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New Funding and Target for PvZ 3
PLANTS: In this meta, a plant's base damage is 1, and its base health is 3. A Zombie's base health is 10, and its base damage is 1, 1 damage per projectile, so plants like Repeater would deal 2 damage, Plants like Potato-Mine and Tanglekelp would deal 40 damage; Potato-Mine's damage would be doubled with each tier of its main line, while Tanglekelp's damage would remain the same. ZOMBIES: As already mentioned, a Zombie's base health is 10, a cone's is 20, and a bucket's is 40. An Imp's health would be 5, but if there are more than one of them per enemy, like in Volkeybol, the damage would increase to 10, 15, and so on. (Oh yeah, Devourers would have a lifespan of 80...) In cases like Zombies with elemental weaknesses such as Hiker Zombie, they would have double the health of normal Zombies, so a basic Hiker Zombie would have 20 health. However, elemental plants like Zap-Tail would deal double damage to Zombies that have weaknesses to their respective element. Leviling Plants: The fact that it no longer exists and if it remains here, a change will be made: each time only 1 of the stats is increased, as it already is in the game, but the stats would only increase by 1 point at a time, meaning a level 20 Peashooter would have 10 damage and 13 HP. Levelinhg Zombies: They shouldn't exist anymore either... with each zombie level they would increase 1 of all stats, which would make the game playable with all plants being at level 1 with the use of tier 3 and 4 fusions. New way to get seeds and new prices: A new way to get seeds would be by playing levels with a specific plant. For example, by playing 10 levels using potato mines, you could unlock a Devastator. By playing 10 levels with potato mines and 10 with other plants, you could choose which fusion you want to unlock. Tier 2 plants would take 10 levels, tier 3: 20, and tier 4: 40, but it would be possible to unlock them sooner with seeds. A tier 1 plant would now only cost 10 seeds, a tier 2: 20, tier 3: 40, and tier 4: 80.pao75hw4aisl9 hours agoSeasoned Newcomer10Views0likes0CommentsCommunity activities
Hello, Developers! I'd like to propose an idea for communities My idea: Currently, the community doesn't have a chat. I think a chat would be a great addition. I'd be happy if you added it. Also, you could create "Community Tasks." These tasks will allow players to earn a special currency to unlock "Community Plants." This currency can also be earned by helping other players. To motivate the communities to play actively, I suggest creating a "Leaderboard." Rewards will be given to the communities for achieving top scores. Thank you for your attention! I wish you success!Sniperplant21 day agoRising Newcomer24Views0likes0CommentsEarning Plants
Okay, hear me out. I actually think this game is pretty fun, but here are some things we need back from pvz2. We need to get plants (or t2/t3 plants) for free every 10-25 levels. It took me over a week to get electric peashooter, Honestly just normal zaptail is better than it, I thought that it would have the same kind of shooting from pvz2, But no its just a dulled down version of a peashooter. Zaptail and peashooter down beside eachother deals like triple the damage of electric peashooter. Now im pretty sure that is what happends with all t2 and t3. You can just place 2 of the base plant and its already better. But just please ACTUALLY release this game. With a couple of updates it could be much better, as i said it is already pretty fun.n2om3xegnubl2 days agoNewcomer20Views0likes0Comments[FEEDBACK] A deep overview
I'll start with a quick introduction- I'm Vander, mainly known within the PvZ community as the artist behind the PvZ3:WCHB/Fogbound fanart project, you've very likely have seen some of it already... I've played PvZ 1 and 2 to completion multiple times, I've played through 3 of PvZ3 soft releases and betas, I've played many of the most popular mods at maximum difficulty. After all this time I do know what makes PvZ as a game unique and fun. I hope that this feedback helps shape the game into the best version of itself. PART 1 | The good! Starting with some positivity- I do personally like the game's art direction. While most people do know that I do clearly have my personal gripes with some of its aspects, I do like how colorful it is and how expressive it is, specially on splash art/promo art. Although it sometimes has some problems shinning through the limitations of being a mobile game... The new original plants are generally great in terms of design and definitely stand out from the honestly lackluster newcomers in PvZ 2. But as I'll discuss later, it's a shame I can't really get to use any of them... The game has also improved in a lot of aspects from previous releases. There's definitely a lot more content and specially zombie variety to match the big catalogue of plants. However, there's also a lot of aspects that have remained stagnant or even worsened in this newest release, which leads us to... PART 2 | The bad... There's a definitely a lot to talk about but I'm gonna focus on the following issues: Leveling, Progression, Level design, Balancing and Game feel. I won't go in too much detail for other things that I would also like to see like an official release for PC (please!). First up... LEVELING | And why it is incompatible with PvZ on a fundamental level Leveling has been front and center this past couple of releases and, like most people, I genuinely think that it actively hurts the game. Plants vs Zombies from the very beginning has been first and foremost a strategy game. The challenge starts before a level even starts, choosing your seeds correctly being a very important factor of the game's identity. It's both what you choose to bring and how you use it. The wide roster of plants are all options to consider to tackle specific threats, strategize and even play around with not so optimal combinations. A player's power is represented by their options increasing, not by stats increasing with no consideration to the game's balance. Leveling completely ruins this dynamic (and the progression too but that comes later) and here's why: A big part of the skill expression and fun in PvZ comes from the consistent interactions between plants and zombies that allow the player to tackle all sorts of challenges and situations with nothing more than their own skill and strategy. A Peashooter always defeats a basic zombie in 10 hits. A sunflower always gives 25 sun. A potato mine needs 3 tiles of space to arm on time. A gargantuar needs 2 instas to take down. And many, many more. There are hundreds of consistent and reliable interactions on which the game's strategy and balance is built upon... but leveling completely destroys this. A peashooter could defeat a zombie in 4 hits or 30 and you will never be able to know exactly since it changes so much. How reliable is a Potato mine if you are never truly sure if it will be able to take out a zombie in one hit? How much safety can I expect from a Wall-nut if it could be eaten away 3 times faster from one level to another? What value comes from learning how to maximize your sun production if a leveled Sunflower produces 2 times more without any change to my strategy? How much of a Gatling pea's identity as a powerhouse is left if I'm doubting if it will be able to handle a couple of basic zombies? All the fun, balancing, level design and strategy goes down the drain with leveling. Leveling means that no player ever faces the same level on similar grounds, which means that all the potential fun and unique levels that made the previous games so fun and memorable are outright impossible to replicate. With leveling the difficulty varies from a complete pushover to literally unbeatable with no in-between. With leveling you can never replay a level the same way you did the first time around. With leveling the difficulty becomes artificial making challenges that are not overcome by improving your skills or rethinking your strategy but by grinding or paying to skip the wait. With leveling the balance and identity of plants goes out the window- what is the purpose of Repeater if a leveled Peashooter outperforms it? With leveling the fun of unlocking a new plant to try out disappears as any new addition demands more grind, making players stick with the same few plants they first decided to invest their resources into. The random level layouts, the inability of manually designing a level that all players will experience equally and leveling making players stick with the same loadout all leads to a repetitive, boring and exhaustive experience. It is disheartening to see people stop thinking about their strategy or selection of plants, relying completely on the same couple over-leveled plants to beat everything with no challenge whatsoever. It is so ironic that, in a game whose MAIN gimmick and selling point is the merging system and the "powerful" plants that come from it, the best and easiest strategy is just investing everything on a single T1 plant that ends up completely outclassing its "upgrades". Like genuinely why is the most optimal approach leveling up Cabbage-pult and completely stop using Slaw slinger and Cab-barrage altogether? In summary, PLEASE REMOVE LEVELING. PvZ 1 and PvZ 2 (for a long time) worked amazingly without leveling for a reason. To this day most players actively avoid engaging with the system in PvZ 2 because it straight up ruins the experience of most of the game outside of things like Arena and Penny's pursuit. Here it is forced upon you from the very beginning and it does nothing but make the game worse. And leveling is not the only thing causing the game to feel repetitive and boring... PROGRESSION | Playing through an entire PvZ1 adventure's worth of levels with literally 0 new unlocks Cutting right to the point: THE PROGRESSION FEELS HORRIBLE, SPECIALLY FOR A F2P PLAYER While the progression in the previous seedling release wasn't the best per say, I still managed to get a decent amount of new plants, both T2s and T3s. I got to try out what makes a merging system fun: the vast array of plants it gives you access to. In this release however, I feel like I'm not gonna get to try the vast majority of them any time soon... PvZ1 and PvZ2 had a very straightforward and effective approach to progression, you unlocked a new plant every level or every couple levels, keeping things fresh and dynamic all throughout. Zombies and gimmicks were introduced right along the new plants, showcasing them as an effective counter or even as a threat to what you have been using so far. Levels could be unique and interesting since they had a concrete idea of what plants the player has access to. Here you have barely anything since every single plant past the tutorial depends on grind to be unlocked. You use Gatling pea, Peanut and Cab-barrage on repeat for more than 50 levels straight because grinding the zen garden is so artificially slow. People have done the math and it genuinely takes almost 8 months of non-stop optimal grinding to unlock all the CURRENT plants. Personally, it took me a whole week just to unlock Bonk Choy! You don't even get the mono T2 merges for all the T1s, I had to use Bop choy to farm seeds which is the slowest way possible! And going back to the issue with leveling I mentioned earlier, the system as a whole discourages using the higher tier merges. Why?! The situational/niche plants are never going to be used since getting even the good ones takes so much time. How many people are actually gonna ever use Water Chestnut or Endurian? And that's not the only issue... Making the player choose what plants they get (and make them grind for each one of them) means that some players could genuinely become softlocked if they decide to level up or unlock the "wrong" plants just because they like them. The elemental weaknesses, zombie leveling and zombies that counter specific types of plants (like Parasol and Goalie) means that you can be stuck on a level for a long time with nothing to do but grind levels you already beat and wait around for the Zen garden. What if someone puts their limited resources into Peanut and Peashooter for example and are then forced to face a high level Miner zombie with an under-leveled Potato mine or Bop choy? There's nothing they can do! No amount of skill or strategy is going make a difference. And that feeling of helplessness is horrible, it can very likely make people quit altogether. The dynamic of PvZ's progression depends entirely on the player unlocking new plants to better face newer threats... but here, you are forced to play with suboptimal decks or just sit and wait for weeks on end before being able to make a bit of progress before facing another wall soon after. I myself am stuck in the adventure campaign because I decided to upgrade Potato mine and unlock Bonk choy, not knowing that the actual "correct" decision was to unlock and Nippy cabbage and upgrade Iceberg lettuce to even have a chance to defeat the volcano zombies. And this doesn't even consider the constant conflicting demand all the modes have for your very limited resources! For example, at this moment I am on the Volcano section of the campaign, the current Lawn patrol gimmick is the Balloon zombie and the current Expedition is on the Campground. If I want to have even a remote chance to beat any of them I have to invest on Iceberg lettuce, Cabbage-pult and Zaptail all the same time but with EXP being gated behind daily rewards and beating levels for the first time I genuinely can't progress on any of them! I barely started my likely 2 week long grind to get Nippy cabbage and by the time I get him, the Lawn Patrol and Expedition are likely to end and change to something completely different. I've been playing the game this past whole week daily just beating the same 3 Lawn patrol levels over and over, using up all my hearts in the Zen garden and even watching all the daily AD rewards just so I can eventually get to play the actual game for a bit again. All resources are so hard to get, you get so little of them and everything is so expensive, including the microtransactions! I honestly don't feel like $150+ dollar packs are something people are willing to pay for, specially if you can only get 1-2 plants with that. At that point just buy like 30 copies of the original game to get to play with 48 plants... IF YOU ARE NOT WILLING TO FORK OVER MONEY FOR THE MICROTRANSACTIONS YOU ARE NOT GOING TO HAVE FUN. I see so many people spend so much more time on other games in the Offer-wall section than playing the actual game and that's not a good sign! So, how to solve it? I can hope but I know big overarching changes are not likely so this is what I would do: Lower the seed requirement for all unlocks by a lot, at least how it was in the previous seedling build (40 for T2s and 80 for T3s) Make the hearts (ideally changed to sprouts) be obtainable by chance when playing levels like on previous installments so it is not hard time gated Unlock at least all the mono T2s upon getting the T1. This makes them at least usable when you first get them and also helps with the grind by not forcing you to do it the slow way at first Allow some specific T2s that are needed to progress through the campaign be unlockable by beating levels. Nippy cabbage for example could be a good reward a couple of levels into the Volcano section. You can gate them behind a star requirement if necessary so they are not completely superfluous... Replace the daily scores with a daily level bundle. The daily scores are essentially just a chore, just "play level 1-5 again" or do nothing special and play the game normally and get them anyways. You could instead have a unique assortment of 5 levels each day that reward you with coins and EXP (or even better: no leveling!) and getting the stars means getting more rewards like it is now, with seeds being the final one for getting all 15 stars. The levels can be randomly generated, with any kind of area, combination of zombies and all that Add a repeating level reward for the plant pass once you finish it. The pass itself can be completed relatively fast if you consistently complete all daily tasks. This has left most people obtaining plant pass points that are just thrown into the void because you already got to level 20. I'm not sure why that's not here since it is standard on all games with a battle pass system. It could give coins and seeds... just anything so that the task system doesn't just straight up die once you complete the pass Add a store to buy seeds with coins. Right now you can get a really small amount of seeds for gems but it is not really worth it. It could even just be a rotating store with a limited amount each day. Right now you have barely anything to spend coins on since you get a lot less EXP and everything costs gems for some reason Change the friend help system. Instead of giving away Zen garden tools you could maybe have a daily request you could make for a specific type of seed so anyone in your community can donate what they can with some rewards like sprouts or coins for helping others You should get a reward for not using Mo like in previous games Zombies should drop coins or gems randomly like they did in previous games LEVEL DESIGN | And what made the original game so fun Even looking past leveling and slow progression, the level design is lackluster. There's some very clear issues and it's quite easy to solve them: THE 50% RULE - Any PvZ veteran knows of this mechanic and its absence in this game is felt harshly. Put simply, the 50% rule means that the next wave of zombies is spawned immediately if the collective HP of all zombies of the most recent wave goes below 50%. This simple mechanic alone does wonders for pacing, strategy and player agency. In PvZ 3 however, all waves are tied to a strict timer which leads to a lot of problems which include: levels start right away, with the first zombies spawning seconds after a level starts, giving you no time to think, plan or prepare; you can't take things slowly, stalling doesn't work as you can't hold off zombies to maximize your time if you feel like you need more time to prepare before things get out of hand, everything just comes no matter what you do, making things feel hectic and overwhelming; you can't be fast either, if you beat the zombies too fast you have constant awkward moments where there's nothing happening, making even easy levels feel like a slog; you are not rewarded for winning and you are punished more for losing. Implementing this feature alone would improve the game feel by a lot, it is one of the most important suggestions here! WAVES AND FLAGS - Right now, waves and flag waves feel underwhelming. In previous games you could easily gage the length and difficulty of a level by the amount of flags it had. Levels with 1, 2, 3 or 4 flags all felt very different and it mattered a lot when it came to you strategy. Here however, even the very first level has like 4 flags and there's no feeling of variety since they don't have an impact like they used to. It's disappointing seeing the iconic "A HUGE WAVE OF ZOMBIES IS APPROACHING! " pop up just for a 2 zombies to appear over the course of 10 seconds. Flag waves need to have an impact, they are the high points of a level. It would feel a lot better if levels were a lot more reserved with the amount of flags and in exchange making them actually, you know, a "huge wave of zombies". Also, normal waves don't feel like "waves" either. Zombies spawn slowly 1 by 1 most of the time, like a slow trickle. You generally don't get the feel of a horde approaching like in the previous games, specially since the game has the not so nice tendency of spawning the majority of a wave on a single lane. I do feel like this is another issue caused by leveling (who could have guessed...) because the power of a wave isn't represented by its size but rather the inflated stats of its couple of members. This not only makes it hard or outright impossible to gage the threat level of a wave but it also messes with the identity and presence of the stronger zombies. In the previous games I could easily tell if I could handle a couple of basic zombies coming my way and the presence of an early bucket head was definitely felt. But here even basic zombies could have a ridiculous amount of HP and I won't realize that a level is impossible for me until I see a basic zombie tank a Potato mine with not even its arm falling off. RANDOMIZED LAYOUTS - Please no randomized layouts that change everyday for some reason. There's potential for interesting levels or challenges using the water and barren tiles but right now they are just used in random preset layouts that don't take into consideration the level they are being used on. Some levels can genuinely become impossible to beat one day just because the randomized layout gives you a a really bad mix. Even if there's a unique layout that does make a level more interesting, tomorrow it's not gonna be like that. The zombies being spread thin, the lack of plant unlocks and the preset of layouts quickly repeating itself makes a lot of the levels feel samey- none stand out, none are memorable. Use the special tiles more sparingly, use them with intent. LEVELING, BAD PROGRESSION AND STALENESS - With progression being tied to a long grind and difficulty varying wildly with the levels of both plants and zombies, it is just not possible to make a fun, unique or memorable level. It is just unfeasible to consider all the possible power levels a player could be in at any given point which just makes all levels default to being uninspired, formulaic and repetitive. People still remember iconic levels like PvZ1's 1-5 or 5-9, or the infamous BWB-30 from PvZ 2. You don't remember a PvZ3 level because it was fun challenge or a unique twist of the formula, you remember the singular zombie special that made the level unfair when you first played it. While the idea of chapters is fun and has a lot potential, right now it feels like there's no cohesiveness to any of the themes. Specials appear and disappear, wherever even if they are completely disconnected to an area's themes. Why is Batter zombie introduced in the volcano? Why is chicken Wrangler introduced in the Campground? Areas feel the weakest they have ever been because they all share the same elements, because there's no intent to when a zombie is introduced since plants are not unlocked naturally, because plants are not tied to an area which means that all gimmicks and zombies are duplicates or not that impactful. Getting Cactus and seeing a Balloon zombie hidden in the fog right after; getting Kernel-pult and realizing the butter instantly defeats Seagull zombies; getting more value out of Pea pod with the help of the minecarts in Wild West. Even PvZ1, which stayed on the same house as its setting, had very distinct and memorable feels for each area. They had ever present gimmicks completely unique to each one that had a big impact to how levels are played: the fog, the pool, night, the roof... But with plants not being unlocked with beating levels, you just can't do that. Imagine if you had to face Digger zombies but you just don't have Starfruit or Magnet-shroom the first 10 times. Imagine having to face Zombonis, but you don't get Spikeweed or Jalapeño until next week. It all just pulls down the potential for greatness all across the game and for what? Monetization..? BALANCE | Avoid trying to reinvent the wheel Even if leveling magically disappeared for the better, the game still makes some bizarre choices in balancing that makes returning players feel confused. Most people know I have quite a lot to say when it comes the balance of plants but I'll share the most important ones for now. A lot of these suggestions do depend on leveling being removed but I'll still share them: Peashooter should defeat basic zombies in 10 shots, not 17. He should be the standard point of reference for damage like he was the last 2 games Potato mine and Tangle kelp should reliably defeat basic threats. It's just so bizarre seeing Potato mine doing so little damage Iceberg lettuce should focus on the freeze and not on the damage, it just fights with Potato mine's role Sun production values is something that shouldn't be tampered with. It feels so wrong seeing the counter not be multiples of 25 or even of 5 for that matter. Increase production speed if you must, just don't ruin the standard please Plants should work with stats that are clean round and consistent numbers so players can much more easily make calculations and strategy decisions on the fly. The classic 300 HP standard, the 1800 damage explosives, the 4000HP Wall-nut, etc. What do I make of a Potato mine doing 937 or something like that? Simple T3s should get something more than just plain stat increases. Like my suggestion of giving Jugger-nut some resistances to common wall counters or giving Gatling pea higher attack speed to differentiate it from just 2 Repeaters Higher tiers of single use plants should still create duplicates of the T1 when used. It was such a good implementation within the context of a merge system last time and I don't know why it got removed this time around Bonk choy should attack fast, it feels off seeing him hit so slowly Instas should activate on contact, not when attacked. It doesn't sound like it but it does make a big difference for game feel. Zombies should walk through them while they do their activation animation, not start eating them, Additionally, instas should explode instantly if they are actually defeated by special attacks, like Es-garg-ot's rollout Spikeweed should work like it did in previous games. It piercing armor doesn't help a lot when basic zombies have so much health, it just feels like it tickles the zombies Puff-shroom should be the T1 for mushrooms. It is such a weird decision to make him cost 125 sun. Sun-shroom can easily be Puff + Sunflower Elemental damage bonuses should only apply to specific zombies and not the basics. Magma zombie from the previous build can definitely be a tank that's weak to ice, but the basics also having that weakness just funnels players into the same strategy and just inflates their stats more as it expects you to use the counter even if you don't have it Potato mines and Lime bombs should be able to merge even if not armed. You can place them directly on a plant already so it not working the other way around anymore feels bad Sawgrass and Chainsawgrass should get horizontal range, not vertical Miner zombies and Volcanologists should activate armed Potato mines when digging Potato mine, Lime bomb and Golden Yukon should have a smaller hitbox from behind. Right now a Miner zombie can eat a Golden Yukon from behind without being in range of its explosion Chicken wrangler should release the chickens upon receiving damage. It's so bizarre seeing him take a lot of hits without releasing anything. Also remember the mechanic where he doesn't release them if he's stunned or frozen Cabbage-pult and their merges shouldn't prioritize flying targets, it sometimes makes it so walking zombies pile up on a lane with nothing you can do about it Lobbed projectiles should still be able to hit targets in the way if the original target dies before they connect. This is specially a big issue for Cab-barrage and chickens. Additionally, lobbing plants should calculate beforehand if the attack of another lobbing plant is gonna kill a zombie they are targeting before wasting their shots on them The area of effect of Lime bomb, Potato mine, Golden Yukon and Iceberg lettuce should be increased horizontally a little bit. At the moment it feels very unforgiving Wrangle and Mangle kelp should be able to stun-lock a target if they aren't defeated instantly so they just don't get eaten Spikeweed should damage Screendoor zombie directly And now the big ones: ABOUT SEED SLOTS - It seems that there is going to be a hard limit to 5 seed slots. While 5 is a good starting amount for the early levels to encourage making decisions that matter it quickly becomes an issue as more and more threats that require specific counters start to show up. While the merging system does mean that each T1 also includes a bunch of merges on top, they are all within a similar role/purpose. If a Balloon zombie is present you NEED Cabbage-pult or else you cannot defeat them. Thunder? Umbrella leaf. Miners? Bop choy. This soon leads to the level itself making the decisions for you every time with little to no room for variation or iteration. It feels like a lock and key system where your freedom of making your own deck doesn't fit. Certain plant archetypes are greatly affected by this, like secondary attackers (Spikeweed and Bop choy) or specialized instas (like Tangle kelp and Lime bomb). Sunflower is always a must, so you only really have 4 to work with. If it's never going to increase from 5, there's gonna be a lot of combinations of zombies and gimmicks that would just not be possible to beat. Imagine a level with Parasols, Balloons and miners- this layout alone decides your most of your loadout without any of your input. And if you add thunder and Stealth imps to the mix, there's quite literally just 1 possible deck that can be used. And things are gonna get worse the more zombies and plants get added. I think that aiming for 8 slots for endgame is a good sweet spot, specially taking into account one of the suggestions coming up. More seed slots means that the merging system has a lot more space to truly shine. They could be bought in the shop with coins, like in PvZ 1. But having at least 6 by lvl 50 is certainly gonna be needed. THE UNFORTUNATE OUTCASTS- A lot of people have certainly noticed that a couple of big archetypes of plants are prominently missing: most instas and tool/gimmick plants. This I can certainly tell is because of the rules currently set by the merge system and the seed slot limit I mentioned. Plants that introduce new mechanics have their own lines that require a T2, a T3 and at least a couple merges with the other T1s. Each new T1 added opens up more holes every time for needed merges and for most, the logistical issues are just not worth it. Tool plants in particular have it the worst, as seen with Lilypad and Plantern, who have been relegated to unobtainable plants automatically placed which sometimes even conflicts with their original purpose. And some plants like Grave buster or Stallia are probably never going to be able to return if things stay the same. Some instas like Cherry bomb or Squash have a hard time fitting in now, specially since it would be too hard or outright impossible to merge them into a mono T2, let alone a T3. But fret not, for I have a solution for both of these! I call them "Tier Xs", "Holding slots" and "Boosted slots": Tier Xs are plants that can't have a whole line dedicated to them or those who don't exactly fit that well in the merging system (due to how they work). These includes tool plants like Lilypad, very cheap instas that don't have that much potential merges like Stunion and Stallia, or those that do not benefit from merging into a mono T2/3 like Buttercup. These plants would still be able to occasionally merge with other T1, T2 or TX (like Buttercup being a good candidate to get Kernel-pult with Cabbage-pult), but it would be clear that they are mainly meant to be used as stand alone plants. However as I previously mentioned, this would need an increase to the maximum seed slots to properly work but I feel like it is well worth it to give fan favorites or even interesting newcomers a chance to fight the zombies even if they don't fit that well with the merging system. I'd personally go about this like this: you start with 5 normal slots, but, after a certain level you get the 5th one upgraded to a "higher tier". This upgraded seed slot is now able to hold up to a T2 plant (if it does have one, it has a different background color). You can still pick 5 T1s, or opt for a T2, sacrificing the possible merges made with the T1 for an easier direct access to the merge itself. All the seed slots you unlock afterwards are upgraded too. Once you have all 8 slots, you can upgrade the 8th one to the ultimate tier, making it able to hold up to a T3. Not only does this deepen the strategy of choosing plants, exchanging options for accessibility, it also opens the doors for plants that rely on being reactionarily planted that are merges nonetheless (plants like Guacodile come to mind). Merges of course would still have a sun cost that is the sum of all its components and a fitting CD, taking into consideration its role and power. This means that plants that would be too strong to be T1 but impossible to merge into a T2, like Cherry bomb, can now feasibly work within the rules of the system! But that's not all! Holding slots are another way of helping these kind of plants work within the system as well. Simply put, they are empty slots that you can use for merging outside of the board itself. You could likely start with 1, and unlock the 2nd not long after. Running out of space to place plants to build up to a T3 late into a level, making it so you have to place them at the front on a risky position? Wanting to build up a higher tier insta but you don't want it to be activated prematurely or end up in a suboptimal position? Wanting to use your favorite explosive cherries but you can only take the T1? Worry not for the holding slot is the solution for all these problems. They allow you to safely merge plants and keep them ready to place for whenever you need them. You can use it to optimize plant cooldowns, to access higher tier instas and use them more optimally, to merge without running out of space, and so much more! These 3 things would easily allow for all kinds of plants to return without the need to drastically change their identity or functionality. It's a win all around! MERGING COSTS AND COOLDOWNS- Right now, balancing a plant can be a bit complicated since you have to stick strictly to the sum of the cost and cooldown of its components, leading to a 125 sun Snow pea, the infamous 125 sun Puff-shroom or being completely unable to use Iceberg lettuce as an actual freeze if you need it for merges. A simple solution to more easily manage balancing would be introducing merge costs and refunds. This would apply only to hybrid merges. This simple feature would give a lot more control to the designer to balance the game without being restricted to awkward sun costs or cooldowns. Expensive and cheap merges would be able to coexist a lot more easily without needing to make big changes that affect other plants. Plants with longer cooldowns would also be able to be used for merges more consistently if the resulting plant doesn't really need that big of a cooldown to balance it. It would be automatic and fairly easy to understand right away. This would also apply to the holdings slots idea I described earlier, but the refund could even be applied preemptibly there, so you could make a cheap merge even if the components cost more at first. In this example, Coldslaw would cost 175 sun, and to merge it, you would need at least 75 sun, since it also counts the cost of Iceberg lettuce. Golden Yukon could refund 25 sun when merged, as the 75 sun cost really hampers its purpose as a little producer since it barely covers its own cost. Other plants like Wall-nut or the hypothetical Cherry pop from the previous image could still keep higher cooldowns if you want to use them as a wall or explosive to keep them balanced, but have a small refund to their seed packet if you use them for merging directly, since keeping plants with a little less immediate impact gated behind higher cooldowns (like Chuk nut or Endurian for example) is not ideal in my opinion. PERKS, IF YOU MUST KEEP THEM- I've been pretty clear on my opinion on leveling but there's one aspect about it that could be salvageable if you can't remove the system altogether. Perks could be an interesting way of making a plant stronger without having to mess with its stats or needing to level zombies to ridiculously increasing numbers. However, plant perks feel like a second thought from a design stand point because it feels like the plant they are given too is not considered whatsoever sometimes. Some work pretty well, like the double attack or ricochet perks for Peashooter and Cabbage-pult, some others genuinely leave me confused though. There's some inoffensive but not very useful ones like the goodbye gift perk that boosts a stat when merging or being defeated (it just feels very unimpactful and kinda lame to be honest). On the other hand, that one healing perk is the one that confuses me the most- why does Potato mine and Lime bomb get that? Aren't they supposed to be on the right side of the lawn, and not remain that long on the board anyways? This does make sense with Sunflower for example, but this perk is one of the most counterproductive things you could give to single use plants like them. Bop choy gets it too but I guess it kinda does work since he is meant to be behind a wall plant (although the heal is just so small taking leveling into account so it barely even matters anyways). Spikeweed though... you do know Spikeweed's main thing is going INFRONT of the wall plant right? You will never get anything from this perk on Spikeweed so why give it to him in the first place? It feels like the lame perks like the heal or the goodbye gift are overused. Also even the cool ones have their issues... #freemygoatghostpepperfromperkprison (Ghost pepper would be a killer TX, just saying...) Perks really should consider the role of the plant first and foremost and not just be given in mass without any thought. Attackers should get bonuses for attacking, support plants can keep the heal or even a boost, walls should have something that helps them take more hits, instas should get something out of being used not staying in the lawn. GAME FEEL | The joy of gardening The last thing I want to discuss is the game feel, the little things that make the experience so enjoyable. I hope that Replanted was a good reminder of how important these aspects are to PvZ as a game and why they should definitely be considered as important. I'll make this another list: DYNAMIC MUSIC - A very popular suggestion for a reason. PvZ1 and 2's tracks are so memorable because they dynamically adapt to the level as it plays out. New instruments play during big waves or things go all out for the final wave. Right now all tracks feel a bit lackluster, since they keep the same energy all through out and they don't have a strong melodies like the iconic tracks from previous installments SOUND DESIGN - I personally feel like the sound design in particular is one of the weakest aspects of the game at the moment. Some are nice, specially the little sounds some plants make when merged like Peanut or Golden Yukon, they are very cute; or the sound of the UI outside of the levels themselves. However, the biggest issue I'd say are the attack/hit sounds, which is a big problem since they are the ones that play constantly all level. I feel like the sound of Peashooter, Cabbage-pult and Zaptail are way too loud and overdesigned once you have a full defense they become incredibly irritating. Previous games had a subtler and "airy" sound that definitely made them tolerable even with a dozen Peashooters firing simultaneously. Here it is just this sharp POP or spring sound that gets annoying very fast. The electric sounds are the worst offender, they just become noise with a couple of Zaptails. Hit sounds are not good either, they feel off. In the previous games each projectile had a unique sound when they landed. Peas had this vibe of something splatting against skin, cabbages felt like a bunch of crunchy leaves breaking apart, Bonk choy's punches had this oomph and impact, specially the uppercut. Here the sound is the same for most plants and the common one is not great to be honest. It feels like someone kicking a sack of potatoes and it's just not satisfying to hear whatsoever. And the bucket and cone hit sounds are not good either, they feel... muffled. Both PvZ 1 and 2 had cones have this very recognizable plastic sound and buckets have this strong but not loud clang that made it very clear who was receiving damage at any given point. There was even a minigame in PvZ 1, invisighouls, that relied entirely in the amazing sound design that PvZ1 had for both plants and zombies. A concept like this just couldn't work in PvZ 3 since the shooting sounds are so loud and overbearing and the hit sounds are so indistinct and hard to notice. And the perk sounds? The Screendoor/parasol hit sounds? The status effects? They are just so loud and repetitive! I struggle to hear anything over the constant indistinct generic woosh that the healing perk makes over and over again! The following is a list of things that I feel should be revisited to make the game satisfying to hear like PvZ1 and not nails on a chalkboard (you could reuse the same sounds again! Why change something so recognizable?) : Peashooter, Cabbage-pult, Zaptail, Spikeweed, Bop choy and their merges should have more subtle sounds similar to how they were in PvZ 2. Bop choy's line in particular should have a more impactful effect, mainly for the uppercut. Also please implement a system that limits the amount of shooting sounds that can happen per second so things don't devolve into chaos at the end of a level Sun collection should make the iconic sound from the last 2 games, this current one is just not as good as the classic one There should be a sound for picking (like crumbling paper) and placing a plant (digging fine dirt), like in the last 2 games Iceberg Lettuce's freezing sound feels too harsh compared to PvZ 2 in my opinion There should be zombie biting/eating sounds. That is one of the most recognizable sounds from the original but here the zombies just kinda slap the plants with no sound whatsoever. Remember that wall plants have the biting sound reduced! Cones and buckets should make sounds similar to those in the previous games, they are not very distinct at the moment Zombies with unique types of armor should make their own sounds or reuse appropriate ones. Parasol's should definitely be bouncy or like hitting cloth. Batter should use the bucket sounds and Miner should use the cone sounds. Screendoors should make the same metal sound as buckets Explosive plants are very underwhelming. The explosions feel too "realistic" for their own good and very indistinct from one another. Potato mine for example had an amazing sound effect in PvZ 1, where it felt like something bursting out with a bunch of starch and potatoes settling as debris. The cartoony-ness feels restrained when needed and overexaggerated where not. Cabbage-pult's spring like sound is too much for a plant that attacks constantly but a plant like Tangle Kelp could definitely benefit from a more cartoony grabbing effect like it had in the previous 2 games. The "A HUGE WAVE OF ZOMBIES IS APPROACHING" pop up should have a lot more impact Gargantuars should feel heavy. The current one feels too light with how it moves and the smashing has no impact. The PvZ 1 gargantuar perfected the vibe with its slow movement and the shaking and smashing effects were top notch. His grunts should be deep and beastly, not goofy like an ogre making funny faces Es-garg-ot has an above average sound design but it could definitely use a lot more oomph in some of its attacks, specially making the biting sound more menacing and adding drifting like effects to his rollout attack Chickens, pigeons and any future animals should make a more wild sound when summoned. Right now the chicken sounds feel like the ambient sounds a Minecraft chicken makes and it feels out of place The Miner and Volcanologist should have a subtler digging sound like shifting dirt, not loud pickaxe noises Zombies should make more cartoony sounds when doing big motions, like the iconic jumping sound of Pole vaulter in PvZ 1, the spinning effect when Miner comes out the ground Zombies should have much more iconic and recognizable sounds when spawning in or when doing their ability. Bowler zombie actually does a good job at this but the rest not so much. Balloon zombie could have it like in PvZ1, where there's a balloon inflating sound if the incoming wave has one. Goalie could have like a referee whistle and distant cheering crowd whenever it intercepts a projectile in another lane. There could be an action movie like stinger when a Stealth imp spawns and so much more Please make Disco zombie's music the one from the original game Remove most of the sound effects for the less impactful perks, specially the healing one. It only really needs a visual effect to communicate what its doing. The ricochet one is good as is but the double attack one is too sharp of a peak and too loud. Speaking of, please remove the stunning sound effect, it is so out of place, loud and plays even when a zombie auto stuns itself like Miner Screendoor zombie shouldn't make that loud car like sound when defeated Zombies should make unique ambient sounds when present in the lawn, like the unique grunts Parasol made in PvZ 2 or maybe a subtle mechanical rustle for Landscaper's weedwhacker. And the common grunts the zombies make should also be more easily heard Pausing the game should make a sound that's not just the button tapping one, like the scratching record in the original. Same thing for the speed up, it should be like it is in PvZ 2 The jingle that plays when you lose is boring. There should be a unique jingle based on the area like in PvZ 2 or if not, a much more impactful horror riff like PvZ 1 had VISUALS - I personally feel like the animations of most plants and the VFX are generally good for the most part. However the zombies in particular feel very stiff (even for a zombie!) so here are my suggestions: Zombies should actually visually eat the plant instead of just awkwardly slapping them or flailing their arms back and forth. The imp is the only one at the moment that does this properly but the rest just don't do it right. They should look like they are grabbing chunks and shoving them down their mouths, they should be visibly biting and leaning forwards to eat, all that stuff Zombies should consider what killed them for their death animation. They should keep walking for a bit without a head after being defeated by a weak projectile like peas. Them just instantly falling over just feels kinda awkward unless its a much stronger attack like Bonk Choy's uppercut. Also electric attacks should electrocute zombies and turn them into ash. That was one of the most fun details of the previous game and zombies just falling over while being electrocuted feels so wrong. Explosives like Potato mine should send their heads flying and obliterating the body itself to really sell the impact or well, turning them into ash if its something like Cherry bomb Tangle kelp and its line should pull zombies into the water if they are on a water tile. It could be like PvZ 1 where it grabs it and goes down with it or like PvZ 2 where it goes deep first and the it sends out tentacles to grab it down The visual effect of Lime bomb's acid should be a lot more visible, like how chilling makes zombies blue There should be special effects for plants being defeated with certain hazards. Thunder and falling volcanic rocks should incinerate them like how Explorer did in PvZ 2 Speaking of, thunder feels very underwhelming visually. If a level has thunder it should be rainy and cloudy, I remember there already was a cloudy variation of the lawn for the rain puddles in older versions. And the visual marker should become increasingly opaque instead of flashing, right now it is hard to tell when it will actually strike Electric plants should be animated like they were in PvZ 2. They should move with these super fast motions where they shift from pose to pose in an instant. Like how Electric peashooter used to move erratically as if being electrocuted for its idle animation or how Lightning reed attacked with this motion as if it was instantly becoming stiff from a shock Please make the merge tier indicator under the plants a toggle. It is too distracting and based on promo art, it looks really bad in darker areas And lastly, it would be nice if plants had a little of an offset for when they start attacking. Right now they constantly sync up and it looks kinda bad CONCLUSION This was certainly a long read and I'd like to thank you for hearing me out if you made it this far. I do hope that this... 5th time is the charm. In summary: Remove leveling Improve progression by reducing seed costs and making them easier to obtain Unlock certain plants by beating levels Remove the layouts being randomized each day for levels Don't shy away from retreading the path PvZ 1 and 2 took in terms of sound design and animation, they are iconic for a reason Add more seed slots and implement additional systems like the holding or upgraded slots as well as things like the suggested TX so that more types of plants get a chance to return Implement the 50% rule, make waves spawn as hordes and make flag waves be less common but more impactful Remove leveling Hope this feedback makes it to the team! Cheers - VanderVander_GCC2 days agoSeasoned Newcomer1.4KViews42likes15CommentsSuggestion for Plant Levelling.
I believe that the biggest issue truly with levelling as of right now, Is that it is spread across tier 1-3 separately. If you level up a peashooter, it won't then also upgrade Repeaters and Gatlings. I think personally, levelling should be for base plants, and the way I see it being done is: - Level up a peashooter, the effects on it will be low HOWEVER - All peashooter merges will then be affected as well with a % increase depending on what tier it is. If for example again, you level up a peashooter... firstly the peashooter itself would get a small buff in the form of maybe, 5% more damage. The thing is now every merge that includes peashooter, would ALSO get that same damage buff with a multiplier depending on the tier of the merge, so tier 2 would get 7% and tier 3 would get 10% or whatever works best for balancing. The interesting part would be that, take peanut for example, only the peashooter aspect would level up (its damage), so if you were to want to upgrade its health, you would then need to go and level up your wallnut. Personally this just seems like a more interesting system, as you would be able to choose exactly what playstyle you want to go for, there's less overall plants you would need to level up and tier 2 and 3 would feel appropriately scaled in comparison to base plants.NearlyPVZ2 days agoRising Traveler20Views0likes0CommentsQuality of Life Changes (QOL)
Apparently ever since PvZ3 has been in development for nearly a decade now - some features are still missing regardless of the old betas that we used to have which makes me question why these features aren't here yet. Endless Levels and Endless Zones: Adventure mode ends and that's all help is to just grind the daily battle pass or the levels for your plants until you reach a softlock in expeditions and lawn patrols. Grinding experience is already is a pain for a free to play player since they have to wait for a few weeks just go play a little few levels or just wait a full day to watch a couple of ads for 150 exp, which is the bare minimum for a late game player. I would basically simply just ask for you to add the endless levels from the old beta that we had gotten - and probably add like an exp reward for beating each level. This way, free to play players don't have to wait for a long time to make any progress in the game. I would also basically suggest by making it into a mix of both PvZ1 and PvZ2 Endless modes, where your progress and setups gets saved and more threats begin to enter your lawn as player will have to strategize in accordance to the given threat and changing lawns and mechanics. Removing leveling in this system will enable players to strategize and take care of threats without making the system unfair - for example, an higher level balloon zombie could destory most of your defenses if you don't have an proper leveled up cabbage pult. You can also add a weekly leaderbroad in which players gains rewards just like the old systems of the lunch box mechanic and the tugboat race - depending on their level, combined overall score and how long they survived before they died of a gruesome zombie death. Replacing hearts with Sprouts: I don't simply just understand why this feature even exists as it limits Zen garden plants from being planted. PvZ 2 had a feature where you could get many sprouts for the zen garden to plant if you could beat an level or two - why not add that here? The only limit that this becomes is the energy system and the overall time to grow your plants - honestly I think it's way better to add this system as it keeps things efficient and makes it as an incentive for the player to keep logging in to collect their rewards. But, I think that the energy system should also be optional as it should rather reduce the rate of how long your plants take time to grow up - this makes getting plants much and much easier and creating more room for experimenting and the player engaged. Turning additional battle pass experience into Plant experience: Becoming the battle pass makes the additional daily tasks and the experience that is earned from it basically entirely pointless as it doesn't even contribute to the battle pass. Turn it into plant exp from any additional battle pass experience. What happened to the weather effects? I noticed that Water Surge as such stayed ingame after a while. The previous beta had a weather effects like rain, sun bursts and stuff like that - this was a really interesting mechanic, why remove it? This will make levels more interesting and have an good approach to them instead of being the old barren tiles that reassemble mold colonies.ThatRedSkull3 days agoSeasoned Newcomer29Views0likes0CommentsDear Development Team of Plants vs. Zombies 3: Evolution & Players:
Dear Development Team of Plants vs. Zombies 3: Evolution & Players: 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! Wishing you all the best, may we have a wonderful time together, and may you be free from worries and negative feelings! Happy New Year! Thank you for reading my feedback and for being willing to listen to the genuine thoughts of Chinese players about Plants vs. Zombies 3: Evolution. Due to my limited English, the following content is translated by AI and may have some minor inaccuracies. As a loyal Chinese player, I have really enjoyed playing the game. At the same time, I have identified some areas that could be optimized, and I hope to contribute to the game’s further improvement. I would be extremely grateful for your support and approval if you would like to leave a like or vote. Even if you don’t support it, that’s completely fine—please feel free to read my feedback or other players’ feedback as you wish. 😊😊😊🌹🌹🌹 【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!】 Priority Potential Issues & Bugs Unable to Make Purchases for Chinese Players Players logged in with a Chinese mainland Apple Account cannot complete purchases with RMB, and the price of all in-app purchase items always displays ¥0.00. 【If you cannot understand this description clearly, please watch the video in the attachment!】 Unavailable Ad Viewing for Chinese Players Players logged in with a Chinese mainland Apple Account sometimes cannot claim corresponding rewards by watching in-game ads with an error prompt popping up. They usually need to wait for a period of time before they can watch ads and claim rewards normally. 【If you cannot understand this description clearly, please watch the video in the attachment!】 Failure to Interact with the 4th Flower Pot in Zen Garden Players logged in with a Chinese mainland Apple Account may unlock the permission to plant favorite plants in the 4th flower pot of the Zen Garden by watching ads, but even after unlocking, they still cannot plant plants in or interact with the 4th flower pot normally. 【If you cannot understand this description clearly, please watch the video in the attachment!】 Suggestions & Feedback I. Functional & Interaction Logic Optimization Proposal for Promoting Full-Platform Ecosystem Layout At present, Huawei HarmonyOS Next boasts huge market potential. It is recommended to promote the full-platform ecosystem layout in the following directions: Build a cross-platform cloud data interconnection system to fully cover the mainstream operating systems and devices below, and achieve global launch on corresponding application markets: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS — launched in all regions on the Apple App Store; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile — launched in all regions on Huawei AppGallery; Android Ecosystem: Android, Android TV — launched in all regions on Google Play, Amazon App Store and other Android application markets; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm — launched on Microsoft Store, Steam and other platforms (including but not limited to the above channels). Core Value: By realizing real-time synchronization of game progress, save files, personalized settings and other data, the barrier of device switching is eliminated, creating a seamless gaming experience for users and further improving user retention rate and brand competitiveness. Account Management Optimization Accounts created via Apple Account or mobile phone number can be mutually associated, and can also be bound to other accounts at the same time. 【Support mutual binding: Apple Account & Huawei Account & Phone Number & WeChat & QQ...】 Lawn Mower Mechanic Enhancement It is recommended to set 6 default uses for the lawn mower. When zombies are about to break into the house, the lawn mower will priority move to the most dangerous lane and trigger automatically. Players can replenish lawn mower uses for each lane by watching ads. The lawn mower will only be activated after zombies make contact with it, instead of triggering directly in the lane before zombies approach. 【Refer to Plants vs. Zombies 3 International Version for this feature】 No new zombies will be deployed in the lane cleared by the lawn mower; remaining zombies will be assigned to other lanes. If zombies in all 5 lanes are cleared, the remaining zombies will all spawn in the middle Lane 3. 【Refer to the original Plants vs. Zombies 1 for this feature】 When zombies are close to the player's house, nearby zombies will have a flashing red warning visual effect, the speed-up button will automatically turn off, while retaining the interface animation and audio effects of the international server. 【Refer to Plants vs. Zombies 2 International Version for this feature】 Sun Value Adjustment & Bonus Mechanism It is recommended to add Small Sun and Large Sun with fixed sun values as follows: Small Sun: 25 Medium Sun (Existing): 50 Large Sun: 75 【Refer to Plants vs. Zombies 2 Chinese & International Version】 In-Level Sun Supply Mechanism Watch 1 ad: Gain 500 sun, with a maximum limit of 10 ad views per level. 3,000 Coins → 3,000 Sun 1,000 Coins → 12,000 Sun 2,000 Coins → 39,000 Sun 3,000 Coins → 60,000 Sun In-Level Menu Function Optimization After tapping Exit Level in the in-level menu and the prompt "Zombies have broken into your house!" pops up, the game should automatically jump to the world selection interface without needing players to tap Continue manually. Avoid repeated pop-ups of Exit Level and Try Again options. II. Interface, Visual & Audio Comprehensive Experience Optimization New Perspective Options It is recommended to provide three visual perspective options for all game interfaces: Ultra-High Perspective, High Perspective, Low Perspective. Different players have different demands for game screen display: High Perspective allows players to obtain comprehensive battlefield information, while Low Perspective focuses more on local combat, meeting diverse strategic planning and visual preferences. Dynamic Welcome Interface Optimization Proposal When entering the game, the "EA PopCap" logo shall be presented with gorgeous and exquisite dynamic animations matched with background music in sync with the animation rhythm, instead of the current simple static display. Meanwhile, the dynamic themed artwork of Plants vs. Zombies shall maintain continuous dynamic effects during loading, rather than only playing animations after the green progress bar finishes loading. In addition, upgrade the static green loading progress bar to the dynamic style of the international server. The dynamic welcome interface supports free position adjustment of all character sprites, and character animations are no longer limited to simple left-right swaying. This design can bring players a fresher and more vibrant visual experience and even attract more new players to join the game. 【Innovative Dynamic Visual Solution: running, flying, being knocked airborne, eye opening and closing, rich real-time changing facial expressions, etc. Character animations shall not be limited to simple swaying】 Level Camera Movement Optimization Proposal The current camera switching logic of all levels is to pan directly from the left lawn to the zombie camp on the right. Although the movement has a smooth transition curve, the overall performance is relatively single and fails to bring an immersive visual experience to players. It is recommended to retain the original basic camera path in subsequent versions. After the camera pans from the left lawn to the zombie camp on the right, it shall extend a certain distance to the right to briefly display a wider scene view and strengthen the spatial sense of the level. At the moment when the camera finishes moving right and starts panning back to the left, the plant selection interface shall pop up synchronously immediately. Connect the card selection phase with dynamic camera transition, which makes the interface pop-up more natural and smooth, and improves players' operational immersion. The smooth transition curve of the current optimal camera movement shall be retained. Avoid the slow rhythm of waiting for the camera to stop completely before popping up the plant selection interface. Plant & Zombie Shadow Form Optimization The shadows of plants and zombies shall no longer be single oval shapes. Instead, they shall be displayed in silhouette form and support real-time dynamic shadow changes. Sun Falling Speed & Visual Appearance Optimization At present, sunlight falls at a constant speed in all custom levels with monotonous visual performance. It is recommended to optimize the falling movement of Regular Sun and Far Future Explosive Sun to a non-linear decelerating trajectory — fast at first and then slow down, enriching the hierarchical sense of animation effects. Logically, luminous sunlight should not cast ordinary solid shadows when landing, which is unrealistic and artificially designed. Instead, soft glowing halos should appear at the landing position of sunlight. It is better if nearby plants produce light reflection effects corresponding to the sun halo, which is more realistic, immersive and interactive. If this causes high performance consumption, it can be launched in subsequent updates. After players collect sunlight into the sun meter, the sun meter will play a subtle flashing animation. 【Refer to Plants vs. Zombies 3 Chinese & International Server】 Element Appearance & Naming Optimization Rename the in-game "Diamond" to "Sapphire". Unify the texture appearance of Sapphire with the official Sapphire asset style of Plants vs. Zombies 3: Evolution International Version. Level BGM Expansion for Different Worlds Currently, each world only has standard level background music, lacking exclusive music for special levels and mini-games. It is recommended to match exclusive background music for special levels and mini levels respectively. In-Level Speed-Up Button Expansion & Optimization It is recommended that the in-level speed-up button can be toggled on and off even when the game is paused for better humanized operation experience. Obstacle Visual Optimization Make all tombstones spawn simultaneously upon entering a level for unified and coordinated visual effect. Replace the harsh white flickering damage effect of tombstones and other obstacles with smooth fade-in and fade-out animation, and optimize the time sequence connection of tombstone spawning. Level Victory Special Effects Upon winning any level, all obstacles (tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear, making the game interface cleaner and bringing players a sense of accomplishment and visual satisfaction. At the moment of winning a normal level, all plants on the battlefield will trigger synchronized cheering animations with vivid gestures to convey the joy of victory, allowing players to integrate into the scene and generate emotional resonance. This effect is adapted accordingly in versus modes: plants on the winning side cheer enthusiastically, while plants on the losing side show dejected and droopy postures. The distinct emotional contrast greatly enhances battle immersion. Plant Selection Interface Function Expansion The "Choose Your Plants" interface is divided into two major tabs: Plants and Lineups. Plants Tab: Support normal plant selection, automatically reuse the lineup of the previous round with one click, and clear all selected plant slots with one click. Lineups Tab: Support custom saving of plant lineups and editable custom lineup names. 【Refer to Plants vs. Zombies 2 Chinese Version】 III. Plant & Zombie Mechanism Optimization 【No suggestions for the time being】 IV. New Game Modes & Content Addition Cumulative Login Days Reward Mechanism It is recommended to add a permanent cumulative login reward mechanism to the game, realizing a win-win situation of entertainment and reward benefits. Examples: 100 total login days: 20,000 Coins + 20 Chocolates + 50 Insecticides 200 total login days: 50,000 Coins + 30 Chocolates + 60 Insecticides 300 total login days: 80,000 Coins + 40 Chocolates + 70 Insecticides 500 total login days: 100,000 Coins + 50 Chocolates + 80 Insecticides 1000 total login days: 500,000 Coins + 100 Chocolates + 180 Insecticides... 【Independent of the existing daily check-in mechanism in the current version】 Limited-Time Secret Realm & Stalemate Escape Gameplay The international server features time travel and diverse level themes. It is recommended to introduce exclusive permanent and limited-time secret realms adapted to its own gameplay by referencing the design logic of Time-Space Secret Realm and Stalemate Escape from the Chinese server. Permanent Secret Realm: Refer to the Company Z mode of the Chinese server, design exclusive mechanisms for different timelines and reward plant upgrade materials. Limited-Time Secret Realm: Adopt themed designs such as Fairy Tale Secret Realm and Time-Space Secret Realm, control event cycles and task volume to fit the international server plant energy system. Absorb interesting mechanisms from other Chinese server secret realms and Stalemate Escape to perfectly enrich gameplay and boost player activity. 【Refer to Plants vs. Zombies 2 Chinese Version】 Official Channel Payment Service Launch It is recommended to launch official payment services via official web pages and mini-programs in subsequent updates. This can avoid unnecessary commission fees generated by payment such as Apple Tax. It can not only further stimulate players' willingness to purchase props and in-game currency, reduce players' consumption cost, but also increase official revenue, achieving a triple win for players, platform and official team. Resource Collection Function Expansion Similar to the permanent free speed-up button open unconditionally to free players, add an independent toggle switch for the following auto-collection functions: Regular Sun can be automatically collected right after spawning before landing, no need to wait for landing. Far Future Explosive Sun will be collected instantly upon landing. Auto collect Plant Food automatically. Auto collect coins, silver coins, diamonds, plant fragments and other virtual currencies. 2v2 Showdown Mode Added to Arena Launch a brand-new independent 2v2 Showdown mode in the Arena, focusing on two-way offensive and defensive strategic gameplay. The traditional faction confrontation mode is retained, with independent entry entrances for the two modes to avoid player confusion. Battle Rules Two players each deploy plant defenses and can send zombies to attack the opponent’s base. The first player to break the opponent’s 20-point core defense line wins; if no winner within 15 minutes, the match ends in a draw. Sun Mechanic Sunlight is independent for each player. Sunflowers adopt an automatic charging mechanism similar to the old beta of Plants vs. Zombies 3 and can be upgraded by consuming sunlight: Lv. 0: 650 initial sun; +100 sun every 10s; upgrade cost 300 sun Lv. 1: +200 sun every 10s; upgrade cost 500 sun Lv. 2: +300 sun every 10s; upgrade cost 1000 sun Lv. 3: +400 sun every 10s; upgrade cost 2400 sun Lv. 4: +500 sun every 10s; upgrade cost 3000 sun Lv. 5: +700 sun every 10s; upgrade cost 4000 sun Lv. 6 (Max): +1200 sun every 10s; no further upgrade Planting plants and spawning zombies both consume sunlight, requiring reasonable resource balance. Example: Tall-nut costs 125 sun; Gargantuar costs 300 sun. Plant Enhancement Rules Unused plants in slots and all planted plants of the same type on the battlefield can be enhanced and upgraded. Each enhancement effect can be stacked twice, and plant slot levels can also be upgraded. Consume 500 Sun: Reduce plant slot cooldown by 20% Consume 500 Sun: Increase plant attack speed by 20% (animation speed unchanged) Consume 500 Sun: Increase plant health by 30% Consume 500 Sun: Offensive plants gain bonus effects such as Knockback, Stun, Venom (animation unchanged) Level Upgrade Path: Lv.1 → Lv.3: 500 Sun Lv.3 → Lv.6: 1000 Sun Lv.6 → Lv.10: 2000 Sun Lv.10 → Mastery 200: 200 Sun Consume Plant Food to trigger plant ultimate abilities. Zombie Enhancement Rules Consume 500 Brains per enhancement: 20% cooldown reduction / 20% attack speed boost / 30% health increase. All zombies can gain Attack Boost, Health Boost, Control Immunity bonuses; each enhancement stackable twice, slot upgradable 3 tiers. Players can deploy Spike Traps and Slow Mucus to interfere with opponents. Zombie Level Upgrade Path Lv.1 → Lv.3: 500 Brains Lv.3 → Lv.6: 1000 Brains Lv.6 → Lv.10: 2000 Brains Lv.10 → Mastery 200: 200 Brains Consume special items similar to Plant Food to trigger zombie ultimate skills. Matchmaking & Social Features Matchmaking: Create Room (room code/privacy setting) & Quick Match; Quick Match only matches players with a rank difference of ±1 level to ensure fairness. Social: Players can send friend requests to each other after matches; friends can invite each other to battle with one click, view battle records and team up for gameplay. In-room text chat with sensitive word filtering is available. Reconnection: 30-second reconnection window after disconnection; failure to reconnect results in loss. Winners get full rewards; losers lose no items or rank points. 【Refer to Plants vs. Zombies 2 Chinese Server; support online multiplayer and friend system. If there is any doubt about the gameplay description, please refer to the attached video, with slight differences between the feedback content and video details】 1v1 Duel Mode Upgrade in Arena Upgrade the original 1v1 Duel mode to break the limit of "plants vs zombies only". Add three core confrontation dimensions: Plant vs Plant, Zombie vs Zombie, Plant vs Zombie to enrich strategic diversity and gameplay richness. Plant vs Plant Core Mechanism Two players both control plant factions, competing for core battlefield resource points and destroying 2~5 opponent defense lines. The number of defense lines can be customized by both players with a unified winning standard. Plant Positioning & Gameplay Plants are divided into three types: Offensive, Defensive and Functional. Offensive Plants (Peashooter, Kernel-pult, etc.): Break through opponent defense lines. Defensive Plants (Tall-nut, Pumpkin): Defend own lineup and defense lines. Functional Plants (Magnet-shroom, Coffee Bean): Interfere with opponents and strengthen own lineup. Resource & Enhancement Rules Sun Mechanic: Independent sunlight allocation; players can choose either planting Sunflowers to increase sun production or adopting the automatic charging mechanism of Sunflowers from the old PVZ3 Beta version. Random Buffs: The battlefield randomly spawns buff props such as temporary attack speed boost, double sun output and slot cooldown reduction. Players can obtain buffs by seizing resources or consuming extra sun; buff effects cannot be stacked. Level Upgrade Path: Lv.1 → Lv.3: 500 Sun Lv.3 → Lv.6: 1000 Sun Lv.6 → Lv.10: 2000 Sun Lv.10 → Mastery 200: 200 Sun Consume Plant Food to trigger plant ultimate abilities. Zombie vs Zombie Core Mechanism Two players both control zombie factions with frontal confrontation as the core gameplay. Both sides select zombie combinations of different genres, and the first side to let zombies reach the opponent's base endpoint wins. Resource & Enhancement Rules Brain Mechanic: Independent brain allocation; players can choose either planting tombstones to increase brain production or adopting the automatic charging mechanism from the old PVZ3 Beta version. Random Buffs: Random battlefield buffs including movement speed boost, health increase and control immunity, obtainable by seizing resources or consuming extra brains; buffs cannot be stacked. Obstacle Traps: Players can deploy Spike Traps, Slow Mucus and other obstacles on the opponent's battlefield; opponents need to adjust zombie routes flexibly to avoid risks. Level Upgrade Path: Lv.1 → Lv.3: 500 Brains Lv.3 → Lv.6: 1000 Brains Lv.6 → Lv.10: 2000 Brains Consume special items similar to Plant Food to trigger zombie ultimate skills. Plant vs Zombie Core Mechanism Player A controls the plant faction with the goal of seizing core resource points and destroying 3 opponent defense lines. Player B controls the zombie faction with the goal of sending zombies to reach the plant base endpoint first. Player A (Plant Side) Rules Plant positioning follows Offensive, Defensive and Functional classification with clear division of labor. Sun Mechanic: Choose between planting Sunflowers or automatic charging mechanism. Random Buffs: Obtainable by resource seizure or sun consumption; non-stackable. Enhancement & Upgrade Rules: Consume 500 Sun: 20% cooldown reduction / 20% attack speed boost / 15% health increase. Offensive plants gain extra Knockback, Stun or Venom effects. Each enhancement can be stacked 3 times; plant slots can be upgraded 3 tiers. Level Upgrade Path: Lv.1 → Lv.3: 500 Sun Lv.3 → Lv.6: 1000 Sun Lv.6 → Lv.10: 2000 Sun Lv.10 → Mastery 200: 200 Sun Consume Plant Food to trigger plant ultimate abilities. Player B (Zombie Side) Rules Brain Mechanic: Choose between planting tombstones or automatic charging mechanism. Random Buffs: Obtainable by resource seizure or brain consumption; non-stackable. Enhancement Rules: Consume 500 Brains: 20% cooldown reduction / 20% attack speed boost / 30% health increase. All zombies gain extra Attack Boost, Health Boost and Control Immunity; each enhancement stackable 3 times, slot upgradable 3 tiers. Obstacle Traps: Deploy Spike Traps and Slow Mucus to interfere with opponents. Level Upgrade Path: Lv.1 → Lv.3: 500 Brains Lv.3 → Lv.6: 1000 Brains Lv.6 → Lv.10: 2000 Brains Consume special items similar to Plant Food to trigger zombie ultimate skills. New Terrains & Settings Add two exclusive terrains: Roof Terrain and Right-side Sea Level Terrain, with expanded 8 plant slots. Roof Terrain provides free Flower Pots; Sea Level Terrain provides free Lily Pads, neither occupying plant slots. Mode Entrance: The three confrontation dimensions can be set as independent battle entrances or unlocked as advanced gameplay of the original 1v1 Duel mode. Rank & Rewards: Match with exclusive rank system and match rewards to enhance playability and competitiveness. Matchmaking & Social: Follow the same rules as 2v2 Showdown Mode, supporting custom room creation, quick match (±1 rank), friend system, sensitive-word-filtered text chat and disconnection reconnection mechanism. 【Plant vs Zombie mode refers to Plants vs. Zombies: Reborn Edition; it is expected that the two-player battle mode can support online matching and friend adding functions】 Co-op Mode Expansion Introduce the Co-op Mode from the Reborn Edition, breaking the limitation of only local multiplayer. Add online matchmaking function, allowing players to team up with teammates via the internet to complete co-op levels. Players can send friend requests to co-op teammates, and then team up to participate in 1v1, 2v2 offensive and defensive battles, existing versus modes and various upcoming online co-op challenges. Plant Charm Accessory System Add exclusive upgradable plant charm accessories with attribute bonuses. Some charms display special visual effects in battle; higher charm levels bring stronger practical effects. Rubber Duck Swim Ring: Allow plants to be planted directly on water terrain. Speed-Up Flower Pot: Reduce plant cooldown by 30%. Energy Can: Reduce plant sun cost by 10. Mini Clock: 10% chance to reset plant cooldown permanently, plus an extra 10% permanent cooldown reduction. The official planning team can design more original plant charms in future updates to further expand practical gameplay. 【Refer to Plants vs. Zombies 2 Chinese Server Plant Charm System】 Creative Courtyard Custom Level Mode Launch Creative Courtyard, a highly free custom level creation and sharing gameplay. It supports creating multiple level types including I, Zombie, Conveyor Belt, Plant Selection, Boss Challenge and Vase Breaking. Players can freely match custom levels with terrain styles of any world, and deeply customize scene elements with no placement quantity limits: mold tiles, Plant Food tiles, movable minecarts, bounce pads, zombie enhancement potions, giant metal ball mechanisms exclusive to Lost City, row flame clearing devices, ice floes and sliding tiles that change zombie movement routes. It also allows customizing plant and zombie grades, setting special zombies carrying Plant Food, and adding sandstorm and other level events. Players must clear their own custom levels before publishing online. Other players who play a custom level for more than 30 seconds can automatically earn gameplay coins, and they will not lose rewards even if they fail the level. 【Refer to Plants vs. Zombies 2 Chinese Server】 Plant Slot Expansion & Classification The current maximum limit of 9 plant slots is insufficient for some players. It is recommended to unlock the 10th purchasable plant slot through in-game upgrade. Lawn Mower Resupply via Ad Viewing After watching the dedicated lawn mower resupply ad, the lawn mower will be restored to its original position in the corresponding lane. It only activates when zombies make contact, instead of triggering directly in the lane in advance. Classic Mini-Game: I, Zombie Return Revive the classic I, Zombie mode with adjusted rules: Victory condition is changed from collecting brains to eliminating all plants. Destroying any plant rewards 150 sun, which is applicable to all plants (even disappearing small mushrooms after failure can also reward 150 sun). Zombies gain special abilities similar to Plant Food effects: Football Zombie throws footballs to destroy plants and deal massive damage to nut plants. Gargantuar Prime is upgraded to the classic red-eyed giant zombie with increased laser firing frequency. Classic Mini-Game: Wall-nut Bowling Return Introduce Wall-nut Bowling into Plants vs. Zombies 3. Expand bowling types beyond basic Wall-nut, Giant Wall-nut and Explode-O-Nut, adding more types: Primal Wall-nut: Rolls through the whole lane, splits into two small Primal Wall-nuts after hitting 2 zombies, attacking other lanes in two directions. Jackfruit (Chinese Server Exclusive): Rolls through all zombies in the lane, leaving pulp that slows zombie movement. Frosted White Hair Peach (Chinese Server Exclusive): Reserved for future mechanism design. Gluttonous Dragon Grass (Chinese Server Exclusive): Reserved for future mechanism design. The international development team can design more original bowling types in the future. 【If you cannot understand the description clearly, please refer to the attached video!】 Traitor Plant Mode Add Traitor Plant Mode: Traitor Plants are villain plants with high health that spawn on specific grid tiles. Defeating a Traitor Plant rewards double its sun cost and allows players to plant their own plants on the empty tile. Traitor Peashooter: Attacks your own plant team. Traitor Squash: Crushes and damages your own plants. Traitor Sunflower: Deducts collected sun; defeating it refunds all deducted sun. Character dynamic visual upgrade: Add running, flying, being knocked airborne, eye opening and closing, rich real-time facial expressions; character animations shall no longer be limited to simple back-and-forth swaying. Element 1+1 Fusion Mode Add the original Element 1+1 fusion mini-game: fuse two plants with the same elemental attribute (Frost, Fire, Electric, Venom, etc.) to generate a new plant with exclusive appearance and skills. Examples: Melon-pult + Jalapeno → Fire Melon-pult with upgraded attack performance. Cherry Bomb + Wall-nut → Explode-O-Nut with explosion effect on death or shoveling. E.M.Peach + Wall-nut → Infi-nut with auto-heal and self-revive ability. Peashooter + Chomper → Snap Pea with adjusted devour and damage mechanics. Launch the brand-new Element 1+1 mini-game! These powerful combinations make zombies terrified! Seed Packet Acquisition Optimization Stop dropping duplicate seed packets for plants that have reached maximum tier. Also stop dropping duplicates if the owned seed quantity is enough to max out the plant, even if not yet fully upgraded. Conveyor Belt Level Mechanism Expansion The plant slots in Conveyor Belt levels shall no longer be limited to fixed default selections. Allow players to choose custom plant lineups for Conveyor Belt levels. Introduce Chinese Server Exclusive Artifact System The Artifact System in Plants vs. Zombies 2 Chinese Server enriches tactical depth and battlefield dynamics with stronger bonuses at higher artifact levels. It is recommended to introduce this system to the international server. Provide official tutorials for basic artifact usage and speed farming build matching. 【Refer to the attached video if there is any unclear description】 Introduce Chinese Server Exclusive Speed Farming Mechanic Adopt the official recognized speed farming gameplay from the Chinese server: rapidly tapping the Next Wave button to eliminate zombie hordes efficiently and clear levels faster. This balanced and officially approved gameplay is widely praised by Chinese players. Introduce it to the international server to enrich strategic diversity, improve game fun and global player activity. Provide official speed farming tutorials for all players. Introduce Chinese Server Exclusive Plants & Zombies Add a large number of China-exclusive plants and zombies to enrich international server content, promote cross-version gameplay communication and enrich the overall gaming ecosystem. Plant Food Usage & Effect Expansion When placing Plant Food on any plant slot, the selected plant slot will immediately gain cooldown elimination effect. Meanwhile, the plant slot with Plant Food attached gains a one-time Gold Card effect: planting the Gold Card plant will trigger its ultimate skill instantly (valid for one time only), which is also applicable to one-time plants. Plant Food can be obtained by watching ads or spending coins to purchase. 【Provide tutorials for all players on Plant Food usage and effect expansion; refer to the attached video if unclear】 One-Time Use Plant Function Expansion Allow one-time plants to trigger Plant Food effects normally. Fully mature one-time plants grown in the Zen Garden become Gold Card plants, triggering their ultimate instantly when planted. Regular Seed Packet Group Purchase Events Add periodic seed packet group purchase events inspired by the Chinese server. The more participants, the higher virtual currency refund ratio after the event. Launch the next batch immediately after the previous round’s refund settlement, and display all available seed packets clearly in the event interface for player planning. 【Seed packets are named Plant Shards in the Chinese Server】 Gift Code Redemption System Add the popular gift code mechanism from the Chinese Server. Support clipboard one-click paste into the redemption box to claim seed packets, coins and other generous rewards, improving player engagement and retention. Endless Mode Rule Optimization Allow players to restart from the current progress after failing an Endless challenge, instead of restarting from the beginning. Do not save the failed lineup; automatically load the initial lineup of the current progress. V. Ads & Payment Optimization Payment Mechanism Optimization Coins, diamonds, Power Ups and other resources consumed in a level are only deducted upon level victory; no deduction if failed or exited midway. Batteries spent in Penny's Pursuit, diamonds in Pinata Party, Z Keys in Z League and candies in other modes are only charged after clearing the level. Allow unlimited retry on Penny's Pursuit Boss level for fairer player experience. Paywall Plant Acquisition Optimization Some plants can only be obtained by in-app purchase even with enough seed packets, which is unfriendly to non-paying players. It is recommended that all newly launched plants can be obtained through free gameplay methods such as quest completion or in-game currency redemption in subsequent versions, instead of being permanently locked behind paywalls. VI. Level & Item Optimization Achievement System Expansion Unlock exclusive rewards by completing and lighting up corresponding achievements, adding ritual sense and accomplishment for players. Sun Cap Limit Expansion Expand the maximum sun cap to 60,000 to allow more sun accumulation and deeper strategic resource management. Virtual Currency Deduction Policy Optimization Coins, diamonds and consumed Power Ups in the level are only deducted upon level victory; no deduction for failure or midway exit. Mark this no-deduction policy clearly on the pause interface to avoid unreasonable player losses, reduce user churn and greatly improve gaming experience. This optimization is highly necessary. In-Level Sun Purchase Function Allow players to reverse battle difficulty by purchasing sun via watching ads or spending coins, with a plus icon next to the sun value: Watch the 1st ad: +500 Sun Watch the 2nd ad: +700 additional Sun Watch the 3rd ad: +1,200 additional Sun 1,000 Coins → 3,000 Sun 2,000 Coins → 7,000 Sun 3,000 Coins → 12,000 Sun Power-Ups (Gold Finger) Function Optimization Obtain extra Power Up uses by watching ads besides coin purchase, with a plus icon next to the Power Up button. Add bulk purchase discount rules and fixed coin prices for each Power Up type in the shop. One ad view rewards 1 random Power Up use, max 10 ad views per day. Bulk Purchase Discount: 2 times: 15% off 3 times: 25% off 4 times: 30% off 5 times: 40% off Duplicate rule reference: 50% off Fixed Unit Price: Ice Power-Up: 1150 Coins per use Levitate Power-Up: 950 Coins per use Zap Power-Up: 800 Coins per use Power Up duration is not reduced under game speed-up; all zombies freeze statically during Power Up effect while plants attack normally until the effect ends. Endless Mode Mechanism Upgrade Auto-save plant lineups after each round; plants in ultimate state retain the effect across endless levels. Set each world’s Endless final level to Level 200 with Boss challenges every 5 levels, granting generous stage rewards and ultimate clearance rewards for passing Level 200. Automatically replenish lost lawn mowers before Boss levels and every 5 rounds. Players can select buffs and enhancements from Penny's Pursuit at the same time; extra buffs can be unlocked with coins at fixed prices for multiple purchases. Optimize failure restart and lineup reset rules: restart from current progress after failure, without saving the failed lineup and automatically loading the initial lineup. After clearing Level 200, pop up exclusive prompt: "You have cleared the final level of Endless Mode in this world, well done!" Gold Card Mechanism Adjustment Redefine Gold Card: 100% ultimate trigger on each plant placement, one-time valid only consumed after winning the level; remains effective if exiting or failing midway. Enhance tactical value for critical battle moments. Pirate Seas Interface Visual Optimization Unify the deck height on the right side of Pirate Seas to match the sea level of Big Wave Beach, and standardize sea surface visuals. Allow amphibious, aquatic and flying plants to be planted on seawater while retaining the zombie submergence mechanic. Arena Season Mechanism Optimization In partial Arena seasons, allow all players to place Sun Bloom at the top of plant slots with a unified fixed Level 10. Mass plant Sun Blooms for massive sun generation before battle start to balance fairness and player experience. Auto-Resource Collection Item Add a timed auto-collection item obtainable by watching ads, valid for 60 minutes to auto-gather sunlight, diamonds, coins, silver coins and Zen Garden potted plants. Item duration is only consumed upon level victory, with no consumption on failure or exit. VII. Core Pain Points 【No suggestions for the time being】 The above is my complete and detailed optimization feedback for Plants vs. Zombies 3: Evolution International Version without any omission. I sincerely hope the development team will take all suggestions into careful consideration. With continuous optimization, iteration and content enrichment, the game will become more wonderful, attract more global players and deliver a better gaming experience for all fans. Thank you for developing such an excellent game. I sincerely look forward to the game getting better and better! Sincerely, A Loyal Chinese PVZ PlayerAppleDisney3 days agoNew Scout84Views0likes0CommentsSuggestion on how the level system could be changed.
This system, as it stands, doesn't work; it's more efficient to use Level 1 plants instead of merging them, so this reason alone is sufficient to make a valid change. What could be done to make this fit into the game? Well, we could use something we already have in the game: the abilities; Those that we unlock when we level up the plant to 5 and 15. They work in the best possible way for the fusion mechanic; if you have the Tier 1 plant's ability, its evolutions will also have it. So the changes that would be made would be: Plants would have 5 levels; since there are few levels, they would obviously be more expensive than the current ones. Each level would unlock a new ability for the plant that its fusions could inherit. These abilities would have individual levels, and I will explain why. It would be difficult to create new abilityes for each fusion, and it would be bad if some mixed fusions repeated those skills, making it pointless to level up some mixed evolutions. So, each skill would have its own level. Here's a practical example of how it would work: I have a level 2 Peashoter, at this level, it gains the "rapid fire" skill, which makes it attack again every 9 shots, i will fuse them into a Repeater, The level 1 Repeater inherits the skill from the two level 2 Peashoters, thus giving it the "rapid fire" skill at level 2. It would be something like, "rapid fire" level 2, attacks again every 7 shots. This would make the leveling system healthier, since increasing stats destroys the entire game's balance. Obviously, the skills that the plants have would be changed and new ones added, maybe even creating a selection of skills to create a build? I don't know, but I don't want to elaborate further here. How would the zombies be? Since it's not enough for the plants to just get stronger, it would be too easy. Well, the leveling system for them would no longer exist. I would bring back the modifiers, but in a different way. Instead of something that increases their life, I would do something different, like the zombies moving faster in this phase, the waves starting earlier, and exploding when they die causing damage, things like that, you know? Something that might be a special zombie gimmick, or something that changes the course of how you will behave in the level, But of course, that doesn't rule out the possibility of a zombie causing damage when dies. Regarding the resources we've already used, we could have a full refund and convert the current amount into something more proportional to the cost of the new levels. Anyway, since I've put all the ideas in the suggestion, I wanted to consider one last thing here: I would create a level cap for the story mode. I don't think it's cool to force you to level up plants to unlock adventure mode, because its focus is the story, unlocking plants, and exploring new maps (that's my pov). In short, that's the suggestion, the game doesn't fit with the current leveling system; it negates the game's mechanics, even if you improve the rewards, the essence of the system doesn't fit. Please excuse any grammatical errors in the text, English is not my native language.MiwaaSan5 days agoSeasoned Newcomer77Views4likes0Comments1400 Cosmic Dust for 1 Meteor Chunk is Wild
I can't believe I'm even posting about this. The devs should already know that this is absolutely absurd. I get that you want the game content to last, but this shouldn't even be a thing. Make this right! Give us more value!FantastiXxPVZ5 days agoSeasoned Ace51Views1like1CommentF2P, grinding
Hello guys!!! Well, I'm really enjoying PvZ3, however, as a F2P player, I'd like 1 thing to change in the game. EA, for real the grinding system is soooo slow, like, I've had to grind for 1 week to unlock one level 2 evolution, not even a level 3, the game has a huge potential, but you guys can't make it as a impossible game, after level 64 it is almost impossible to finish the level if you don't buy things in the game. Also, I think that levels shouldnt be random levels. That's it, the game has huge potential, so please, listen to the communityv6ji65vrtrnp6 days agoSeasoned Newcomer138Views3likes3CommentsMajor plant balancing feedback
I’m going to give a list of all the balancing for plants including buffs and nerfs I’ll separate plants into tiers so it’s easier to read starting from .. tier 1 tangle kelp buffs - damage increase - 400 > 800 stun increase - 0.5 sec > 5 sec wallnut buffs - toughness increase 2500 > 4000 cool down decrease 15 seconds > 12 seconds spikeweed buffs - damage increase 7 > 15 iceberg lettuce Buffs Chill duration added - 6 seconds Cool down decrease 15 seconds > 12 seconds nerfs damage decrease 280 > 50 damage potato mine buffs damage increase 400 > 1800 Zaptail buffs damage increase 14 > 18 tier 2 wrangle kelp buffs damage increase 840 > 1280 stun increase 1.5 sec > 10 sec attack area close > attack area 2 tiles ahead added the ability to spawn 1 tangle kelp when fully used winter greens buffs chill duration added - 12 seconds Nerfs Damage decrease - 588 > 300 added the ability to spawn 1 iceberg lettuce when fully used pine needler buffs Damage increase 28 > 60 ability cool down decrease 2 sec > 1.2 sec target pierce increase 2 > 3 targets sling pea buffs lobs 3 peas > 5 peas even if there’s one zombie Damage increased 35 > 50 area of effect increased 3x3 > 5x5 devastater Damage increase 840 > 3200 Added an ability to spawn a potato mine when exploded electric peashooter damage increase 22 > 50 added target pierce - 2 zombies tallnut toughness increased 6250 > 8000 saw grass Damage increase 22 > 32 golden Yukon damage increase 1200 > 2100 sun production increase 60 sun > 80 sun lightening reed damage increase 28 > 35 attack type straight > attack type straight with 1x2 lanes tier 3 mangle kelp buffs Damage increase 1760 > 2250 stun increase 1.5 sec > 15 sec area of effect close > area of effect 3x3, 3 tiles ahead chance to throw zombies off the board with a strong attack - 2.5% mashed destruction buffs damage increase 1760 > 9000 ability to summon 2 potato mines when detomated chainsaw grass buffs damage increase 24 > 65 freezar salad buffs Added chill duration - 16 seconds increased freeze duration - 18 seconds nerfs damage decreased 1232 > 700 punk shocker Buffs damage increase 60 > 75 Added chance to stun - 2.5% attack type straight > attack can jump between 4 lanes with a chain of 4 zombies blockwood Buffs area of effect increased 3x3 > 5x5 can now block flying zombies can now deflect projectiles back at zombies knock back increased 68 > 75 explode OJ added a new ability where he launches his little lime bouncing up to 5 targets before exploding in a 3x3 area , each bounce does 150 damage , explosion is 750 damage with acid secondary damage being 175 juggernaught increased toughness 15000 > 17500 added a new ability where every degrade he rages and jumps , slamming down causing zombies to fly up for a few seconds and stuns them for 1.5 seconds , having a knockback of 50SnowBellista8 days agoSeasoned Newcomer142Views2likes1CommentReasons why this game is EXTREMELY BORING!
There's a lack of variety in the levels in PvZ3. After 10 stages, there's no reason to play, in addition to other reported problems like balancing and seeds, which are getting tiresome to repeat. The Suburban Zombies appear in all grasslands, and their mechanics like barren ground and graves also appear. It would be better if each grassland had its own 100% unique resources. We could also have mini-keys halfway through chapters, which would make each grassland more unique. In some cases, I even think some suburban zombies like the Chicken Caretaker Zombie and Duck Tub should go to camp. More Minigames: One positive aspect of Welcome to Zumburbia is that you brought back the special levels and minigames, Vasebreaker, Solar Storm, etc. And we know that in the files there's a zombie that summons the cardboard plants from I Zombie, so why not bring that back? As I've already said, these and other problems make the game boring and very repetitive, and don't make you want to come back.pao75hw4aisl10 days agoSeasoned Newcomer40Views0likes0CommentsWhy would I ever merge my plants?
This is a genuine question. If I have to spend weeks to unlock one merge, and it ends up being level 1 while my current game progression has me fighting higher-leveled zombies, why would I ever merge my plants? It's the main mechanic of this game, but it's actively discouraged because of how weak merged plants start out when unlocked. The easy solution would be to base the level of the merged plants on their components. I don't know exactly how it should be calculated, but any attempt at it would be an improvement over the current system. There also is the option of removing plant and zombie leveling entirely, which puts all unlocked merges on a fair playing field.knuxchux10 days agoRising Newcomer56Views0likes0CommentsWhy aren't we getting more mergers in Adventure?
Fusions being the differentiating factor of PvZ 3 compared to 1 and 2 is a good idea, but currently it's very difficult to obtain any Blueprint, and the leveling system makes Tier 3 Fusions USELESS! One way to fix the first problem is by using Tier 2 fusions every 10 levels upon reaching 3 stars, and a Tier 3 fusion in boss battles The leveling system is a HUGE PROBLEM! Tier 2 and 3 plants become useless, and it's easier to just evolve tier 1 plants. My solution is to make it harder to level up, but reduce it to 3 levels and only give them abilities. The Zombie Leveling System is also a HUGE PROBLEM!! The zombies get too strong, forcing us to grind like robots to evolve Tier 1 plants, which makes the game EXTREMELY BORING. The solution is to remove the leveling system and bring back the general buffs from the first beta version of Evolved. Each level increases the zombies' strength by 1% in all aspects. This feedback is VERY IMPORTANT! Because Plants vs. Zombies 3 is a game with a lot of potential for success, but these problems DESTROY the player experience, as they ruined a good part of mine!pao75hw4aisl11 days agoSeasoned Newcomer53Views0likes0CommentsBase stats must be the same as in other games
Not that the leveling system is the root of all evil, but the balancing doesn't help either, since plants with such unequal attributes are problematic and make some quite useless as options. What I expected from this game was something that took into account the basic attributes of the plants in PvZ2, which, in any case, still serve as a good reference guide for decent balancing, since this has already been done in a more reasonable way (That is, if the leveling is at least removed). Most of them shared the same attributes with small differences, such as acquired bonus abilities, and this should continue, because it doesn't make sense for a Tier 1 plant to be as strong as a Tier 3 one! Peashooter (Shooters) As always in all games, damage should be prioritized in the same amount for most fusions, with slight increases in some cases depending on the plant, which can also bring a... Nerf, yes that! Like slow reload times or a cost that's actually worth it. Recharge: 5 seconds Damage: 20 (Same for almost all mergers) Toughness: 300 HP Sunflower (Sun producers regular) Solar plants are a support, but in their current state they don't work - so when this is fixed, you can test this. (Less sun at the beginning of the phases and only 25 that falls from the sky) Recharge: 5 seconds Sun: 24s ⏳ Production: 25 ☀️ (Same for almost all mergers) Toughness: 300 Hp Golden Yukon: should produce sun on how many zombies are affected. Sunflower Seed: Should be a spawners too (24s) Wallnut (Defenders) It's a bit strange that some of the other nuts gain so much HP if they're only supposed to be variants; it really overshadows the entire lineage of the original Nut, making it useless if not fused. Recharge: 20 seconds Toughness: 4000 HP (Same for almost all mergers) Spawners don't need to gain more health. 500 Hp (25%) for young nuts. Bop Choy (Strikers) The special attack should at least be something basic, not focused solely on damage. Recharge: 5 seconds Damage: 15 (Same for almost all mergers) Second Damage: 25 (Every 7 attacks). Each merge's special attacks could occur every 7 attacks. Bonk Choy: The second special ability could be a tile knockback. Toughness: 300 HP Cabbage-pult (Lobber) Recharge: 5 seconds Damage: 40 Dmg (Same for almost all mergers). Firing rate: 3s Toughness: 300 HP Spikeweed (If the aspect is dominant) Recharge: 5 seconds Damage: 10 Dmg (Same for almost all mergers). Toughness: 300 HP Potato-mine (If the aspect is dominant) Recharge: 20 seconds Damage: 1800 Dmg (Same for almost all mergers). Toughness: 300 HP Iceberg Lettuce, Lime bomb and Tangle Kelp (Balancing Ideas) Recharge: 20s (for all) Lime-bomb and Tangle Kelp Dmg: 1000 Dmg Iceberg Lettuce Dmg: 50 Dmg Iceberg Lettuce Freezing: 10s + 2s Chilling effect Tangle Kelp stun: 2s ➡️ 4s 💧 Poison effect of lime-bomb: 15 dmg per 7s ( (Ignore armor) The same applies to Zombies. Variant abilities: I think most plants will receive a nerf based on reload speed or maximum damage if it's accompanied by abilities, so here are just a few examples of ideas. Zaptail: Damage from proximity impact (10 Dmg) Spikeweed: Piercing abilities, but deals less damage to how many zombies it gets through (25% ➡️ 50% Potato-mine: +150% of Damage, Splash Damage 1x1 and ability cooldown (7.5s). Iceberg Lettuce: Chilling effect and freezing for Special attacks. Umbrella Leaf: Overhead abilities and +2000 health. Lime-bomb: Poisonous effect that ignores armor (+7 Dmg for 3s). Tangle Kelp: Extra abilities in water or stun for 2s after every 12 attacks. (Example) Sunshroom/Puffshroom: The ability to grow, but sleep for a few seconds instead of dying. Cinderwood: Splash Damage 1x3 and +50% DMG.Loboelho11 days agoSeasoned Adventurer44Views0likes0CommentsSUGGESTION: Adjustment of Donation Limits in Communities
I recently joined a more active community ingame in order to guarantee getting all of the Neighborhood Watch rewards. However, while donating resources, I ran into an error where I couldn't donate ANYTHING to ANYONE in my community. I talked with someone else in a forum about it, and apparently it's because there's a hard limit on how many Zen Garden resources you can receive from other players: 3, one of each type. As a result of communities having 15 members, that means that only 45 resource total can be gifted across a single community, meaning not every player will be able to donate the maximum of 5 resources. THIS IS A MECHANIC THAT PUNISHES PLAYERS FOR BEING IN ACTIVE COMMUNITIES, AS IT ARBITRARILY LIMITS THE AMOUNT OF INTERACTION PLAYERS CAN HAVE BETWEEN EACH OTHER. My suggestion would be to limit the amount of resources you can receive to 6, up to two of each resource, such that all 15 players in a community can donate up to 5 resources for a potential of up to 75 net donations. Granted there would still be a limit with each player only able donate so many of a single resource, but this would make resource distribution more equitable among the 3 current resources. Please like and/or respond to this post if you feel like this should be implemented into the final game. I feel like it would foster more interaction between players in communities, as opposed to hinder it.DuckMeatz12 days agoNew Rookie89Views2likes1Comment- 32Views0likes0Comments
How to download pvz 3 evolved on iPhone?
Hello, developers of Plans vs. Zombies 3 Evolved, could you please tell me how to download and test the game on an iPhone or any other iOS device? My region is UK, but the game isn't available in the App Store. Could you please reply to my message with a download link?758Views0likes1CommentMORE Ideas For Improving Plant/Zombie Interactions
Had a few more thoughts on potential plant/zombie interactions. Zaptail and Flying Zombies - Electric attacks should be able to arc and hit fliers like Balloon Zombie and Pigeons, straight up. Electricity isn't ground based, so it shouldn't be counted as such. Umbrella Leaf and enemy projectiles - Before you tell me this interaction exists already, I know - I just wanted to bring up the idea of Umbrella Leaf being able to not only NEGATE enemy projectiles like Bowling Zombie's bowling balls and Batter/Goalie's deflected projectiles, but also SEND THEM BACK TO THEIR THROWER for extra damage. I think it would give Umbrella Leaf a bit more usability as an alternative to Wall-Nut with lower health and mechanic-specific counters like lightning strikes. Spikeweed and Rock'n'Rollin' Imp - Back in the seedling build, Spikeweed was the specific counter to this zombie, popping its tire (much like how Spikeweed used to deal with Zombonis and Catapults in PVZ1) and forcing them walk towards your house. Why was this scrapped in favor of Rock'n'Rollin' having a "weakness" to Bop Choy? It feels a little random, and I think using Spikeweed to pop the tire is more intuitive. Lime Bomb and Es-Garg-ot's Slime - The Es-Garg-Ot miniboss's slime is said to be acidic, so wouldn't it make sense for Lime Bomb or plants fused with it to have an immunity to such attacks? We have plenty of zombies with specific damage immunities, and that's just one specific damage immunity for a plant that I can think of.DuckMeatz18 days agoNew Rookie127Views1like1Comment
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