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- EA_Cath8 months ago
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PVZ: Replanted: Patch v1.5.0
❄️ Brrr… the winter chill is rolling through the neighborhood, but your love for PvZ: Replanted has kept our hearts toasty! As Feastivus approaches, we’re delivering a fresh bundle of cheer with Patch 1.5.0 rolling out on 12/10 on PC with consoles, including Switch, to follow within a few days after. Here’s what’s wrapped inside. New Features: Added Survival: Endless Day, Night, Fog, Roof, and Cloudy Day levels. These Endless levels each have their own save slots, with existing Survival: Endless saves carried over to Survival: Endless (Pool). Gameplay Fixes: Fixed crash most commonly seen in long Survival: Endless games Fixed cases where explosive plants (Cherry Bomb, Jalapeno, etc.) could get stuck in levels after using them Fixed loading issue caused by interrupting the flow around Dave’s Taco after level 4-4 (The Magic Taco needed some attunement to account for speedsters) Fixed issues with P2 planting cards in Vasebreaker levels Fixed being able to use the Wheelbarrow to bring seedlings into the Aquarium Fixed Zombies Plant Daisies visual toggle not properly retaining its state after exiting levels Fixed issue with menus getting stuck when controller disconnects happened with the I, Zombie game over message on screen. Audio / Visual Fixes: Fixed Seed Select menu music starting a few seconds into the track (The record had some dust. It’s cleaned now, so no more skipping!) Fixed Conveyor plant preview blackouts (Dr.Z was up to no good once again) Muted ingame sfx during the title scene when starting a new Adventure run Fixed issues with Zombies appearing in the Seed Select Preview view with visual toggles enabled Fixed Aquarium planting slot shadows not being visible when using the Glove or Wheelbarrow Fixed Zombotany head appearance issues Fixed Cherry Bomb growing animation stopping early Made sure Dr. Zomboss’s arm is properly attached when he throws the RV at the bottom row (Dr. Z is re-armed and dangerous!) Feels like Feastivus! Peashooter, Wall-nut, Regular Zombie, and Conehead Zombie are all feeling particularly feastive this month🧣 Thank you for your continued support and for showing your love for PvZ: Replanted! Have a great Feastivus, and we’ll see you back on the lawn (all bundled up and cozy).13KViews11likes32CommentsGame Softlocks at Zen Garden — No Way to Continue (v1.5.0)
Zen garden has me locked out CM title edit Latest CM post: UNDER INVESTIGATION Hi everyone 🌱, We wanted to share a quick update on the reported Zen Garden soft lock in Plants vs. Zombies: Replanted. Based on what we’re seeing, this issue seems to have cropped up right around the start of the holiday period, when things were naturally slowing down. The good news is that the team is now fully back and actively digging into the cause and possible fixes. We don’t have an ETA to share just yet, but investigation is well underway. We know progression issues like this can be frustrating, and we really appreciate your patience and all the reports you’ve sent our way -- they genuinely help. We’ll keep you posted here as soon as we have more to share. Thanks for sticking with us 💚14KViews47likes332CommentsZen Garden Audio Bug
This is a much more minor issue than the other Zen Garden glitch, but I still thought it was worth mentioning. When collecting coins in the Zen Garden with the cursor in V1.5 (Switch 2 is my platform) the audio that typically plays when you collect a coin is slightly delayed, making for an “off” feeling sound cue. This was not the case in previous versions. Oddly enough I have tested and this does not occur when Stinky the Snail collects coins nor does it happen if you use the Switch 2 mouse controls to click each coin individually. It also does not happen (even with the cursor) in the other game modes, only the Zen Garden. Thank you!36Views2likes1Comment- 27Views3likes4Comments
Please Developers READ:
Hello. I've been playing PVZ for over 10 years now. I have been playing PV2 for many years and i play daily. I have a few dozen plants that are into Mastery levels and my Ali Mint and other special mints have ALL been maxed out for quite some time as well. I have TONS of mints but can't use them to buy anything or upgrade anything. What are your plans for those of us who don't have anything to buy? It should've be given as a reward if they are useless don't you think? Many people love this game as do I but i sure wish developers would think about maybe doing Mastery levels for the Special Mints like they do with regular plants or don't give us the mints as rewards instead give us gems which we can use to buy plants or upgrades with. Mints as rewards are useless :( So sad....5Views0likes0CommentsDear Development Team of Plants vs. Zombies Replanted:
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 being willing to listen to players’ genuine thoughts on Plants vs. Zombies: Replanted. We fully understand that the original Plants vs. Zombies (PvZ), as a classic IP carrying countless players’ youthful memories, owes its irreplaceable and precious status in every player’s heart to its "authentic" core gameplay, nostalgic atmosphere, and operational feel. This essence must be firmly guarded and must not be diminished by any adjustments. However, we also need to be honest: based solely on the currently revealed screenshots, this remade work falls significantly short of the expectations of many players, including myself. A mere copy-paste approach is an extremely risky path! For the true value of a "remake" has never been "blind replication"; instead, it lies in injecting new vitality into the classic IP through continuous innovation—while firmly upholding the foundation of "authenticity"—and accurately striking a balance between tradition and innovation. The core issue at hand is the severe lack of freshness in the current content. The key to solving this problem, precisely, is to add new plants, new zombies, and more new elements on the basis of preserving the original game’s classic framework, allowing "nostalgia" and "surprise" to coexist harmoniously at this balance point. For a classic IP like Plants vs. Zombies, a "remake" is by no means "blind replication." Its core value lies in: while retaining the original’s "classic foundation" (such as core gameplay logic and nostalgic atmosphere), revitalizing the classic IP through innovation. We are not opposed to "authenticity"; on the contrary, we eagerly hope that "the unique plants from the original version can be presented in their original card form"—that is, preserving the classic design, attributes, and operational feel of the original plants’ cards, while adding new plant slots through a brand-new format. This way, new content and classic experiences will not interfere with each other: it will satisfy long-time players’ pursuit of pure nostalgia, while also not depriving everyone of the joy of unlocking new plants and exploring new content. However, if the current plan is only to replicate the original without additions—such as new plants (e.g., functional plants adapted to new scenarios), new zombies (e.g., enemies with unique mechanics), or supplementary elements like new scenes and new gameplay modes—it will not only make players who pay for the "remake" feel that "the cost-performance is insufficient" (after all, no one wants to repeatedly pay for old content that is "a new coat with the same core") but also cause the work to lose its differentiated competitiveness, ultimately leading to poor reputation and sluggish sales. Just as "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms" are ways to safeguard the classic, the new plant slots (in a fresh format) are an extension of innovation. A truly excellent remake should, while preserving the classic, let new elements become surprises rather than burdens. It is important to understand that when players look forward to a "remake," they are not only reminiscing about the original’s "authenticity" but also eager to gain new experiences within a familiar framework: it could be tactical innovations brought by new plants, new challenges posed by new zombies, or the sense of immersion from combining new sound effects, new visual details, and new gameplay. This "balance between innovation and nostalgia" is the true meaning of remaking the original—it allows long-time players to rediscover their passion and attracts new players to feel the charm of this classic IP. If your development team is still hesitant about whether to add cross-version exclusive content to Plants vs. Zombies: Replanted, 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 from other versions with elements of the classic version), including: Plants vs. Zombies: Great Wall Edition features exclusive plants and zombies, such as special defensive plants adapted to the Great Wall scene and enemies with Chinese-style designs. Plants vs. Zombies: Journey to the West Edition includes distinctive characters and mechanics, like zombies modeled after Journey to the West figures and functional plants infused with mythological elements. Plants vs. Zombies: Kingdom Edition has unique gameplay and elements, such as kingdom-themed scenes and new plant abilities that align with the kingdom setting. 【The first three versions mentioned above are all exclusive to China. However, the Kingdom Edition was never officially released. If we could fully recreate the once-unreleased Kingdom Edition, the 6th level from the Original Beta version, and the unused prototype plants and zombies from the Original Beta version, it would make up for the regret of many players from that era!】 Plants vs. Zombies: Original Beta 2008 is an internal test version used before the official release. It contained a 6th level, which was removed in the official version. Additionally, unused prototype plants and zombies were also cut, including Propeller Zombie, Cherry Hover-bomb, Stinger, Iceberg Lettuce, and Time Stopper. Plants vs. Zombies: Original Game of the Year Edition 2010 features the exclusive Zombatar function, which enables players to create unique zombie avatars. Once a custom zombie is designed, it will replace the Flag Zombie whenever a flag wave arrives in the game. If players have made multiple Zombatars, a random one will be selected to show up in each flag wave. The game provides a wealth of customization options, covering skins, hairstyles, beards, eyes, glasses, clothes, accessories, hats and backgrounds. Players can mix and match these elements freely, and adjust their corresponding colors or styles to create a truly one-of-a-kind zombie look. Players can use their self-made Zombatars as profile pictures on platforms including Facebook, Instagram, X, WeChat, QQ, TikTok, iMessage and Steam. On the game’s main interface, there is a Zombatar option. A click on it will lead players to the creation interface, where they can choose their favorite styles from the tabs of different parts, and preview the changes of the zombie avatar in real time. Classic plants and zombies from Plants vs. Zombies 2 and Plants vs. Zombies 3 (selecting characters with high player recognition that fit the original game’s gameplay framework). Featured mechanics, new elements, and new zombies from Plants vs. Zombies: Heroes (e.g., skill effects and character designs that can be adapted to the original game’s gameplay). Other original new content, including but not limited to: new scenes (e.g., season-themed levels), new gameplay modes (e.g., limited-time challenges, co-op levels), new sound effects, and visual detail optimizations. Key Guarantee Mechanisms If the survey results support the addition of the aforementioned cross-version exclusive content, the development team must commit to implementing two principles: "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms," and design new plant slots in a fresh format. The specific rules are as follows: All plants and zombies from the original PvZ will retain their original card appearance, attribute values, and usage logic to ensure that long-time players experience no difference in operational feel. Newly added plants and zombies will appear in additional slot forms, and these slots can be given a brand-new background design. New plants and zombies will be categorized and labeled separately in the encyclopedia to clearly distinguish between "original plants" and "newly added plants" (and "original zombies" and "newly added zombies"), making it easy for players to find and manage them. The order of display will prioritize "original slots," with "newly added slots" placed below the original ones. Unlocking and using new plant slots will not affect the experience of original plants. Players can independently choose whether to bring new plants into levels, enabling free switching between "classic gameplay" and "innovative content." Design of Survey Voting Options The survey will provide two clear options for players to choose based on their needs: Option 1: I support it! Option 2: I oppose! Survey Notes and Explanations Notes: Thank you for purchasing and experiencing Plants vs. Zombies: Replanted! Your vote will directly influence the future content development direction of the game, and every opinion is crucial to the team’s decision-making. It is particularly important to emphasize that the core goal of this survey has always been to achieve a balance between "preserving the original’s authentic experience" and "adding innovative content." Regardless of whether cross-version exclusive content is ultimately added, "not damaging the classic foundation and not diminishing the nostalgic experience" is an unshakable premise. All innovations will be centered around "enhancing the vitality of the classic" rather than deviating from the core charm of the original game. Use of Survey Results: After the survey ends, the development team must publicly release the results and determine whether to proceed with the development of cross-version exclusive content based on the majority of players’ choices. This ensures that the final product not only safeguards the "authenticity" cherished by players but also brings freshness through innovation—truly meeting players’ core demand for a "high-quality remake." Therefore, we earnestly request that the development team prioritize user needs, and take "preserving the original’s authentic experience" and "adding innovative content" as guiding principles throughout the development process. Please focus on considering the addition of new plants, new zombies, and diverse new elements, so that Plants vs. Zombies: Replanted can become a sincere work that is truly "worth looking forward to and worth purchasing." Thank you again for taking the time to read this feedback. We sincerely look forward to seeing optimizations and breakthroughs in the work in the future, and to enjoying a high-quality gaming experience that is "both familiar and fresh"! 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 When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile. The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. 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】 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 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 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】 Reinstate All Version-Exclusive Mini-Games from the Original Game We earnestly hope that this version will integrate all version-exclusive mini-games from Plants vs. Zombies: Original Version, such as: HD version-exclusive mini-game: Buttered Popcorn NDS version-exclusive mini-games: Air Raid, Heavy Weapon, Bomb All Together, Zombie Trap, Heat Wave, Heat Wave 2, Home Run Derby Mini-games exclusive to the mini-program version (now removed from availability in mainland China): Big Eater, Column Like You See 'Em 2, Dr. Zomboss's Revenge 2 Mini-games exclusive to other unknown versions: Seeing Stars 2, Zombie Nimble Zombie Quick 2, Slot Machine 2 The "Pause Key" from the Original Version Makes a Return In Plants vs. Zombies: Original Version, pressing the Spacebar on the keyboard would trigger the pause function and spawn an animated Newspaper Zombie. We hope this feature can be brought back! 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 received a content upgrade, 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 and battle 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 both sides must agree on the same number of defense lines for victory judgment. Plant Roles & Gameplay: Plant lineups are divided into three categories: 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. Players can choose between two options—"Plant Sunflowers to increase 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 by competing for them or consuming additional sunlight. Bonus effects cannot be stacked. 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 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 lineup of zombies from different factions, and the first player to get their zombies to reach the opponent’s territory endpoint wins the match. Resource & Enhancement Rules: Brain Mechanic: Brains are independently allocated. Players can choose between two options—"Plant Gravestones to increase 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 by competing for them or consuming additional brains. Bonus effects include "Movement Speed Boost", "Health Increase", and "Control Immunity", and cannot be stacked. Obstacle Traps: Players can deploy Spike Traps and Slow Mucus to interfere with the opponent, who must flexibly adjust their zombies’ movement routes to avoid risks. 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. Consuming an item similar to Plant Food can trigger a zombie’s ultimate ability. Plant vs. Zombie Confrontation Dimension Core Mechanic: Player A (Plant Side): Objective is to "compete for core resource points + destroy 3 of the opponent’s defense lines". Player B (Zombie Side): Objective is to "get zombies to reach the opponent’s territory endpoint first". Rules for Player A (Plant Side): Plant Roles: Follows the three-category system (Offensive, Defensive, Functional) with clear division of labor. Sun Mechanic: Two-option mode (Plant Sunflowers / Automatic Charging Mechanic). Random Bonuses: Can obtain bonuses by competing or consuming sunlight (cannot be stacked). Enhancement & Upgrade: Enhancement Options: Consume 500 points of sunlight to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 15%. Offensive plants can additionally gain bonuses such as "Knockback/Stun/Venom". A single enhancement can be stacked up to 3 times, and the slot level can be upgraded up to 3 times. 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. Rules for Player B (Zombie Side): Brain Mechanic: Two-option mode (Plant Gravestones / Automatic Charging Mechanic). Random Bonuses: Can obtain bonuses by competing or consuming brains (cannot be stacked). 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/Control Immunity". A single enhancement can be stacked up to 3 times, and the slot level can be upgraded up to 3 times. Obstacle Traps: 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. Consuming an item similar to Plant Food can trigger a zombie’s ultimate ability. Additional Gameplay Settings New Terrain Types: Two unique terrain types—Roof Terrain and Right-side Sea Level Terrain—can be added. Exclusive plant slots are configured for these two terrains, expanding the number of plant slots to 8. The Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default, with neither Flower Pots nor Lily Pads occupying slot positions. Mode Entrances: The three confrontation dimensions can be set as independent battle entrances or unlocked as advanced gameplay within the existing "1v1 Duel" mode. Rank & 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 Showdown" mode, supporting room creation/quick match (rank ±1 level), friend system, text chat (with sensitive word filtering), and reconnection mechanism. Reference for Plant vs. Zombie Confrontation Dimension: Plants vs. Zombies: Reimagined. It is expected that the two-player battle mode in the current version will simultaneously implement online multiplayer and friend-adding functions. Expansion of Co-op Mode Features The co-op mode should no longer be limited to local multiplayer. A new online matchmaking feature should be added, allowing players to team up with teammates via the internet to complete co-op levels together. Players can send friend requests to their co-op partners, and afterwards, they can team up to participate in the 2v2 Offense and Defense Reinstate All Version-Exclusive Achievements from the Original Game We earnestly hope that this version will integrate all version-exclusive achievements from Plants vs. Zombies: Original Version, such as: Absolute Zero, Root Out, Flower Power, Demolition Expert, One-Man Army, Spicy Storm, Five Cannons Blasting, Crushing Blow, Misty Rain, No Swimming, Lucky Streak, Tornado, Senior Gardener, Impenetrable… Addition of "Supply" Function in Endless Mode It is suggested to add Endless Mode for "Day", "Night", "Fog", and "Roof" terrains in the "Survival Challenge" module. Users will receive the following supplies after completing every 4 waves of zombies: 2 Mallets 【Accumulated Mallets can be used in other levels】 2 Lawn Mowers 【Only appears when at least one Lawn Mower has been lost】 10 Ladders from Ladder Zombies 【In Endless Mode, Ladders from Ladder Zombies are frequently used by experienced players. The only way to use them is to place them next to Pumpkin Heads to prevent the latter from being eaten by Imps thrown by Giants】 Purchase of Potted Plants in Gift Box Form Supported in the Store Crazy Dave's Store allows users to purchase potted plants in the form of gift boxes. There are two types of such potted plants in total: Regular potted plants: These are the same type of potted plants that drop after defeating zombies, priced at 7,500 gold coins. They can be any type of potted plant, and the probability of obtaining each type of potted plant must remain consistent. Golden-appearance potted plants: Priced at 15,000 gold coins, they can be any type of potted plant except those already present in the Zen Garden. Additionally, the probability of obtaining each of these eligible potted plants must be consistent. 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. New Addition of Gen 2 "Power-Ups" Gameplay It is recommended to introduce the "Power-Ups" gameplay from the international version of Plants vs. Zombies 2 into the Replanted version, allowing Power-Ups to turn the tide of dangerous battles and change the course of the match at critical moments. Expansion of "Mini-Games" Content Building on the original version, "Mini-Games" will include more interesting elements, such as: Expansion of the "bowling" element in "Wall-Nut Bowling". Detailed explanations are provided below. In "Zombiquarium", the variety of zombies will be more abundant. Additionally, various marine creatures will appear to attack zombies—you can eliminate these marine creatures by clicking on them to prevent them from attacking more zombies, and so on. Expansion of the conveyor belt level mechanism In conveyor belt levels, the plant slots that appear are not limited to the default selected ones. It is recommended to support the selection of desired plant slots for use in conveyor belt levels. New Characters It is suggested that unique plant heroes, zombie heroes, plants, zombies, as well as Penny, Nate Timely, Patrice Blazing from the official Chinese versions of Plants vs. Zombies 1 (including but not limited to the Westward Journey version, the Great Wall version, the Kingdom version), Plants vs. Zombies: Heroes, Plants vs. Zombies 2 and Plants vs. Zombies 3 be introduced into this version, along with innovative gameplay and mechanisms. This will not only attract more players to Plants vs. Zombies Replanted, but also keep the classics alive and enhance the game's long-term appeal and competitiveness! Traitor Plant gameplay The so-called traitor plants are villainous characters planted on specific grids, usually with high health points. After eliminating a traitor plant, not only will you get twice the sun value of that plant in return, but you can also plant your own plants in its original position. For example: The Traitor Peashooter will attack our plant camp; The Traitor Squash will crush our plants and cause damage; The Traitor Sunflower will deduct the collected sun, but eliminating it will return all the deducted sun. More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. Chinese Version-Exclusive Element "Divine Artifact" In the Chinese server of *Plants vs. Zombies 2*, the Divine Artifact system brings rich tactical options to the game and significantly changes the battlefield situation. The higher the level of a Divine Artifact, the more powerful its effect! It is recommended to introduce the "Divine Artifact" element into this version! Introduction of the "Traitor Plant" Mode A "Traitor Plant" refers to a villainous plant placed on specific grid cells, usually with high health. After eliminating a Traitor Plant, you not only get a reward of twice the sun cost of that plant but also can plant your own plant in its original position. Examples include: Traitor Peashooter: Attacks your own plant team; Traitor Squash: Crushes your own plants and deals damage; Traitor Sunflower: Deducts the sun you have already collected, but eliminating it will refund all the deducted sun. More innovative dynamic visual designs: 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. Introduction of the "Element 1+1" Mode The so-called "Element 1+1" is a unique plant fusion gameplay. Its core mechanism is to fuse two plants with the same element tag to create a new plant with an entirely new appearance and skills. Plants in the game have different element attributes, such as Frost, Fire, Electric Shock, Venom, etc. Only plants with the same element can be fused. For example: Fusing Melon-pult and Jalapeno creates a Fire Melon-pult. Not only does its appearance change, but its attack method is also significantly enhanced! Another example: Fusing Cherry Bomb and Wall-nut creates an Explode-O-Nut. Not only does its appearance change, but it also adds an explosion effect when destroyed on top of the original nut’s defensive function. Additionally, the Explode-O-Nut triggers an explosion effect when synthesized, and also triggers an explosion effect when shoveled up! A third example: Fusing E.M.Peach and Wall-nut creates an Infi-nut. Not only does its appearance change, but it also adds an automatic healing effect when gnawed on top of the original nut’s defensive function. Additionally, the Infi-nut automatically regenerates after being gnawed! A fourth example: Combining Peashooter and Chomper creates a Snap Pea. Not only does its appearance change, but it also introduces new modifications to the original Chomper’s devouring function. Additionally, large zombies can be damaged by the zombie’s head & peas... Let’s add the brand-new mini-game "Element 1+1" mode! These powerful combinations will make zombies Expansion of "Wall-nut Bowling" Mode Explode-O-Nut: In this version, the plant’s appearance should not be the solid red color of the original Explode-O-Nut; instead, it should maintain visual consistency with the Explode-O-Nut from Plants vs. Zombies 2. Primal Wall-nut: Rolls straight through the entire lane, deals damage to 2 zombies, then immediately splits into 2 small Primal Wall-nuts. These split nuts move in two directions, dealing damage to targets in other lanes. Jackfruit (China-Exclusive Plant): Rolls straight through every zombie in the lane, leaving Jackfruit pulp behind each zombie. Zombies will have their movement delayed as they feed on the Jackfruit pulp. Frosted White Hair Peach (China-Exclusive Plant): Function unknown Gluttonous Dragon Grass (China-Exclusive Plant): Function unknown It is recommended that the international version development team create entirely new types of bowling "nuts". 【If you do not fully understand the described content, you can refer to the attached video!】 III. Optimization of Plant and Zombie Mechanisms Animation Optimization for Sunflower, Sun-shroom, and Marigold When Sunflower, Sun-shroom, and Marigold produce sun, gold coins, and silver coins, their animation effects are no longer limited to a single glowing effect. During the resource production process, the plants will not only have a glowing face but also display more vivid "happy" dynamic movements. After the animation ends, they will return to their normal state. In addition, the facing direction of the plants has been uniformly adjusted: previously, Sunflower’s face faced forward, and it is now recommended to adjust it to the right-facing direction consistent with Marigold (i.e., facing the front of the lawn), presenting a side view. 【This feature can refer to the international version of Plants vs. Zombies 3.】 Tall-Nut Function Expansion When Balloon Zombies come into contact with Tall-Nuts, they will gnaw on the Tall-Nuts instead of directly jumping over them and continuing forward, which strengthens the all-type blocking effect of Tall-Nuts. Umbrella Leaf Function Expansion & Appearance Upgrade It is recommended to add white flower decorations to the Umbrella Leaf; It can bounce the Imp Zombies thrown by Gargantuar Zombies to the right of the Umbrella Leaf, and support continuous relay between multiple Umbrella Leaves to finally bounce the airborne Imp Zombies out of the field, enhancing defensive linkage. 【This feature can refer to the Chinese server of Plants vs. Zombies 2】 Gatling Pea Performance Expansion It is recommended to integrate the appearance and animations of the current version of Gatling Pea with those in Plants vs. Zombies 2 and Plants vs. Zombies 3. The metal tubes in Gatling Pea’s mouth should remain automatically hidden in the regular state, only briefly exposing when shooting peas, and immediately hiding after firing 4 bullets. The appearance of the current version of Gatling Pea is already outdated; this suggestion can avoid inconsistent visual effects and bring a fresh experience to players! Gatling Pea always supports fusion with other elemental peas through overlapping planting, regardless of the planting order (planting Gatling Pea first or other elemental peas first). Compatible pea types include: Fire Pea, Ice Pea, Electric Pea, Venom Pea, Shadow Pea, Primal Pea, Chomper Pea, and Threepeater Pea. The game planning department can further expand the fusion possibilities by adding new pea elements in the future! Gatling Pea will upgrade once after every 6 consecutive pea launches, with a maximum level of 3. At Level 1, Gatling Pea fires 4 peas per shot; at Level 2, it fires 5 peas per shot; at Level 3, it fires 6 peas per shot. 【This feature can refer to the Super Gatling Pea in the Chinese version of Plants vs. Zombies 2】 Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!1.9KViews6likes3CommentsDear 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!1.9KViews2likes0CommentsDear 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!】 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 When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile. The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. 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. III. Optimization of Plant and Zombie Mechanisms 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.】 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 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. Expansion of Co-op Mode Features The co-op mode should no longer be limited to local multiplayer. A new online matchmaking feature should be added, allowing players to team up with teammates via the internet to complete co-op levels together. Players can send friend requests to their co-op partners, and afterwards, they can team up to participate in the 2v2 Offense and Defense Mode, the existing 2v2 Battle Mode, as well as various online co-op challenges to be launched in the future. Each Plant Costume Grants Additional Attributes When a plant is given a costume, it will also receive a unique additional attribute corresponding to that plant—costumes are not just for decoration. For example: A specific costume for Iceberg Lettuce allows it to freeze zombies within a 1x3 area in its normal state. When using its ultimate move (activated by Plant Food), it not only freezes all zombies on the entire screen but also shoots a volley of ice bullets from the left side of the screen to damage zombies. These bullets are the same ice bullets from "Power Snow". Another example: A specific costume for Cactus lets it fire ice-element spike bullets in its normal state. When using its ultimate move, it not only upgrades to more powerful super ice-element spike bullets but also scatters a large number of these super ice-element spikes forward to damage zombies! In the future, the game design team can create entirely new plant costumes with additional attributes to further expand practical combat capabilities! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Introduction of Plant Accessories with Additional Attributes When a plant is given a costume, it will also receive a unique additional attribute corresponding to that plant. Some plant accessories can even be displayed during battles, and accessories can be upgraded—higher-tier accessories provide better in-combat effects! Rubber Duck Floatie Accessory: Allows plants to be planted directly on water. Speed Planter Accessory: Reduces the planting cooldown of plants by 30%. Energy Saver Can: Reduces the sun cost of planting a plant by 10 points. Small Clock: Has a 10% chance to reset a plant’s planting cooldown and also reduces the planting cooldown by 10%! In the future, the game design team can create entirely new plant accessories with additional attributes to further expand practical combat capabilities! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Newly Added "Creative Courtyard" Game Mode The "Creative Courtyard" is a highly flexible game mode for custom level creation and sharing. It supports the creation of multiple level types, including "I, Zombie", "Conveyor Belt", "Card Slot Selection", "Boss Challenge", and "Jar Smashing". Players can link their self-created levels to the terrain style of any world, and also deeply customize scene elements: these include adding mold, tiles, Chlorophyll Tiles, movable minecarts, bounce boards to grids, as well as zombie-enhancing potions, exclusive giant metal ball mechanisms from Lost City, mechanisms that clear flames in a row, and ice floes and slider tiles that change zombies' movement paths. There is no limit on the number of these scene elements that can be placed. In addition, players can customize the tiers of plants and zombies, set special zombies that carry Chlorophyll, and add level events such as sandstorms. A player must clear their self-created level by themselves before they can publish it for other users to play; when other users play the level for at least 30 seconds, they can automatically receive Gameplay Coins, and failing the level does not affect the acquisition of this reward. 【This feature can refer to the Chinese server of Plants vs. Zombies 2】 Gameplay Expansion: Blowing Away Unlanded Zombies When Bonk Choy or Kiwibeast activates their ultimate move (at the moment they jump up and before they land), immediately use Hurrikale or Blover at the position where the zombies are knocked into the air. If timed correctly, the zombies will be blown away directly. You can also first gather zombies into specific lanes (e.g., Lanes 2 and 4) using plants like Sweet Potato and Pineapple, then use this combination on the gathered zombie group. Plant Slot Expansion and Categorization Currently, the maximum number of plant slots is 9, which is still insufficient for some players. It is recommended to unlock an upgrade that allows purchasing a 10th plant slot. 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. Return of the Classic "I, Zombie" Mode The classic gameplay "I, Zombie" makes a grand return, with the following adjustments to game content: The victory condition is no longer collecting all brains; instead, it is changed to eliminating all plants. Destroying 1 plant grants 150 sun points. This rule applies to all plants—even if a Puff-Shroom disappears after expiring, you will still receive 150 sun points. Zombies can gain special abilities similar to the "Plant Food effect" for plants: Zombot Football Zombie will throw a football to destroy plants, dealing massive damage to nut-type plants; Gargantuar Prime will not only upgrade to the classic Red-Eyed Zombot Giant but also have an increased laser firing frequency. Return of the Classic "Wall-nut Bowling" Mode It is recommended to bring the classic mini-game "Wall-nut Bowling" to the second installment. The types of bowling "balls" should not be limited to Giant Wall-nuts, regular Wall-nuts, and Explode-O-Nuts, but should also include the following: Primal Wall-nut: Rolls straight through the entire lane, deals damage to 2 zombies, then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions, dealing damage to targets in other lanes. Jackfruit (China-exclusive Plant): Rolls straight through every zombie in the lane, leaving Jackfruit pulp behind each zombie. Zombies will have their movement delayed as they feed on the Jackfruit pulp. Frosted White Hair Peach (China-exclusive Plant): Function unknown. Gluttonous Dragon Grass (China-exclusive Plant): Function unknown. It is recommended that the international version development team create entirely new types of bowling "balls". 【If you don't quite understand the content of the description, you can refer to the attached video!】 Introduction of the "Traitor Plant" Mode A "Traitor Plant" refers to a villainous plant placed on specific grid cells, usually with high health. After eliminating a Traitor Plant, you not only get a reward of twice the sun cost of that plant but also can plant your own plant in its original position. Examples include: Traitor Peashooter: Attacks your own plant team; Traitor Squash: Crushes your own plants and deals damage; Traitor Sunflower: Deducts the sun you have already collected, but eliminating it will refund all the deducted sun. More innovative dynamic visual designs: 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. Introduction of the "Element 1+1" Mode The so-called "Element 1+1" is a unique plant fusion gameplay. Its core mechanism is to fuse two plants with the same element tag to create a new plant with an entirely new appearance and skills. Plants in the game have different element attributes, such as Frost, Fire, Electric Shock, Venom, etc. Only plants with the same element can be fused. For example: Fusing Melon-pult and Jalapeno creates a Fire Melon-pult. Not only does its appearance change, but its attack method is also significantly enhanced! Another example: Fusing Cherry Bomb and Wall-nut creates an Explode-O-Nut. Not only does its appearance change, but it also adds an explosion effect when destroyed on top of the original nut’s defensive function. Additionally, the Explode-O-Nut triggers an explosion effect when synthesized, and also triggers an explosion effect when shoveled up! A third example: Fusing E.M.Peach and Wall-nut creates an Infi-nut. Not only does its appearance change, but it also adds an automatic healing effect when gnawed on top of the original nut’s defensive function. Additionally, the Infi-nut automatically regenerates after being gnawed! A fourth example: Combining Peashooter and Chomper creates a Snap Pea. Not only does its appearance change, but it also introduces new modifications to the original Chomper’s devouring function. Additionally, large zombies can be damaged by the zombie’s head & peas... Let’s add the brand-new mini-game "Element 1+1" mode! These powerful combinations will make zombies tremble with fear 👻! Optimization of Seed Packet Acquisition Once a plant has reached its maximum tier, you will no longer obtain duplicate seed packets for that max-tier plant. Even if a plant has not reached its maximum tier, if the number of its seed packets is already sufficient to max out the plant, you will no longer obtain duplicate seed packets for that plant. Mechanism Expansion for Conveyor Belt Levels The plant slots that appear in Conveyor Belt levels should not be limited to the default selected slots. It is recommended to allow players to choose the plant slots they want to use in Conveyor Belt levels. "Divine Artifact" – A China-Exclusive Element In the Chinese version of Plants vs. Zombies 2, the Divine Artifact system brings rich tactical options to the game and significantly changes the battlefield situation. The higher the tier of a Divine Artifact, the more powerful its effect! It is recommended to introduce the "Divine Artifact" element into this version! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Brand-New 2v2 Duel Mode Introduce plant heroes, zombie heroes, plants, and zombies from Plants vs. Zombies: Heroes, Plants vs. Zombies 2, and Plants vs. Zombies 3 into the game, and adapt them to the TV-side battle mode. These hero characters have unique skills and attributes, which will add more strategic elements and fun to the game. Continuously update new features, such as new hero skills and battle maps, to constantly bring freshness to players, attract more players to join, and enhance the game’s long-term appeal and competitiveness. Addition of New Hero Characters Add plant heroes and zombie heroes from Plants vs. Zombies: Heroes to the game, making them compatible with both new and old 2v2 Duel modes. These hero characters have unique skills and abilities, which will enrich the game’s gameplay and strategic combinations, bringing more freshness and fun to players. Adaptation of China-Exclusive Plants and Zombies Add a large number of China-exclusive plants and zombies to make the content of the international version more abundant. Plants and zombies from different versions have their own unique features; integrating these elements will bring players a more comprehensive gaming experience and also promote communication and interaction between players from different versions. Expansion of Plant Food Usage & Effects It is recommended that when Plant Food is placed in any plant slot, the already selected plant slot immediately gains a cooldown reset effect. At the same time, the plant slot where Plant Food is placed will obtain a one-time Gold Card effect — when the plant from the Gold Card slot is planted on the field, it will immediately activate its ultimate move, with only 1 valid usage opportunity. Additionally, this function is also applicable to one-time-use plants! Plants trapped by the octopuses thrown by Octopus Zombies can have the negative status of being wrapped by octopuses removed by placing Plant Food on them, allowing the plants to continue fighting. Plant Food can be obtained by watching advertisements and using coins to purchase. Expansion of One-Time-Use Plant Functions One-time-use plants are also compatible with the Plant Food effect. One-time-use plants that are fully grown in the Zen Garden will become Gold Card plants, which immediately activate their ultimate move when planted. Launch of Brand-New Game Worlds The international version has not updated a new game world for nearly a decade, and players’ expectations have been accumulating—new content is urgently needed to inject vitality into the game. It is recommended to launch a brand-new world with innovative gameplay, introducing new plants, new zombies, and unique game mechanisms to expand the game’s depth and strategy, and bring players richer challenges and experiences. Addition of Regular Seed Packet Group Purchase Events Drawing on the successful experience of the Chinese version, it is recommended that the international version introduce regular seed packet group purchase events. Specific rules: The more players participate in the group purchase, the higher the proportion of virtual currency refunded to participants after the event ends; After the first four seed packet group purchase events are completed and currency refunds are processed, the next batch of group purchase events will start immediately; At the same time, the event interface should fully display all seed packets available for group purchase, making it easier for players to plan their participation in advance. 【In the Chinese version, seed packets are uniformly called "plant shards".】 Introduction of the Gift Code Mechanism It is recommended to introduce the popular gift code mechanism from the Chinese version into the international version. After obtaining a gift code, players can paste it directly from the clipboard into the gift code input box in the game. Upon successful redemption, they can receive generous rewards such as seed packets and virtual currency, thereby increasing player engagement and game retention. Optimization of Endless Mode Rules In Endless Mode, even if you fail a challenge halfway through, you can restart from the current level progress you have achieved—there is no need to start over from the beginning due to a single mistake. Additionally, the lineup used when failing will not be saved; instead, the lineup from the initial stage of the current level progress will be automatically used, making the mechanism more reasonable. V. Optimization of Ads and Payment Optimization of the Payment Mechanism The coins, diamonds, and extra Goldfinger spent within a level can only be deducted when the level is won. If the level is failed, the coins, diamonds, and extra Goldfinger spent in this level will not be deducted. At the same time, the batteries spent in Penny's Pursuit, the diamonds spent in the two Pinata Parties, the Z Keys spent in the Z League, and the candies spent in other modes will only be deducted when the level is won; after failing the Boss level in Penny's Pursuit, players are allowed to try again. Such a payment mechanism is more fair and reasonable, reducing players' losses in case of failure and improving players' gaming experience. Optimization of Acquisition Methods for Pay-to-Obtain Plants There are certain plants in the game that cannot be unlocked even if players collect a large number of their Seed Packets—these plants can only be obtained through in-app purchases. This is extremely unfriendly to players who choose not to spend money on the game. 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!2.4KViews8likes8CommentsNo wonder people say EA is the worst.
With my message I also included the screenshot of my cases and was wondering about the status. Maybe they wanted to reach out to me, maybe not. That's what I wanted to find out. But even that is not possible to get an answer on. Honestly, this is among the worst customer service I've ever experienced.23Views0likes1CommentWhy Did you reject the Fortnite Collab?
This would have fit so much. They are both family friendly 3rd person shooters that would fit so well, hrt you guys rejected it? There is zero reason to reject it. Why? You guys lose out on advertising, money, and so much more and just make fans upset, again. Did the Zombies eat your brains, or were there none to begin with? Rejecting this is just choosing to fail.37Views1like1Commenti got scammed
i spent 1k gems that ive been saving up to just get 11 gourmet packs. i got them, just to find out i got 1. i was going to make a garg deck, so i need king of the grill. you get 1 event per pack. but i got 1. WHEN I OPENED 11. i cant get anymore gems now, all my hero quests are done. so i just have to watch ads to actually keep progressing through the game. i still will play this game, but im just disappointed. so, i have wrotten this discussion for the chance that maybe i could get my 1k gems back. thx user is Snivyandmudkip (if u wanna 1v1 cuz im bored and stuff)
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