's server: Apple's server incorrectly displays the icon of "The Stuff Of Legends" achievement as that of the "Smashing" achievement. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 I. System Adaptation and Interface Optimization New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Multi-language Adaptation Currently, there are a large number of players from different countries and regions in the international version, especially a huge Chinese player group. To meet the needs of global players, it is recommended to add support for multiple languages, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. This can not only eliminate language barriers, enable players to better understand the game content and instructions, but also significantly enhance the game's attractiveness and competitiveness in the international market and promote the globalization development of the game. Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. II. Visual Effect Optimization Solve the Problem of Darkened Color When Shadows Overlap When the shadows of multiple zombies or plants overlap, the color of the shadows will be darkened, which affects the beauty and visual effect of the game screen. It is recommended to fix this problem so that the shadows maintain a normal color display when overlapping, making the game screen clearer and more natural, and presenting a better visual experience for players. Handling of Obstacles After Level Victory When the level is won, all obstacles, such as tombstones, arcade game machines, ice blocks, etc., should automatically break and disappear. This can make the game interface cleaner, highlight the players' sense of achievement after victory, and also make more clear preparations for the next game, improving the players' gaming experience and feelings. Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. Additionally, when dragging a plant card slot onto the grid, a white "cross" marker will appear on the interface. Currently, although this marker can cross normally, the grid cell at the intersection has a significantly darker white tone. It is recommended to adjust the white tone of the grid cell at the intersection to match that of the non-intersecting grid cells, so as to enhance visual comfort. 【This feature can be referenced from Plants vs. Zombies 3】 Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. Additionally, when dragging a plant card slot onto the grid, a white "cross" marker will appear on the interface. Currently, although this marker can cross normally, the grid cell at the intersection has a significantly darker white tone. It is recommended to adjust the white tone of the grid cell at the intersection to match that of the non-intersecting grid cells, so as to enhance visual comfort. 【This feature can be referenced from Plants vs. Zombies 3】 III. Optimization of Game Operation and Functions In-level Sun Purchase Feature Addition During a level, players are allowed to turn the tide of the battle by purchasing sun through watching ads or using coins. The purchase button will appear as a "plus sign" icon next to the sun value, enabling players to reverse the situation in critical moments. Below is the sun price list: 1st ad watched: Grants 500 sun 2nd ad watched: Grants an additional 700 sun (on top of the 1st ad’s reward) 3rd ad watched: Grants an additional 1,200 sun (on top of the 2nd ad’s reward) 3,000 sun: Costs 1,000 coins 7,000 sun: Costs 2,000 coins 12,000 sun: Costs 3,000 coins "Mallets" Function Optimization During a level, the method to obtain "Mallets" (for turning the tide of battle) is not limited to coin purchases—players can also gain Mallet uses by watching ads. A purchase button in the form of a "plus sign" icon will appear next to the "Mallets" button, allowing players to reverse the situation in critical moments. Additionally, Mallet uses can be acquired in the in-game shop either by watching ads or using coins. Below is the Mallet price list: Each ad watched: Grants 1 Mallet use (players can select the desired Mallet type); a maximum of 10 ads can be watched daily to obtain this reward. Discount rules for bulk Mallet purchases: Purchasing 2 Mallets uses: 15% overall discount Purchasing 3 Mallets uses: 25% overall discount Purchasing 4 Mallets uses: 30% overall discount Purchasing 5 Mallets uses: 40% overall discount Note: There is an inconsistency in the original text (stating both "2 uses = 15% discount" and "2 uses = 50% discount"). If following the original intent strictly, retain the 50% discount for 2 uses and adjust other tiers accordingly to avoid contradictions. Under the acceleration state within the level, the duration of using the "Mallet" will not decrease due to the acceleration effect, which makes the player's experience of using the "Mallet" during acceleration more in line with reasonable logic. When the "Mallet" is used, all zombies are in a static state, while plants can still attack zombies normally until the effect ends. Experience Optimization of the "Speed Up" Button When tapping the 「Speed Up」 button, add the same interface animations and audio feedback as in the international version of *Plants vs. Zombies 2* to make the level experience more engaging and eliminate monotony. When zombies approach the house, nearby zombies will trigger a red flashing alert visual effect, and the 「Speed Up」 button will automatically reset to 1x speed, further amplifying the tension! Mechanism for obtaining Lawn Mowers by watching advertisements After the user finishes watching the advertisement for the supply Lawn Mower, the Lawn Mower for the corresponding row will be replenished and placed back in its original position in that row. This ensures that the Lawn Mower is only activated when a zombie comes into contact with it, rather than being activated directly in the row. Achievement Function Expansion By completing and activating the corresponding achievements, you can unlock exclusive rewards, adding a stronger sense of ritual to every accomplishment. The above are some of my suggestions and feedback on Plants vs. Zombies International Version. I hope the development team can seriously consider them. I believe that through continuous optimization and improvement, the game will become more exciting, attract more players, and bring a better gaming experience to everyone. Optimization of Hypnotic Mushroom Tactics After a zombie finishes eating the Hypnotic Mushroom, the zombie will be healed to full health. The above are some of my suggestions and feedback on Plants vs. Zombies International Version. I hope the development team can seriously consider them. I believe that through continuous optimization and improvement, the game will become more exciting, attract more players, and bring a better gaming experience to everyone. Thank you, the development team, for bringing us such an interesting game. I look forward to the game getting better and better!2.2KViews4likes0CommentsDear Development Team of Plants vs. Zombies 2 International Version:
The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. 【We really, really need these optimizations! It should be appropriately centered on users. Thank you very much for taking the time to read my feedback. I look forward to continuous improvements in the future to bring a more excellent experience to users. Thank you!】 Plant Upgrade Issues to Be Addressed First Priority Issues to Fix: Plant Progression System I. Core Pain Points of Plants vs. Zombies 2 International (Actual Game Mechanics) Seed packets are extremely hard to obtain New plants are only obtainable via limited-time events, Seasons and the Arena. Seed packets missed in the past are not truly unobtainable forever, but their return cycles are extremely long, making it still very difficult for free-to-play players to collect all plants steadily. Mastery 200 upgrade costs are completely unreasonable A single plant requires nearly 1,000,000 coins to reach max Mastery. Free-to-play players gain very few coins per day, and it is almost impossible to fully upgrade any plant even after one year of regular play. A vicious cycle Low level → cannot beat high-difficulty stages → cannot get resources → cannot upgrade further, leaving legitimate players with no hope. Directly causes massive cheating — cheating is extremely widespread in the international version, far more serious than in the Chinese version Legitimate players struggle for years without completing their progression, while cheats can unlock all plants, max levels and unlimited currencies in one click, which then leads to banned EA accounts! Currently in the international version, an extremely large number of players use modified clients, edited save files and hacks. Cheating has become extremely common, and the overall cheating situation is far worse than in the Chinese server. Players do not want to cheat — the game mechanics are forcing them to cheat. II. Comparison with Other Plants vs. Zombies Series Titles (Free-to-Play Experience) Plants vs. Zombies: Remastered Pay-once purchase, no in-app purchases, no forced grinding, no pay-to-winPurely strategic, with the purest and most balanced experience Plants vs. Zombies: HeroesAll cards can be collected for free via quests, coins and eventsBalance is based on strategy, not payment or excessive grindingReasonable entry threshold, nowhere near as extreme as Plants vs. Zombies 2 International Plants vs. Zombies 2 Chinese Version Although it has various progression systems, free-to-play players can obtain extremely abundant in-game currencies of all types, a large number of plant fragments, costume fragments, targeted fragments, level-up books and nutrient solutions — all free through multiple channels!This allows players to unlock a large number of max-level plants, regular costumes, charms, sufficient super costumes, sufficient powerful items and sufficient plant families, enabling fully built setups and clearing all content.Effort is rewarded with extremely generous returns, and cheaters are extremely rare — the environment is far healthier than the international version. Plants vs. Zombies 3 Chinese Version Although it has various progression systems, free-to-play players can obtain extremely abundant in-game currencies of all types, a large number of plant fragments, plant box tickets, fertilizer for plant star-up, potential potions, skill fruits, sufficient level-up potions, sufficient empowerment potions, sufficient costume fragments, sufficient lucky coins and other items — all free through multiple channels!This allows players to unlock a large number of max-star plants, charms, sufficient costumes and sufficient potential that greatly boosts plant stats, enabling fully built setups and clearing all content.Rewards are generous, with more than enough long-term progression space. Plants vs. Zombies 3 International: Evolve (Although I have not played it yet, I played the old international beta and have some understanding of the latest Evolve version.)No gacha, no fragment system. Although it has a plant progression system, free-to-play players can obtain relatively abundant currencies, a large number of max-level plants, plant evolution formulas and more.Focused on strategy and level experience, fully playable for free. All the above titles have far lower progression pressure than Plants vs. Zombies 2 International. Meanwhile, all of them have far fewer cheaters than Plants vs. Zombies 2 International. III.Conclusion: Plants vs. Zombies 2 International has the worst progression design in the entire series Other versions: free-to-play players can play, collect, fully upgrade and enjoy the game. Only Plants vs. Zombies 2 International: playable for free, but extremely hard to build a strong setup, nearly impossible to max plants. Costs, grinding and acquisition difficulty exceed all other titles in the series. It has directly created the most serious and widespread cheating problem in the series, pushing legitimate players to cheat. IV. Sincere Suggestions Add permanent sources for all in-game currencies, Z-Keys (Gauntlet) and plant seed packets. Long-term players should be able to gain extremely abundant currencies, extremely abundant seed packets of all kinds and massive Z-Keys as rewards! This will allow players to upgrade a large number of plants to max level. Add a “One-Tap Upgrade” function to replace the current single-level upgrade, raising the plant to the highest level possible with the seed packets owned. Make missed seed packets easier to return and obtain, so players no longer have to wait endlessly. Greatly and substantially reduce coin costs for plant upgrades and Mastery 200, to directly reduce players’ progression burden and make upgrades reasonable and achievable. By lowering costs and progression difficulty, allow legitimate players to upgrade plants normally instead of being forced to use mods. Increase daily resource output for free-to-play players, so that effort is rewarded with extremely generous returns. Only when legitimate players can play comfortably and upgrade costs are reasonable, will the extremely widespread cheating in the international version be truly and greatly reduced. We hope the official team will attach importance to the mechanical issues of Plants vs. Zombies 2 International and return it to the original Plants vs. Zombies spirit: strategy-first and free-to-play friendly. Bugs that need priority handling Issues with Username Management in the New Version On the game's initial welcome screen, many users are unable to delete extra usernames and cannot edit any username at all. This is a tricky core issue, and it is recommended to fix it immediately. Issue of Background Music Repeating Across All Scenes The background music in all scenes of the client (including the game's initial interface, in-level gameplay, illustration gallery, map, etc.) will start repeating when the user returns to the client after triggering actions such as exiting the game, switching to the device background, or locking the screen, resulting in two overlapping audio tracks. Animation display issues When plants or zombies are affected by slowdown effects, it causes frame drops. Issue of attacks by Photinia Explorer and zombies summoned by Dr. Zomboss Address the problem that Photinia Explorer cannot attack ice blocks, as well as the issue that incompletely emerged zombies summoned by Dr. Zomboss cannot be attacked. This will improve the game's attack mechanics and avoid unreasonable immunity situations. Problem of the Excessively High Attack Delay of the Melon-Pult and the Winter Melon-Pult Currently, the delay from the moment when the Melon-Pult and the Winter Melon-Pult raise their heads to the moment when they throw bullets is too high, which seriously affects the efficiency of defeating zombies. It is recommended to reduce the delay by referring to the first generation of the game. At the same time, the action of raising their heads before throwing should be retained to maintain the rhythm and predictability of the attacks. Overlapping Shadow Problem of Zombies and Plants Fix the problem that when the shadows of multiple zombies or plants overlap, the shadow color will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience. Visual Overlapping Problem of Multiple Fire Effects Fix the problem that when multiple fire bullets or other forms of fire overlap, the color of the fire edge will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience. Level Music Problems in Different Worlds Previously, in the Chinese version, each world only had the standard level music, without special level music and mini-level music; now it is the opposite. The Chinese version has fixed this problem, but in the international version, each world only has the standard level music, without special level music and mini-level music. It is recommended to fix this bug immediately. Pausing Unable to Be Used Continuously When the pause button is clicked in a level, in the current version, it is not possible to click the same pause button again to continue the game like in the old version. Problem of the Disappearance of the Treasure Yeti Even after connecting to the Internet, the Treasure Yeti still cannot appear in any level, so it is impossible to obtain the rewards and achievements for defeating the Treasure Yeti. Problem with the Display of the Plant Selection Interface For example: In the Rock Age, the Lily Pad should not be recommended for use, but the Lily Pad can still be selected and planted on terrain that is not suitable for the Lily Pad itself. For example: In the Pirate Seas, the Grave Buster should not be recommended for use, but the Grave Buster can still be selected... Abnormal situations that may occur after watching an advertisement The Android & iOS versions of Plants vs. Zombies 1 may have problems such as stuttering, frame drops, or missing music and sound effects after watching an advertisement. I. Language and System Adaptation Multilingual Support It is recommended to add more language adaptations, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. Currently, there are a large number of Chinese players in the international version. Adapting to Chinese can significantly enhance their gaming experience and also attract more players from different regions. Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. II. Interface and Visual Optimization New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Optimization Suggestions for Dynamic Welcome Interface Upon launching the game, the "EA PopCap" logo is displayed with stunning, elaborate animations paired with background music that syncs perfectly with the animation’s rhythm, replacing the current lackluster static display of the logo alone. Additionally, the dynamic Plants vs. Zombies-themed artwork activates its animations in real time as the game loads, rather than only starting the dynamic effects after the green progress bar completes. The dynamic welcome interface supports custom positioning for all character sprites, with their animations expanded far beyond simple back-and-forth swaying. This revamp delivers a fresher, more vibrant visual experience for players and even helps attract new players to the game. 【Enhanced Dynamic Visual Proposals for Characters】: Running, flying, being knocked back, blinking, and a rich array of real-time facial expressions—character animations are no longer limited to basic swaying motions. Customizable Sun Fall Speed Currently, the falling speed of sun is uniform in all optional mode levels, resulting in a relatively monotonous visual effect. It is suggested that in future versions, the falling speed of Regular Sun and Future World Explosive Sun can be independently optimized to a non‑linear speed—that is, the sun falls from fast to slow, enriching the layered animation effects. Of course, users shall have the right to keep the original sun fall speed unchanged. Suggestions for Optimizing Level Camera Movements The camera switching logic for all levels in the current version is a direct pan from the left lawn to the zombie camp on the right. Despite the smooth transition curve of the camera animation, the overall presentation is rather monotonous and fails to deliver a more immersive visual experience for players. It is recommended that the subsequent versions retain the original basic camera path: after panning from the left lawn to the zombie camp on the right, the camera continues to extend a short distance to the right, presenting a broader scene view briefly to enhance the sense of space in the level. The card selection interface should pop up synchronously the moment the camera finishes panning right and starts panning back left immediately. Linking the card selection phase with the dynamic camera transition not only makes the interface pop-up more natural and smooth but also boosts players' operational immersion. The smooth transition curve of the camera animation in the current version should be retained. This is a better alternative to the current version, where the card selection interface only pops up after the camera movement is completely finished, resulting in a slow pacing. 【This feature can refer to Plants vs. Zombies 2 Chinese Server & International Server】 Optimization of Plant & Zombie Shadow Forms The shadows of plants and zombies are not only no longer simple oval shapes, but also presented in the form of silhouettes, supporting real-time dynamic changes. Optimization of Sun Drop Movement Speed In all custom mode levels at present, the movement speed of falling suns remains constant, resulting in a monotonous visual effect. It is recommended that in future versions, the falling movement speed of "Normal-form Suns" and "Future World Explosive Suns" be optimized to a non-streamlined curve—specifically, adjusting the speed from fast to slow—to enhance the layering of animation effects. When players collect suns and fill the sun meter, the meter will flash once. 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. Additionally, when dragging a plant card slot onto the grid, a white "cross" marker will appear on the interface. Currently, although this marker can cross normally, the grid cell at the intersection has a significantly darker white tone. It is recommended to adjust the white tone of the grid cell at the intersection to match that of the non-intersecting grid cells, so as to enhance visual comfort. 【This feature can be referenced from Plants vs. Zombies 3】 Expansion and Optimization of the "Acceleration" Button within the Level It is recommended that the "Acceleration" button within the level supports enabling and disabling even when the level is paused, making it more user-friendly. Innovative Dynamic Visual Solutions Each time the game is launched, the dynamic welcome interface is always loaded before "EA PopCap". It features animations such as running, flying, being knocked into the air, opening/closing eyes, and a variety of real-time changing expressions. Character animations should not be limited to swaying back and forth; instead, they should move and change their positions to avoid monotony. Optimization of Obstacle Appearance It is recommended that all tombstones appear simultaneously when entering the level to achieve a more unified and coordinated visual effect. It is suggested that when all tombstones and other obstacles are attacked, the flickering white light should be changed back to the fade-in and fade-out visual effect. Level Victory Special Effects When any level is won, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear, making the game interface cleaner. At the same time, it brings players a sense of victory accomplishment and visual satisfaction. At the moment of winning a regular level, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory with vivid gestures, allowing players to deeply immerse themselves in the scene and generate emotional resonance. In the battle mode, this effect is adaptively synchronized — plants on the winning side cheer enthusiastically in celebration, while those on the losing side show a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle! Visual Optimization of Scaredy-shroom The current appearance of Scaredy-shroom in Plants vs. Zombies 2 International Version does not align with the general aesthetic preferences of players. It has even been criticized on social platforms unique to China. It is suggested that the appearance of Scaredy-shroom in the International Version be adjusted to be more in line with its design in the Chinese Version: optimize its eyes to a more lively black style, make the thickness of its stipe uniform, refine the design of its mouth, and retain its original eyebrow details. 【If you don't quite understand the content of the description, you can refer to the attached video!】 Doom-shroom Appearance Optimization It is recommended to enhance the appearance layering of the Doom-shroom. For example, keep the color of its stipe lighter at all times. In the 3rd stage (i.e., the largest size form), the stipe can be slimmer while the cap remains unchanged to improve visual expressiveness. 【This appearance can refer to the Doom-shroom in Plants vs. Zombies 1】 Optimization of Animation Effects for Wall-Nut & Explode-O-Nut In the old version, the animation effects of Wall-Nut were more vivid than those in the current version, featuring a pseudo-3D effect — it would occasionally turn around actively to observe the situation behind it. However, the current version has simplified this animation to only eye-rolling for observation. It is recommended to optimize and adjust this: enable both Wall-Nut and Explode-O-Nut to not only roll their eyes but also turn around synchronously with the direction of their gaze, restoring a more lively animation performance. Optimization of "Z Corp" Terrain Textures In the current version, there is a meaningless pile of feces on the far right of the terrain texture in the "Z Corp" level; failing to remove it is likely to severely negatively impact the player experience. It is also recommended to repair the broken glass on the far right of the terrain texture in the "Z Corp" level to intact glass. III. Optimization of Plant and Zombie Mechanisms Sound Effect Optimization for Pea-type Plants’ Projectile Firing When any pea-type plant (e.g., Peashooter & Gatling Pea & Threepeater & Fire Peashooter…) is planted in a level and fires pea projectiles, it will trigger a “pop!” sound effect instead of the “fwoosh!” sound effect used in the current version. This adjustment will unify the sound effects for both normal attacks and ultimate skills of pea-type plants! 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Optimization of the Linkage of Tile Turnip When the Tile Turnip triggers a joint special move, if some tiles are empty (without plants), when a plant is planted in this state, the plant should automatically obtain the special move effect to avoid the waste of special move resources; at the same time, ensure that there is no delay in the joint special move of the Tile Turnip, so that the player's operation can take effect in a timely manner, improving the smoothness and strategic nature of the game. Adjustment of the Characteristics of Gatling Pea When using Chlorophyll, the Gatling Pea can fire a large number of peas in three rows: the row above its position, the row below its position, and its own row (refer to the characteristics of the Machine Gun Pea in the Chinese version) to enhance its attack range and firepower. Retain the characteristic of the Gatling Pea's own special move that it can fire a large number of peas in its own row, enabling it to have a unique attack method in different situations. All Gatling Peas at Level 1 on the field will fire a large number of peas in their own rows at a unified time every 50 seconds, and a clear mark will be made when they are about to trigger the joint special move, allowing players to better grasp the attack rhythm and timing. At the same time, the higher the level of the Gatling Pea, the shorter the waiting time for its own joint special move should be, reflecting the advantages of high-level plants. Gatling Pea Performance Expansion Gatling Pea supports fusion with other elemental peas through the "stack-planting" method at all times, and this applies regardless of the planting order (whether Gatling Pea is planted first or other elemental peas are planted first). The pea types that can be fused include: Fire Peashooter, Snow Pea, Electric Pea, Goo Peashooter, Shadow Peashooter, Primal Peashooter, Piranha Pea, and Threepeater. In the future, the game design team can further expand its fusion possibilities by developing and adding new elemental pea types! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Optimization of Hypnotic Mushroom Tactics After a zombie finishes eating the Hypnotic Mushroom, the zombie will be healed to full health. Coconut Cannon Tactical Optimization The Coconut Cannon can be as tough as the Nut & Peashooter. Moreover, the cannonballs it fires can knock back zombies, but there is a prerequisite: the cannonball will only explode after pushing the zombies a short distance to the right. It will not explode immediately upon contact with the zombies, which would otherwise cause the zombies to be knocked back right away. Compatibility of Garlic & Chard Guard with Nut Bind Currently, there are certain limitations to the combined use of Garlic & Chard Guard and Nut Bind, which prevents their synergistic effects from being fully utilized. To further enrich the strategic dimensions within the game, enhance the diversity and fun of gameplay combinations, it is recommended to optimize the mechanism to allow Garlic to be applied in "Nut Bind," thereby creating more tactical matching space for players. Optimization of Palm Tree of Doom & Sweet Potato's Special Ability Effects When the special ability is activated, both Palm Tree of Doom and Sweet Potato will be covered with a layer of armor, which significantly enhances their resistance to being gnawed. This effectively extends their on-field crowd-control duration and creates more opportunities for other plants to deal damage. As a unique advantage of Palm Tree of Doom, when its armor is completely gnawed away by zombies, it will additionally trigger a Jalapeno-style area burning effect. This is similar to the mechanism of the "Armor-equipped Explode-O-Nut" — while the protection fails, it completes secondary crowd control and damage supplementation, further enhancing its combat value. Optimization of Explorer Zombie's Mechanism After the torch of an Explorer Zombie is extinguished, it cannot be re-ignited in any form. Otherwise, fire-element plants would be forced to become "traitors"—and they certainly don’t want to be "traitors"! This optimization (preventing the torch from being re-ignited in any way) allows plants to avoid becoming traitors as they wish; instead, they can serve as reliable helpers in defeating the evil zombies! Adjustments to Flame Projectile Effects Regarding the issue that flame projectiles (such as the fireballs launched by Peashooters or Meteor Flowers) have no effect on Hot Date Imp Zombies, it is proposed that flame projectiles should deal the same damage to Hot Date Imp Zombies as their non-flame counterparts, while their burning effects will be nullified. This change eliminates the unreasonable immunity mechanism while maintaining the balance of gameplay. Improvements to the Effects of Iceberg Lettuce and Tangle Kelp For Iceberg Lettuce, its freezing effect should be changed from single-target freezing to group freezing within a single grid. This enhancement to its crowd control ability would make it more effective against hordes of zombies. For Tangle Kelp, its damage effect should be adjusted from single-target damage to area damage within a single grid, similar to that of the Squash. This change would improve its practicality and value in the game. The armor mechanisms of Parasol Zombie and Excavator Zombie The armor of both Parasol Zombie and Excavator Zombie can be shot down. Additionally, the shovel of Excavator Zombie can be absorbed by Magnet-shroom. These features enhance the strategic depth of the game, allowing players to reasonably select plants to counter these zombies based on their weaknesses. Improvements to the effects of Exploding Walnut, Spicy Date, and Torchwood When Exploding Walnut, Spicy Date, or Torchwood is shoveled up, an explosion effect will automatically occur. The explosion effect will also be triggered when "Nut Bind" is used. Even if they are burned down by the fire of Fire Zombie, the explosion effect can still be activated. These improvements enrich their usage methods and tactical value, allowing players to have more strategic choices in the game. Explode-O-Nut, Palm Tree of Doom, and Torchwood now feature enhanced explosion effects: Automatic Explosion Trigger: When removed (either by zombies, player action, or other means), they will detonate, dealing damage to nearby zombies. Bandage Bomb Bonus: Applying the "Nut Bandage Technique" (or similar healing/boosting abilities) triggers an additional explosion, providing tactical opportunities for area damage. Fire-Resistant Detonation: Even if burned by a Torch Zombie's flames, these plants will still explode upon destruction, ensuring their defensive value is maintained. Improvement of Durian's Effect Considering that consuming durian may cause diarrhea, it is suggested to set zombies as a group allergic to durian pulp. When a zombie finishes eating the durian shell, 3 pieces of durian pulp with eyes and a mouth will be left. When each piece of durian pulp is completely eaten, it will trigger an effect similar to that of "Chili Bean". Adjustment to Potato Mine's Mechanism When the Potato Mine is unearthing, it will be ignored by zombies. Moreover, zombies will automatically stay on the grid where the Potato Mine is planted, waiting for it to fully emerge. Once the Potato Mine is unearthed, the zombies will show the frightened animation and sound effects similar to those of the Jack-in-the-Box Zombie. Finally, the Potato Mine will explode, turning the zombies into ashes. This adjustment will make the whole process more vivid and lively. Optimization of Citron's Projectiles After the complete plasma sphere launched by Citron eliminates zombies, remaining plasma spheres can stay on the field to damage subsequent zombies until they exit the 场外 (playing field) or are completely consumed. This fully utilizes projectile resources and enhances its attack effectiveness. If Citron is shoveled away or eliminated midway through charging, it can still launch the remaining plasma spheres, accompanied by a death animation similar to that of the Torchwood, making the game's operations and combat performance smoother and more natural. Comprehensive Performance Optimization of the Magnifying Grass When the bullets fired by the Magnifying Grass fly out of the field and do not cause any damage to any objects, each corresponding bullet supports the refund of 50 suns. And after the Magnifying Grass eliminates a zombie, the zombie will turn into ashes. Expansion of target range for various plants Threepeater, Applemortar: If placed in an edge lawn grid, they will fire 2 projectiles in the middle row of their own range, and 1 projectile in the 1st or 3rd row of the range. This optimization can effectively reduce resource waste. Lava Guava's damage is increased When zombies approach Lava Guava, it will immediately explode, causing 1,800 damage to a 3x3 area (similar to the effect of Cherry Bomb), and leave lava that inflicts secondary damage on zombies. 【This feature can refer to the Intensive Carrot in Plants vs. Zombies 2 Chinese version.】 Expansion of the Function of Intensive Carrot Intensive Carrot can revive plants that have been uprooted, plants carried away by parrots, and one-time-use plants that have been used. If Intensive Carrot is used to revive a plant with a sun cost lower than its own, the sun cost for reviving via Intensive Carrot shall be equal to the sun cost of that plant (the plant with a sun cost lower than Intensive Carrot). If Intensive Carrot is used to revive a plant with a sun cost higher than its own, the sun cost for reviving via Intensive Carrot shall be based on its own sun cost. For example: When reviving Gold Bloom, the sun cost is 0. For example: When reviving Gatling Pea, the sun cost is Intensive Carrot’s own sun cost. 【This feature can refer to the Intensive Carrot in Plants vs. Zombies 2 Chinese version.】 Optimization of the bullet tracking of the Homing Thistle After the Homing Thistle eliminates a zombie, the remaining bullets should automatically attack the next target instead of flying out of the field. This can make full use of the Homing Thistle's attack resources, improve its attack efficiency, enhance its in-game performance, and meet players' expectations for high-efficiency attacking plants. 【This feature can refer to the Homing Thistle and Cattail in Plants vs. Zombies 2 Chinese version.】 Tactical Optimization After Zombie Elimination Once a zombie’s head is blown off, its body should collapse immediately. This not only reduces the waste of already-fired projectiles, but also allows pitcher-type plants to target the next zombie, helping to improve combat efficiency. When a zombie is eliminated by the projectiles of a Fire Peashooter, its body should turn to ashes instead of losing its head. Standardize the animation duration for all zombies turning to ashes simultaneously to ensure more coordinated and comfortable visual effects. When any zombie carrying Chlorophyll turns to ashes, the Chlorophyll should drop immediately—there is no need to wait until the zombie has fully turned to ashes and the ashes have disappeared before the Chlorophyll is dropped. Optimization of actions after eliminating zombies Once the zombie's head is knocked off, its body should immediately fall down. This can not only reduce the waste of fired bullets, but also enable pitcher-type plants to attack the next target instead of attacking the zombie's body, which is beneficial for improving efficiency. After a zombie is eliminated by the bullets of Fire Peashooter, its body should turn into ashes instead of losing its head. Standardize the animation time period for each zombie that turns into ashes simultaneously, making the visual effects more coordinated and comfortable. Behavior Expansion of Controlling the Boos When the aiming reticle of the Boos' upcoming cannonball throw appears on the grid, by using the aiming reticle of chlorophyll acting on the plant, or the aiming reticle of the shovel placed on the plant, or the aiming reticle of the shovel and chlorophyll placed on an empty grid, this aiming reticle can be immediately eliminated, thus preventing the plants from being damaged. In addition, when the shovel eliminates the aiming reticle, it will not uproot the plant. After eliminating the aiming reticle through the above two methods, you can control the Boos and make it stunned. After the symptoms of being stunned subside, the Boos can continue to engage in the battle. Optimization of the Functions of Sun-producing Plants It is hoped that Twin Sunflower and Gold Bloom can have no cooldown time at the start of a level, just like Sun-shroom and Sunflower, allowing immediate use. It is also hoped that, similar to the Chinese version, in levels of the "Endless Siege" type, a large number of Gold Blooms can be used as sun sources before clicking "Start Battle". After "Start Battle" is activated, the planted Gold Blooms can release a large amount of sun, with no limit on the number of Gold Blooms planted. This feature has been highly praised by many players of the Chinese version! In levels of the "Endless Siege" type, a large number of sun-producing plants such as various types of Sunflowers, Sun-shrooms, and Solar Sages can also be used as sun sources before "Start Battle". There is no need for any waiting after all plants are planted — once "Start Battle" is clicked immediately, all Sunflowers on the battlefield will produce sun right away, while Sun-shrooms will first produce 25 sun and then grow up instantly afterward. This feature is also sure to be loved by players and will improve gameplay efficiency! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Optimization of the Functions of Sun-producing Plants It is hoped that Twin Sunflower and Gold Bloom can be exempt from the cooldown time at the start of a level, just like Sun-shroom and Sunflower, and can be used directly. It is hoped that, similar to the Chinese server, a large number of Gold Blooms can be used as a sun source before "Starting Battle" in "Indestructible"-type levels. After "Starting Battle," the planted Gold Blooms can release a large amount of sun, and there is no limit on the number of plantings. This feature has received a lot of praise from many Chinese server players! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Suggestions on Introducing the "Fast Clear" Feature Characteristic of the Chinese Server into the International Server In the Chinese server version of Plants vs. Zombies 2, there exists a unique mechanism that is deeply loved by players: by quickly clicking the "Next Wave" button, players can efficiently annihilate a large number of zombies in a short period of time and achieve a quick level clearance. This gameplay not only brings players an exhilarating gaming experience and a strong sense of accomplishment, but it has also been officially confirmed to be a compliant operation that will not affect the game's balance. Since its launch, this feature has received widespread praise and high recognition from Chinese. players.Considering the significant advantages of this gameplay in enhancing the game's excitement and strategic diversity, it is recommended to introduce it into the international server version. It is believed that the addition of this feature will not only bring new gaming fun to international server players, but also help to enhance the overall attractiveness of the game and the activity level of global players, further enriching the diverse gaming ecosystem of Plants vs. Zombies 2. 【If you don't quite understand the content of the description, you can refer to the attached video!】 Optimization of Penny's Pursuit mechanism Even if you fail in Penny's Pursuit, the spent batteries will not be deducted. Even if you fail in the Boss level of Penny's Pursuit, you can still re-challenge it. The right to challenge the Boss level will not be ruthlessly deprived, making the mechanism more reasonable. IV. Addition of New Game Modes and Content Resource Collection Method Expansion It is suggested that the following functions can be independently toggled on or off, just like the "Speed Up" button is unconditionally available to free users: Regular sun can be automatically collected before landing, i.e., immediately when it appears, without waiting for it to fall to the ground. Explosive sun in the Future world will be collected instantly the moment it lands. Automatic collection of Plant Food. Automatic collection of virtual currencies such as coins, silver coins, diamonds, and plant fragments. Launch of the "2v2 Showdown" Game Mode in the “Arena" A brand-new game mode named "2v2 Showdown" is added to the "Arena". Centered on strategic gameplay of two-way offense and defense, the "2v2 Showdown" coexists with the Arena’s existing traditional faction-based confrontation mode. The two modes are equipped with separate entrances to avoid player confusion. Battle Objectives Two players each deploy their plant defense lines and can simultaneously send zombies to the opponent’s territory. The first player to break through the opponent’s fixed 20-point core defense line wins the match. If no winner is determined within 15 minutes, the match is declared a draw. Sun Mechanic Sunlight is independently owned by each player. In this mode, Sunflowers adopt an automatic charging mechanic similar to that in Plants vs. Zombies 3 (Old Beta), and their levels can be upgraded by consuming sunlight. The specific rules are as follows: Lv. 0: Initial sunlight of 650 points; automatically regenerates 100 points of sunlight every 10 seconds; upgrade costs 300 points of sunlight. Lv. 1: Automatically regenerates 200 points of sunlight every 10 seconds; upgrade costs 500 points of sunlight. Lv. 2: Automatically regenerates 300 points of sunlight every 10 seconds; upgrade costs 1,000 points of sunlight. Lv. 3: Automatically regenerates 400 points of sunlight every 10 seconds; upgrade costs 2,400 points of sunlight. Lv. 4: Automatically regenerates 500 points of sunlight every 10 seconds; upgrade costs 3,000 points of sunlight. Lv. 5: Automatically regenerates 700 points of sunlight every 10 seconds; upgrade costs 4,000 points of sunlight. Lv. 6 (Max Level): Automatically regenerates 1,200 points of sunlight every 10 seconds; no further upgrades required. Both planting plants and spawning zombies consume sunlight, so players must balance the costs of both sides. For example: Planting one Tall-nut costs 125 points of sunlight, while spawning one Gargantuar costs 300 points of sunlight. Plant Enhancement Rules: Unplanted plants in the item slots, as well as all planted plants on the field corresponding to their slots, can be enhanced and upgraded. A single enhancement effect can be stacked up to 2 times, and the slot level can also be increased. The specific enhancement options are as follows: Cost: 500 points of sunlight: Reduces the cooldown time of the corresponding plant slot and all plants of that type on the field by 20%. Cost: 500 points of sunlight: Increases the attack speed of the corresponding plant slot and all plants of that type on the field by 20% (animation playback speed remains unchanged). Cost: 500 points of sunlight: Increases the health points of the corresponding plant slot and all plants of that type on the field by 30%. Cost: 500 points of sunlight: Offensive plants gain bonus effects such as "Knockback", "Stun", and "Venom" (animation playback speed remains unchanged). Level Upgrade Path Consume 500 points of sunlight to upgrade from Level 1 to Level 3; Consume 1,000 points of sunlight to upgrade from Level 3 to Level 6; Consume 2,000 points of sunlight to upgrade from Level 6 to Level 10; Consume 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consuming Plant Food can trigger a plant’s ultimate ability. Zombie Enhancement Rules Enhancement Options: Consume 500 Brains to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 30%. All zombies can additionally gain bonuses such as "Attack Speed Boost", "Health Increase", and "Control Immunity". A single enhancement can be stacked up to 2 times, and the slot level can be upgraded up to 3 times. Obstacle Traps: Players can deploy Spike Traps and Slow Mucus to interfere with the opponent. Level Upgrade Path: Consume 500 Brains to upgrade zombies from Level 1 to Level 3; Consume 1,000 Brains to upgrade from Level 3 to Level 6; Consume 2,000 Brains to upgrade from Level 6 to Level 10; Consume 200 Brains to upgrade from Level 10 to Mastery 200. In addition, consuming an item similar to Plant Food can trigger a zombie’s ultimate ability. Matching & Social Features Matching Methods: Supports two modes—"Create Room" (with room code/privacy settings) and "Quick Match”. Social System: Text chat is available in the game room. Reconnection Mechanism: If a player disconnects, they are given a 30-second reconnection window. Failure to reconnect within the time limit results in a loss. The winning player receives full rewards, while the losing player does not lose any items or rank points. Reference Version: Plants vs. Zombies 2 (Chinese Server). It is expected that this mode will simultaneously implement online multiplayer and friend-adding functions. If there are any questions about the gameplay description, please refer to the attached video. Note that this feedback content slightly differs from the video details. Launch of the "1v1 Duel" Game Mode in the "Arena" The "1v1 Duel" mode has been upgraded with new content, breaking the inherent limitation of "plants only being able to fight against zombies". Three core confrontation dimensions—"Plant vs. Plant", "Zombie vs. Zombie", and "Plant vs. Zombie"—are added to enrich battle strategies and gameplay diversity. Plant vs. Plant Confrontation Dimension Core Mechanic Two players both control the plant faction, engaging in battles centered around "competing for core battlefield resource points" and "destroying 2–5 of the opponent’s defense lines". The number of defense lines can be freely customized by both players, and they must agree on the same number of defense lines for victory judgment. Plant Roles & Gameplay Plant lineups are categorized into three types: Offensive, Defensive, and Functional. Offensive Plants (e.g., Peashooter, Kernel-pult): Responsible for breaking through the opponent’s defense lines. Defensive Plants (e.g., Tall-nut, Pumpkin): Responsible for protecting the player’s own lineup and defense lines. Functional Plants (e.g., Magnet-shroom, Coffee Bean): Responsible for interfering with the opponent’s operations and enhancing the player’s own lineup. Resource & Enhancement Rules Sun Mechanic Sunlight is independently allocated to each player. Players can choose between two options: "Plant Sunflowers to boost sunlight production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)". Random Bonuses Bonus items (e.g., temporary attack speed boost, double sunlight production, slot cooldown reduction) randomly spawn on the battlefield. Players can obtain these bonuses either by competing for them or consuming extra sunlight. Bonus effects cannot be stacked. Level Upgrade Path Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash a plant’s ultimate ability. Zombie vs. Zombie Confrontation Dimension Core Mechanic Two players both control the zombie faction, with head-on confrontation as the core gameplay. Each player selects a combination of zombies from different factions, and the first player to get their zombies to reach the opponent’s base endpoint wins the match. Resource & Enhancement Rules Brain Mechanic Brains are independently allocated to each player. Players can choose between two options: "Plant Gravestones to boost brain production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)". Random Bonuses Bonus items randomly spawn on the battlefield. Players can obtain these bonuses either by competing for them or consuming extra brains. Bonus effects include "movement speed boost", "health increase", "control immunity", etc., and cannot be stacked. Obstacle Traps Players can deploy obstacle traps such as Spikes and Slow Mucus in the opponent’s base. The opponent must flexibly adjust their zombies’ movement routes to avoid these hazards. Level Upgrade Path Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability. Plant vs. Zombie Confrontation Dimension Core Mechanic Player A (Plant Side): Controls the plant faction, with objectives of "competing for core resource points + destroying 3 of the opponent’s defense lines”. Player B (Zombie Side): Controls the zombie faction, with the objective of "getting zombies to reach the opponent’s base endpoint first". Rules for Player A (Plant Side) Plant Roles: Follows the three-category system (Offensive, Defensive, Functional) with clear division of responsibilities. Sun Mechanic: Two-option mode (Plant Sunflowers / Automatic Charging Mechanic). Random Bonuses: Bonuses can be obtained by competing or consuming sunlight (effects cannot be stacked). Enhancement & Upgrade: Enhancement Options: Consume 500 points of sunlight to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 15% health increase. Offensive plants can additionally gain bonuses like "knockback/stun/venom". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers. Level Upgrade Path: Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash a plant’s ultimate ability. Rules for Player B (Zombie Side) Brain Mechanic: Two-option mode (Plant Gravestones / Automatic Charging Mechanic). Random Bonuses: Bonuses can be obtained by competing or consuming Brains (effects cannot be stacked). Enhancement Options: Consume 500 Brains to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 30% health increase. All zombies can additionally gain bonuses like "attack speed boost/health increase/control immunity". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers. Obstacle Traps: Can deploy Spikes and Slow Mucus to interfere with the opponent. Level Upgrade Path: Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability. Additional Settings New Unique Terrains: Two unique terrains—Roof Terrain and Right-side Sea Level Terrain—can be added. Exclusive plant slot configurations are required for these two terrains, expanding the number of plant slots to 8. Among them, the Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default. Neither Flower Pots nor Lily Pads occupy slot positions. Mode Entrances: The three confrontation dimensions can be set as independent battle entrances, or unlocked as advanced gameplay of the original "1v1 Duel" mode. New Terrains: Add Roof Terrain and Right-side Sea Level Terrain, with exclusive 8-slot plant configurations for both. The Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default, with neither occupying slot positions. Ranks & Rewards: An exclusive ranking system and reward mechanism are added to enhance the gameplay’s replayability and competitiveness.Matching & Social Features: Follows the same rules as the "2v2 Duel" mode, supporting room creation/quick match (rank difference within ±1 tier), friend system, text chat (with sensitive word filtering), and disconnection reconnection mechanism. We suggest that all plants in future updates should be accessible through free-to-play means, such as completing in-game quests or purchasing them with virtual currency. Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!Solved2.8KViews8likes8CommentsHybrid mergers 🌿🍃
While conducting the seedling test, I quickly noticed a basic rule: you cannot merge one hybrid with another. But why? Perhaps it's a way to organize so that each tier has its corresponding number, but I believe this only hinders growth, because some of these plants acquire a specific appearance and ability that cannot be recreated in other fusions. 🍃🌿🌾🍄 Variants 🍄🌾🌿🍃 Imagine that currently there's Numbing Cabbage, which is composed of three base plants, but in the future a fusion is released between only Umbrella Leaf and Bonk Choy, which will have other variants that will be used in different ways! Therefore, fusing it with a Tier 2 Iceberg Lettuce wouldn't make sense because it would lead to the same result. But... If you fuse a Spikeweed with an Umbrella Leaf, the result can be a Cactus or a Blomerang, which doesn't even compare to the projectiles launched by a Snow Conifer, even with the addition of ice, it still doesn't look right. Allowing these changes enables you to utilize the potential of two hybrids with unique appearances and abilities, resulting in specific benefits such as: 🌿📌 Change #1: Hybrids that combine a common ingredient don't require a pure plant for fusions; it's like being able to fuse a Water Chestnut and an "electric nut" to make an Tazel Nut. 🌿📌 Change #2: Tier 3 can now consist of a maximum of 4 basic plants, while tier 4 Heroes have a rule of up to 5, and the price will remain reasonable. 🌿📌 Change #3: Pure varieties are only used for merging with hybrid varieties in order to impart attributes that strengthen them, such as the height of the Tall-Nut. 🍃🪷🌱🍁🧬 Hybrid fusion 🧬🍁🌱🪷🍃 If this is done, I think some plants will need to be relocated to make sense, right? One of the first things I thought of was solving the problems with the Snow Conifer! The new formula works like this: 🌿📌 New recipe: 🍃🌱 Pine Needler + "Icy Umbrellas" = Snow Conifer 🌱🍃 Using Pine Needler makes the attacks and final appearance make more sense, while the other fusion, composed of Umbrella Leaf and Iceberg Lettuce, would give it the snowy tree look.37Views0likes2Comments
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