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- EA_Cath9 months ago
Community Manager
GW2 on PC is completely unplayable
The title explains the problem. Some internet sleuths found out that the 10th anniversary drew the attention of a hacker who created a [Edit - CM] mod to completely break the game and make it unplayable. Every single lobby has the same wonky settings (like invisible players and 1hp) and the lag gets out of control to the point that the game crashes. It's not just the North American servers either, every single region has this issue. It has been like this over 24 hours now. The fact that this person was able to do this, and the fact that it has been 24 hours of radio silence from EA just further invites hackers to come take shots at the game on PC. It's just embarrassing all around that EA is currently having their servers held hostage on one of their games (a game that they have available to play for free via EA plus and Xbox Game Pass, so it's not like this can be kept hush hush). And yes, I understand that when a developer makes another game with dedicated servers in a franchise the vast majority of resources goes to that game (looking at you, Neighborville) but still... no server support? None?256Views7likes5CommentsIdea: Add a mega version for Gargantuar (more powerful than its giga version)
Hi, this Plants vs. Zombies remaster is really good and I love it. It's definitely the best version to play PVZ 1 in. My favorite zombies are the Football Zombie and the Gargantuar, which is why I suggested a Giga version of the Football Zombie because I'd love to see it in its Giga form for a more challenging and fun difficulty. And the Gargantuar is the zombie I adore the most; its design is great and it's always fun to face it. And although I know it already has a Giga version in Endless Survival, I'd love a Mega version of the Gargantuar. I think there was already a design for a Mega Gargantuar or something like that, but it was discarded during the game's development. Below is a picture of what I think was its unused and replaced design. Oh, and if it were hypothetically added, its stats could be: 9000 HP (equivalent to 3 normal Gargantuars) and a slower walk, so that it looks more realistic given how big the Mega Gargantuar is. Also, this Mega Gargantuar would be... A sudden, giant change in difficulty. That's why it could only appear in Endless Survival, but on a separate difficulty level, for example, by activating a ticket that says "hard mode" next to the images or thumbnails to enter or go into Endless Survival, which you can toggle on and off for players looking for greater challenges. That would be my dream and idea for the Mega Gargantuar, but it doesn't matter if something like that can't be added, since it would be difficult to implement and would take a lot of time. The game is already great as it is, but if you add my idea, it would be a dream come true and I would be very happy. And that's all. My two posts are ideas that would make my gaming experience absolutely wonderful if you add them to the game. Also, thank you for taking the time to read the community's requests, you guys are the best 😃, thank you for creating such a beautiful game.150Views4likes2CommentsLunar Zoo Year Event Breaks App On Android
Every time I try to enter the Lunar Zoo Year event today, the event's daily tasks list automatically pops open and I'm unable to exit out of it. None of the "Play" buttons next to the list items work nor does the "X" button that should close the list. Basically, not only can I not play any of the event levels but I'm also unable to exit the list or the event to do anything else within the app. I have to completely close the app and reopen it to be able to do anything at that point. I'm playing on Android 16 and only started experiencing this bug today. Everything seemed to work fine yesterday, including with the event.9Views0likes0CommentsLunar event
Everytime I click the event it opens the task menu and I'm unable to close it and to get rid of it I have to reopen the game, but even after reopening the game again whenever I try to join the event the task menu comes again, I have to clear data and go through entire tutorial and log back into my account to be able to play the event20Views1like2CommentsPvz Replanted skins
I think it would be cool if we had a skin inventory where we choose a skin foreach plant (depending on which skins u had unlocked) and then when you play a level de skin appears. It would be cool because you would have more challenges and things to do, also if these skins would exist it should be unlocked with challenges. Example: "Get 800 suns in a lever to get this sunflower skin".60Views4likes3CommentsMissing Deluxe Content (Chick’n & Judge Z) - Switch Complete Edition
Hello. I purchased PvZ: Battle for Neighborville Complete Edition on the Nintendo eShop, but the Deluxe Content (Skins for Peas of Chick'n and Judge Z) is missing from my account.I’ve already contacted Nintendo Support (Case #260222-005199 and they confirmed my license is active. I also spoke with EA Chat (Case #238457006 , but they couldn't grant the items manually and sent me here.Could a Community Manager please verify my linked EA Account and sync the Entitlements for the Deluxe Content? I have my eShop receipt ready to provide as proof. Thank you!27Views0likes0CommentsCrazy Dave’s page 5 missing
I’ve beat the game 3 times so far, but right after I beat it for the first time, crazy Dave’s 5th page in the shop, the one with the blueprints, completely disappeared. It still hasn’t come back and I have over 100k coins saved to buy them. Is this a known issue?22Views1like1Comment[Feedback] Community Problems With PvZ 3
This post is designed to highlight, and inform the reader about the critical flaws present in Plants vs. Zombies 3: Welcome to Zomburbia, and for convenience, this is split into multiple sections. GAMEPLAY Strategy Strategy - “a plan of action or policy designed to achieve a major or overall aim.” Choosing Your Seeds Strategy is not present in PvZ3, and is caused by denying the player to choose their seeds. The reason strategy worked in PvZ1 and PvZ2 was because the player learnt and adapted to new threats at a consistent rate. (New plant after every level) For example, Balloon Zombie is first encountered in level 4-3. The player isn’t left defenseless, because they receive Cactus when level 4-2 is completed. The player already knows what to expect from Cactus with the small almanac description that was visible when they were collected, but the player is still allowed to experiment with Cactus and how they function. In PvZ2, strategy is present even more with the player adapting to zombies and brand new world gimmicks, like dinosaurs in Jurassic Marsh for example. Level objectives were a factor in how a player would strategize certain levels, which are also missing from PvZ3. Endangered plants, mold colonies, etc., these involved changing your loadouts in account, and created a more diverse gameplay loop that wasn’t too repetitive. Locked & Loaded (A PvZ2 mini-game that had your plants pre-selected, identical to PvZ3) had strategy to it because it forced the player out of their comfort zone to try a different play-style, or try a plant you haven’t unlocked yet. It didn’t punish the player when it came to losing, and losing is part of life. You don’t win every level, and the player can always try again without punishment in Adventure Mode. In PvZ3, the game actively punishes the player for losing with the 5 life system (this has its own section, covered in more detail), which can result in players being afraid to experiment with trying anything new. Difficulty Difficulty is subjective, and this will not highlight balancing, but rather how PvZ3 attempts to challenge the player’s skill. PvZ3 holds the player’s hand throughout the majority of the levels, not allowing them to experiment with any of the tools provided to them, and is instead forced to play how the level designer wanted them to, which creates a lack-luster and uninteresting experience. Multiple times throughout PvZ3, a level can feel unfair. Zombies will be spawned repeatedly in the same lane, making it impossible for plants to deal with them, thus they overwhelm your defenses, which makes the player: Spend coins to blow the zombies away and regrow their defenses. Use a power-up Give Up & Retry 1) This makes PvZ3 pay to win. If you can pay in-game currency for ALL zombies on the board to be sent back to the beginning, that is an advantage. Additionally, this feature was available for free in PvZ2 with the plant Thyme Warp. 2) Power-ups should not be required for completing levels, but rather as a crutch if the player is struggling, similarly to how PvZ2’s power-ups function. Power-ups in PvZ2 are occasionally handed out to the player through Piñata Parties and gift boxes, which let the player confidently use it, without the worry of trying to preserve it, and were cheap to buy if the player desperately needed to use one mid-level. Power-Ups PvZ3 has Cherry Bomb, Jalapeño, and Chilly Pepper behind a “power-up” system, and you’re only able to use them a limited amount of times. This ruins the consideration of what instant-use plants the player needs to bring to the level. In PvZ2, there are many instant use plants that all perform different things, and you can’t bring them all. With there being no instant use plants available, this layer of strategy is gone. Level Design PvZ3’s levels forget what made PvZ1 and PvZ2’s enjoyable, and it’s due to those games giving you time. In PvZ3, multiple zombies can spawn at the start of the level, and rush the player into having to make sudden reactions to deal with these threats. This isn’t fun, it’s annoying. One of the enjoyable parts of PvZ is seeing your defenses grow, considering it takes time and effort to manage the single zombies that slowly show up, coming in more numbers as time goes on. I can only imagine the levels are designed like this to retain low player attention spans. Players might not stick around during levels, and that’s fine. PvZ2 (Used to) let you save mid-level to do something else and return another time. Trying to make hyper-fast levels doesn’t work when PvZ1 (and to some degree, PvZ2) was a fairly slow but not snail-paced game. Monetization This isn’t ridiculing PopCap for having monetization in a mobile game, as they’re a business and you have to make a profit in some way, but how PvZ3 does it is astoundingly bad. Though, microtransactions should not be in a soft-launch that is designed for feedback. It gives the impression that feedback isn’t your main priority, but to profit off the game as soon as possible. I’m not a business major, but I’m trying to come to a middle ground to what feels fair to the consumer (players) and producers (PopCap). Why PvZ2's (Initial) Monetization Method Worked To put this in easy to understand terms, let me describe PvZ2’s Adventure Mode plants and Premium plants as Skylanders figures. The ones available from the start are capable of beating the game, but you can go out of your way to purchase additional figures if you want more toys to use in-game. If the player wanted a premium plant but were unsure of how it functioned, they could play the Premium Plant Quest to experiment. My point here is that PvZ2 offered unique content at a relatively low price, which was a motivator and reason to purchase. PvZ3 doesn’t have any motivators to its microtransactions, due to it offering nothing substantial. Coins & Power-Ups The only thing the player can purchase directly are coins and limited time offers, which is a major problem. Coins can only be used to purchase power-ups and blow zombies away if you lose. For players that are stingy with their power-ups or intend to not use them to have an organic experience, PopCap is unable to market to those players. There isn't a real incentive to buy these due them ONLY being power-ups, there isn't any content behind them unlike PvZ2's premium plants, which was new content. 5 Health Mechanic The 5 life mechanic is one of the worst features in the game. Even if you made it paid to regain lives, it’s still not worth it. This game doesn’t offer enough for the player to spend coins OR real money in exchange for lives. This is the worst mechanic in gaming history, why would you purposely take away the ability for your players to play your game? This feature ruins the casual aspect of the game as players that struggle are unable to make mistakes without suffering drastic consequences, unlike PvZ1 and PvZ2 which were incredibly forgiving by allowing you to try again at no cost. Story This isn’t a critique about the story, but aspects surrounding it. Priorities PvZ games always had a story that wasn’t directly present to the player. Crazy Dave goes back in time to eat a taco again, Dr. Zomboss captures Suburbia, and renames it to Zomburbia, they weren’t extensive stories but a small setting to ease the player into the places they visit. PvZ3’s main marketing focus is on the story, which is not a bad thing on paper, but it seems to take PopCap’s priority over the gameplay. Every Beta since September 7th, 2021 has had similar gameplay identical to the previous beta, but with different characters and dialogue. PopCap needs to change their priorities to focus the gameplay instead of the story if they want to make a game that feels fun to play. Taco Tickets Taco Tickets are a reward you receive when you complete a level, and are used to progress through the story. It’s identical to the progression system of Gardenscapes’, and it’s not needed in a PvZ game. PvZ2 had a story that was conveyed through dialogue between and before levels. Taco Tickets only complicates this, and should be handled differently to serve an actual purpose. Furniture For some reason, PopCap really wants to push the furniture aspect seen in Gardenscapes in this game. PvZ1 and PvZ2 have never focused on decorating, so it's very out of place in marketing. We're not against the decorating concept, but it appears to be one of PopCap's main priorities considering it appeared consistently throughout old feedback surveys instead of questions about what we think of the gameplay. Conclusion We want PvZ3 to succeed. We want this game to push the franchise to new heights and allow for more, bigger opportunities, but this will only happen if PopCap accepts that this version is greatly flawed, and makes a product people want. Written by Hey1mJay, and members of the Plants vs. Zombies community.10KViews137likes59Comments
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