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We deserve better than this.
I am thoroughly disappointed with PvZ3, and it doesn't seem like PopCap even marginally cares. You probably know me already, I'm RCCH and I post Plants vs Zombies videos on YouTube. And to be honest with you, I am quite baffled that a game like Plants vs Zombies "3" can even have its soft launch at a state as horrible as it is right now. It is incredible how this game, supposedly a sequel to PvZ2 somehow has none of what made PvZ good, in this game. I don't even care that the game sucks. That's fine, and no one is really pushing for PvZ3 to be released right now anyway. At least in its current state, it's not ready to be released. That's a certain fact, that the game sucks. The game has a sleuth of problems which I'm not going to go through again because I've already pointed out all the problems I had with the game in my first impressions video and just reiterating that is completely pointless. What I am concerned about is that it seems like the PvZ3 community managers don't communicate with anyone except on this forum. That is horrendous. Nobody uses the EA forums, and I see no response to any of the comments made on reddit, on twitter, or youtube. We're really trying to tell you guys about the problems with this game, and it seems like it doesn't work. And I don't think there's a reason for me to reiterate what everyone has already said about the game being bad, so I have a very simple request. Can the community manager properly communicate with content creators or the player base in a meaningful way to acknowledge that feedback has been heard? It's very simple. I just want to make sure as a content creator, that we can directly give any sort of feedback directly to a community manager and at least have a talk. And I know, that a lot of other content creators have the same comments as I do, and it would be of utmost importance that our feedback be heard because everyone wants this game to be good, but it doesn't seem like you guys care. If you guys actually do care about the playerbase, please have a chat with me by adding me on discord so that we can actually have a meaningful conversation about the future of PvZ3 and how to make it a better game instead of having to wait here and hope that somehow someone will reply and look at the forums. You can add me on discord via my username "rcchyt". Please and thank you. RCCH EDIT: And do not just say you can't message me on discord. Stop the cap. You thoroughly know no one uses the EA forums and you can't have an actual conversation on a forum.9.5KViews175likes174Comments[Feedback] Community Problems With PvZ 3
This post is designed to highlight, and inform the reader about the critical flaws present in Plants vs. Zombies 3: Welcome to Zomburbia, and for convenience, this is split into multiple sections. GAMEPLAY Strategy Strategy - “a plan of action or policy designed to achieve a major or overall aim.” Choosing Your Seeds Strategy is not present in PvZ3, and is caused by denying the player to choose their seeds. The reason strategy worked in PvZ1 and PvZ2 was because the player learnt and adapted to new threats at a consistent rate. (New plant after every level) For example, Balloon Zombie is first encountered in level 4-3. The player isn’t left defenseless, because they receive Cactus when level 4-2 is completed. The player already knows what to expect from Cactus with the small almanac description that was visible when they were collected, but the player is still allowed to experiment with Cactus and how they function. In PvZ2, strategy is present even more with the player adapting to zombies and brand new world gimmicks, like dinosaurs in Jurassic Marsh for example. Level objectives were a factor in how a player would strategize certain levels, which are also missing from PvZ3. Endangered plants, mold colonies, etc., these involved changing your loadouts in account, and created a more diverse gameplay loop that wasn’t too repetitive. Locked & Loaded (A PvZ2 mini-game that had your plants pre-selected, identical to PvZ3) had strategy to it because it forced the player out of their comfort zone to try a different play-style, or try a plant you haven’t unlocked yet. It didn’t punish the player when it came to losing, and losing is part of life. You don’t win every level, and the player can always try again without punishment in Adventure Mode. In PvZ3, the game actively punishes the player for losing with the 5 life system (this has its own section, covered in more detail), which can result in players being afraid to experiment with trying anything new. Difficulty Difficulty is subjective, and this will not highlight balancing, but rather how PvZ3 attempts to challenge the player’s skill. PvZ3 holds the player’s hand throughout the majority of the levels, not allowing them to experiment with any of the tools provided to them, and is instead forced to play how the level designer wanted them to, which creates a lack-luster and uninteresting experience. Multiple times throughout PvZ3, a level can feel unfair. Zombies will be spawned repeatedly in the same lane, making it impossible for plants to deal with them, thus they overwhelm your defenses, which makes the player: Spend coins to blow the zombies away and regrow their defenses. Use a power-up Give Up & Retry 1) This makes PvZ3 pay to win. If you can pay in-game currency for ALL zombies on the board to be sent back to the beginning, that is an advantage. Additionally, this feature was available for free in PvZ2 with the plant Thyme Warp. 2) Power-ups should not be required for completing levels, but rather as a crutch if the player is struggling, similarly to how PvZ2’s power-ups function. Power-ups in PvZ2 are occasionally handed out to the player through Piñata Parties and gift boxes, which let the player confidently use it, without the worry of trying to preserve it, and were cheap to buy if the player desperately needed to use one mid-level. Power-Ups PvZ3 has Cherry Bomb, Jalapeño, and Chilly Pepper behind a “power-up” system, and you’re only able to use them a limited amount of times. This ruins the consideration of what instant-use plants the player needs to bring to the level. In PvZ2, there are many instant use plants that all perform different things, and you can’t bring them all. With there being no instant use plants available, this layer of strategy is gone. Level Design PvZ3’s levels forget what made PvZ1 and PvZ2’s enjoyable, and it’s due to those games giving you time. In PvZ3, multiple zombies can spawn at the start of the level, and rush the player into having to make sudden reactions to deal with these threats. This isn’t fun, it’s annoying. One of the enjoyable parts of PvZ is seeing your defenses grow, considering it takes time and effort to manage the single zombies that slowly show up, coming in more numbers as time goes on. I can only imagine the levels are designed like this to retain low player attention spans. Players might not stick around during levels, and that’s fine. PvZ2 (Used to) let you save mid-level to do something else and return another time. Trying to make hyper-fast levels doesn’t work when PvZ1 (and to some degree, PvZ2) was a fairly slow but not snail-paced game. Monetization This isn’t ridiculing PopCap for having monetization in a mobile game, as they’re a business and you have to make a profit in some way, but how PvZ3 does it is astoundingly bad. Though, microtransactions should not be in a soft-launch that is designed for feedback. It gives the impression that feedback isn’t your main priority, but to profit off the game as soon as possible. I’m not a business major, but I’m trying to come to a middle ground to what feels fair to the consumer (players) and producers (PopCap). Why PvZ2's (Initial) Monetization Method Worked To put this in easy to understand terms, let me describe PvZ2’s Adventure Mode plants and Premium plants as Skylanders figures. The ones available from the start are capable of beating the game, but you can go out of your way to purchase additional figures if you want more toys to use in-game. If the player wanted a premium plant but were unsure of how it functioned, they could play the Premium Plant Quest to experiment. My point here is that PvZ2 offered unique content at a relatively low price, which was a motivator and reason to purchase. PvZ3 doesn’t have any motivators to its microtransactions, due to it offering nothing substantial. Coins & Power-Ups The only thing the player can purchase directly are coins and limited time offers, which is a major problem. Coins can only be used to purchase power-ups and blow zombies away if you lose. For players that are stingy with their power-ups or intend to not use them to have an organic experience, PopCap is unable to market to those players. There isn't a real incentive to buy these due them ONLY being power-ups, there isn't any content behind them unlike PvZ2's premium plants, which was new content. 5 Health Mechanic The 5 life mechanic is one of the worst features in the game. Even if you made it paid to regain lives, it’s still not worth it. This game doesn’t offer enough for the player to spend coins OR real money in exchange for lives. This is the worst mechanic in gaming history, why would you purposely take away the ability for your players to play your game? This feature ruins the casual aspect of the game as players that struggle are unable to make mistakes without suffering drastic consequences, unlike PvZ1 and PvZ2 which were incredibly forgiving by allowing you to try again at no cost. Story This isn’t a critique about the story, but aspects surrounding it. Priorities PvZ games always had a story that wasn’t directly present to the player. Crazy Dave goes back in time to eat a taco again, Dr. Zomboss captures Suburbia, and renames it to Zomburbia, they weren’t extensive stories but a small setting to ease the player into the places they visit. PvZ3’s main marketing focus is on the story, which is not a bad thing on paper, but it seems to take PopCap’s priority over the gameplay. Every Beta since September 7th, 2021 has had similar gameplay identical to the previous beta, but with different characters and dialogue. PopCap needs to change their priorities to focus the gameplay instead of the story if they want to make a game that feels fun to play. Taco Tickets Taco Tickets are a reward you receive when you complete a level, and are used to progress through the story. It’s identical to the progression system of Gardenscapes’, and it’s not needed in a PvZ game. PvZ2 had a story that was conveyed through dialogue between and before levels. Taco Tickets only complicates this, and should be handled differently to serve an actual purpose. Furniture For some reason, PopCap really wants to push the furniture aspect seen in Gardenscapes in this game. PvZ1 and PvZ2 have never focused on decorating, so it's very out of place in marketing. We're not against the decorating concept, but it appears to be one of PopCap's main priorities considering it appeared consistently throughout old feedback surveys instead of questions about what we think of the gameplay. Conclusion We want PvZ3 to succeed. We want this game to push the franchise to new heights and allow for more, bigger opportunities, but this will only happen if PopCap accepts that this version is greatly flawed, and makes a product people want. Written by Hey1mJay, and members of the Plants vs. Zombies community.imaPetalhead2 years agoSeasoned Hotshot9.9KViews137likes56CommentsNews and Changes that would improve PvZ 3
As a fan of the PvZ franchise, I want PvZ 3 to be very successful. I played for a long time and I have several ideas for new features and practical and specific changes within the game. It is obvious that PvZ 3 needs small changes and obvious things like new plants and zombies, but they have already been reported by other players, so I will try to be as specific as possible in what has not yet been implemented by PopCap. (Remembering that many images are from other fans) New features ⭐ A very interesting addition in PVZ 2 was the plant food which I honestly think adds a lot to the gameplay and I don't want it to be lost in PvZ 3, if it were in the game it would have to be different like in the old PvZ 3 where it was harder to get it because you were limited to earning it by time, so as not to make the levels too easy and break the difficulty of the game. One of the most incredible new features in the old PvZ 3 was the taco time that made the game much more dynamic, I think it could easily be in the current PvZ 3, it would not only make the gameplay more unique but it would be a justification for why we have a smaller amount of plants in the game, making them more unique and different, in addition to of course extending the levels that are currently very short and fast and some players don't like that. I really think that plant evolution can return to the game, it works well especially with the plant selection and if done well it is fun and keeps the audience active in the game, the plant rarities could return and the loot boxes too as little packages with different rarities! I know that some are wary when it comes to microtransactions but a free game needs it, as I said if it is done well it will be rewarding and good for the player's progression, basically both the fans and PopCap win with this! PvZ 3's online events are cool up to a point, but they become repetitive and boring. PvZ 3 needs a new, unique online system that involves players completing missions, events, and more. That's why clubs would be a great new feature for player cooperation, with statuses, donations, and conversations in it, and of course the return of arena mode, which is an excellent competitive mode that always keeps us alert and excited for each season with its new features! Changes 😇 The changes I will mention now are more structural, but remember that PvZ 3 needs small changes too, such as some zombies, plants, rewards and game difficulties that have already been reported by other players. Changing the HUD in PvZ 3 is essential in the current state of the game, not only because it is very "polluted" but also to adapt to future additions to the game. A simple, more effective HUD with the characteristics of the Plants vs Zombies franchise is essential in all games, just look at PvZ 1 and 2 which are good examples of this. Another crucial change would be a map selector for better progression and vision of the game areas, currently it is acceptable but over time it will be annoying to keep messing around the entire map that gets bigger and bigger. The plant selection made us think, why only 5 spaces? That's why I think some power ups or just the special one could become selectable plants, this would bring a greater diversification of plants to choose from and would leave the game with 6 spaces, the minimum for plant selection in my opinion. Other changes that could be called new are new effects on the plants depending on the weather or the grass as it happens when it rains in PvZ 3, I think this would bring greater strategy and difference in the levels so that they wouldn't be boring. The last change and addition but not least, is an almanac, not only for the plants and zombies but also for the characters in the story, this would add to the game's story and give a sense of achievement, as well as a place to view the cutscenes that have already been unlocked, you guys put so much work into this, why not leave it permanently in the game? and that's it, these are my main ideas for PvZ 3. Of course, we know how limited the team is and can't do everything I've said, but if you could at least see my feedback or do 20% of all this, I would be very satisfied. Please community managers, check this out, I would really appreciate it! remembering that several of the images here are from other fans.3.6KViews41likes12Comments[INFO/GUIDE] How To Effectively Report Feedback In Plants vs. Zombies™ 3
How To Effectively Report Feedback In Plants vs. Zombies™ 3 Hello players! We're glad to see you active and passionate about Plants vs. Zombies™ 3! We hope you have having a blast with the soft-launch version of the game! Your ideas and feedback are always welcome, whether they are positive or negative. It's always good to know what works and what doesn't to make sure the teams can create the best gaming experience. As a disclaimer, Community Managers are not part of the Plants vs Zombies team. However, we can relay bugs, improvements or ideas to the appropriate teams! Keep in mind that it doesn't mean that every ideas will be necessarily implemented, but that the teams will take a look at it. CMs do not have a weigh in the decisions, we are just the middle men & women. But, we would like to give you some keys and advice to make sure that you can report the best feedback 🙂 So if you have any suggestions regarding the game, check out this guide on how to effectively report feedback! 1. Using the right channel. If you are here, you can probably ignore this first piece of advice! However, here are a few things to remember: Make sure that you post in the right category. If you are experiencing a bug, it's best to report it in our Bug Reports channel. You will be prompted to add useful information such as the model of your device, troubleshooting steps you have tried, how to reproduce the issue, etc. If you are having technical issues (such as installation, crashing...), then you should post in the Technical Issues forum. For any other discussions about the game, you are in the right place in the General Discussion board 🙂 If you know other players who would like to report anything about the game, make sure to redirect them here! We have less visibility on other channels, and they will always be welcome in the Answers HQ community. 2. Using the right language. Thankfully, the community here is very kind so this is a general reminder. We understand that some bugs or features can create frustration and we will always welcome negative feedback as long as it's not abusive. There are real human beings working behind the scenes so keep it cool, keep it clean 🤓 3. Using one of the Why/What/How's in your feedback. While it is good to know if you like or dislike a particular feature in the game, make sure to add a little bit more to your feedback. It doesn't have to be too long, but it's great if it includes one of the Why/What/How information in your post. For example, let's say that you dislike some of the most recent added levels: Why do you dislike it? Is it too difficult, too easy? What would you change about it? What could be improved here? What plants could be used more effectively here? How would you improve this level? How would the difficulty need to be adjusted? Don't worry, we don't expect you to come up with a solution by yourself, but adding a little bit more to your message can help us out determine what the main issue is! 4. Letting us know how you feel. It's been amazing seeing some of you writing detailed feedback on new features or solutions to implement. However, just letting us know how you feel about a certain aspect of the game is already plenty of feedback for the teams. You don't always have to come up with a solution for a problem, sometimes we only need to know how that problem makes you feel! For example if you are playing a specific level, are you feeling frustrated? Bored? Are you having a blast or are you quitting the game because you're feeling angry? Maybe other players are feeling the same way about it and it means that maybe the difficulty needs to be adjusted one way or the other. So don't worry too much if your piece of feedback doesn't amount to a 5-pages essay! 5. Letting us know what you like. Of course we value negative feedback and constructive criticism, but sometimes it can help the teams to know what you like in the game so they can have a better understanding of the situation! For example if you find a level too hard to complete, you can add as an example a level that you liked where the difficulty was challenging but not impossible. Receiving positive feedback means that future implementation can follow the same pattern. Finally, keep this in mind: constructive pieces of feedback help us plant more adorable baby Peashooters:EA_Cath9 months agoCommunity Manager1.9KViews18likes0Comments[GUIDE] Link your accounts to save progress in Plants vs Zombies 3
Linking Plants vs Zombies 3 to your Google Play, Apple ID, Game Center, or Facebook account protects your progress. How do I save my Plants vs Zombies 3 progress? To save progress, link your account with Google Play, Game Center, your Apple ID, or Facebook. Select the cogwheel to open the Settings menu. Under Account Management, select Link Accounts. Select the account you want to link to (Google Play, Facebook, Game Center, or Apple ID). Restore lost progress to a linked account Once you’ve linked an account to Plants vs Zombies 3, your game progress will be saved and backed up. Try these steps if you ever need to restore your progress, data, or stats. Why should I link my account? When you link to an account, you can play on multiple devices, transfer your progress to another device, and recover game progress if it’s ever lost. Without linking to an account, you’ll play as a Guest. Guests can only save directly to the phone or tablet they’re playing on. How to unlink an account To unlink your account, open the Settings menu. Under Account Management, select the account you want to unlink and follow the prompts. Looking for more? The fastest way to get help in Plants vs Zombies 3 is to reach out to us inside the game. For troubleshooting, check out our steps for Android and iOS. Follow @EAHelp for everything from outage info to game news. Subscribe to EA Help on YouTube for video walkthroughs and guides. For more information, please visit https://help.ea.com/help/plants-vs-zombies/plants-vs-zombies-3/save-your-progress.EA_Leeuw2 years agoCommunity Manager1.6KViews16likes0CommentsA letter of thanks to the PvZ3 Team
Greetings dear PvZ3 developers, it's me, one of your biggest fans since 2022 and a faithful lover of your enormous work. With the recent news of the temporary closure of the PvZ3 softlauch, my friends at the PvZ3 Defenders Team have gathered to send you some notes of gratitude for your great work with this installment of the PvZ franchise. Now I will give you the notes from my teammates: Crazy Dave: Well Hello I am a Content Creator about this Recent game What is Pvz 3, For me the game was going in the right direction, either the things that were added but I do not know why that sudden change of closing its servers today, I know that you know why but I just thank the entire team for bringing us training these months of this year I know that you will not let the game die and I just thank you all for listening to our comments, ideas and opinions Thank you for everything and I know that Pvz 3 is not over here it still has to show what it was made for. Cheer up to the entire team I send you a big greeting and hug I am a User of the Pvz 3 Defenders Group. Luisao24: Hello people in charge of developing PVZ3, I want to thank you very much for all the content you brought to the game from the January version until now, this game opened many doors for me to meet people, content creators, people who really like this game and above all, hours of fun 🙌 Pimentinha: I really appreciate the developers for the smooth release time and I hope for better things in the future. Hack Fuegos: I greatly appreciate all the work you have done to bring this new installment of the franchise to life. Your passion for the game is as big as your own hearts. I only hope that when the game returns it will be in the definitive form that you wish to give us a 100% playable and enjoyable PvZ installment. Thank you for everything PvZ3 SoftLaunch. Sincerely, your ever-supporting followers of the PvZ3 Defenders Team. 🟩🟩🟩⬜⬜⬜⬜⬜🟪🟪🟪⬜🟧🟧🟧 🟩⬜🟩⬜⬛⬜⬛⬜⬜⬜🟪⬜⬜⬜🟧 🟩🟩🟩⬜⬛⬜⬛⬜🟪🟪⬜⬜🟧🟧 🟩⬜⬜⬜⬛⬛⬛⬜🟪⬜⬜⬜⬜⬜🟧 🟩⬜⬜⬜⬜⬜⬜⬜🟪🟪🟪⬜🟧🟧🟧 👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻532Views15likes1CommentPVZ 3 - Make Cherry Bomb and others both regular plants and power-ups
As of right now, Cherry Bomb, Jalapeño, and Chilly Pepper are locked as power-ups with limited uses. While I do think having power-ups is fine, many people have shared that they would like to be able to bring those plants into levels as they would a regular plant (being a seed packet and costing sun) So the solution to this problem to satisfy all sides? Add those three plants to CYS and locked-and-loaded levels, but still have them available as power-ups for all levels. Of course, the seed packet versions of those plants would be nerfed slightly (you wouldn’t want a 6-8 sun Cherry Bomb instant-killing Gargantuars), but the power-up versions would retain the strength that they do currently to still encourage use of them. To make the seed packet and power-up versions of the plants more distinct in their power levels, the power-up versions of the plants could be rebranded to “Super Plants.” Give the Super version of Cherry Bomb or Jalapeño a menacing, electrical glow to show they can take down a Garg in one attack. (This might also make them more appealing by just making them appear stronger visually, and entice more power-up usage?) New levels could be made and would benefit from being able to have Cherry Bomb as a regular plant, such as a level that gives you three Cherry Bomb seed packets to defeat the zombies (similar to the Squash and Tangle Kelp levels). CYS would benefit from a larger plant roster as well, and these three plants would be an easy addition as they are basically fully implemented already. Here is a rough mock-up of these changes in the game!841Views14likes5Comments[Feedback] Bringing Back TACO TIME [concept]
Since the launch of the pvz3 pre-alpha, the implementation of taco-time and tacobility seemed like something fun and refreshing for this third game, something that would be the personal brand of this title as plantfood was for pvz2. I'd love to see this mechanic incorporated back, so I made these conceptual proposals for how it could be brought back. In the game's story we are told that Crazy Dave created a taco tree which we were able to grow (this is where my idea comes from). This tree would serve as a point of interest to collect these tacos that would help us in the battle against the zombies. We would be able to level it up and upgrade it. As we level it up, it will give us the ability to increase the number of tacos we can use per level. These tacos are designed to help us complete the most difficult levels. Allowing us to activate taco-time at a specific point in the level (delimited by the game). And depending on the level of our taco tree would be the amount of consumable tacos that we could use in our plants. The taco imp would also appear in some random levels and when defeated they would drop a gift taco to a random plant or it could be stored in our inventory. Thanks for reading, I hope some of my ideas can be heard. can’t wait to see the next updates. All my best for the pvz team :D2.1KViews14likes38CommentsBring back the 2020 version of PvZ3 as a spin-off title
I'm a big fan of PvZ and have been since 2014. In 2020, the original version of PvZ3 which had a ton of content was both released in a soft-launch format, and pulled on that same year, months later. I (and many others) think this was a big shame, because a LOT of content from this version never got released and may never even see the light in the day in the current version of PvZ3 that was released this year. Right off the bat, I heavily appreciate PopCap's efforts to improve upon the current version of PvZ3. However, there are a lot of elements and other things that I HEAVILY preferred that were in the 2020 version of PvZ3, and are very likely guaranteed to never come to the current version. This includes stuff like the story, the devour tower, tacobilities, and even the leveling system which was actually decent in 2020 PvZ3 compared to PvZ2's! (This is not me saying I want leveling in current PvZ3, please dont do that.) So, what's a solution that works for everyone? Re-release the older 2020 version of PvZ3 as a spinoff title! You could call it something like "Plants vs. Zombies: Welcome to Neighborville" or "Plants vs. Zombies: Attack of the Devour Tower"! I do believe a lot of issues from the 2020 version of PvZ3 do stem from it being branded as a mainline title, similar to some issues with current PvZ3 before Choose Your Seeds was released. I do recognise that this happening is VERY unlikely, but it is a real shame that this game with a ton of content (some of which we never even saw!) never saw the light of day worldwide and so not many people in the fanbase actually got to play it. Maybe add plantable sunflowers to the game if you bring it back though. Thanks for reading, and I hope this is considered. Also, best wishes to PopCap on improving current PvZ3!ReubensStuff5 months agoNew Traveler908Views10likes5Comments[FEEDBACK] Mockup Images for a Large QoL update
from BilibiliLZort on Twitter These are mockups to make PvZ3 kinda in-line of a mix of Old and New. (replace the Sunflower at the bottom left with the Mega Flower from GW and you'll be settled) (Actually please bring back the old pvz3 just under a new name. The fans are kinda going crazy for actual content nowadays)OswaldFan00110 months agoSeasoned Scout938Views10likes8CommentsPvZ3 beta feedback
I couldn't wait to play PvZ3 again (I played until pre-alpha) and I already have some pretty good feedback about this new release. Pros: - Graphics - Soundtrack - Fast levels - History - Neighborville reconstruction What I didn't like: - Sun production is very slow and hinders the game - Some levels can only be completed with powerups - I can't repeat past levels (I need coins) - There is no fertilizer - There is no Taco Time - I can't choose my plants I loved the possibility of placing plants on the map and I would like to see other plants... it makes the map more alive (lol). Where is the Almanac? It was fun to see the strange description of the plants and zombies. I would like to repeat past levels, to obtain coins and to pass my time... Of course, when repeating I don't expect to obtain Taco Tickets to progress in the story. Have Dave and Patrice randomly walk around the map while the story is not in progress... I believe that the impossibility of choosing the plants is intentional, but it totally interferes with my strategies. I hope to see changes and I can't wait for the next updates.dnlsimmer2 years agoRising Adventurer718Views10likes4CommentsThis simply isn’t fun
I was so excited for PvZ3 after being a huge fan of the original and enjoying 2 a fair amount. However, this simply isn’t it. So far, the game feels like it’s automated for the most part. Preselected plants removes any sense of discoverability. The mission to story structure is lifted from Gardenscape or Merge Mansion, which is fairly boring because you’re meant to be getting the sense of taking back the garden for Dave but doing so isn’t doing anything for you, making it just a glorified mission select. At least with the old 1-1 structure, you can see how far away you are from the next big gameplay shift or new world. The MTX just being boosters based makes spending real money or coins feel like you’re either paying to cheat or you’re throwing money away as they are single use. That’s not interesting and it also doesn’t feel like you’re investing in anything when spending money, The lives system is also truly gross, as it opens the game up to exploitation by making levels unfair later on in hopes to coax you into spending. Contrary to the general perception, I don’t mind the art style at all. It’s different but it still looks pretty good. I like the niece’s design too. i appreciate that the game is early still but yeah, I’m over an hour into the game and already bored. Even when I lose, I don’t feel “oh I can figure this out”. I think “ah, I didn’t do what they wanted me to do right”. That’s not what I play PvZ for and it’s a shame because I love the franchise but this is the most bored I’ve been playing any PvZ game, even the Facebook game felt more genuine than this. i really hope Popcap can open the game up and change direction because right now it feels like a mild distraction for bored house wives.Born2beSlicker2 years agoSeasoned Newcomer461Views10likes0CommentsChoose Your Seeds Improvements and Misc Suggestions
The 18.0 Choose Your Seeds/Pick-a-Plant update was a really good major update. I want to say that the team did well with that update. However, the game needs more in order to be good. Better CYS/PAP UI 6 Seed Slots - More slots have been confirmed, but I think 6 slots is the perfect amount. That way you aren't making the Level UI Seed Packets too small, and while having a good selection of plants. Though, more slots would be completely acceptable. Deck Switcher (Top Left) - Although the reset button is nice to have, I suggest a better use of the space would be a deck switcher that allows you to pre-create decks and switch to them. This would allow players more freedom and choice in creating decks Level Preview (Top right next to the Survival Guide) - In previous games you were able to see exactly what lawn you were going to play. I suggest adding a preview that shows the exact layout of the lawn and any pre-planted plants. That way, you will be ready for all the threats of the level. Almanac Suggestion Almanac (Top left next to the deck switcher) - This button would take you to the Almanac (doesn't matter what you call it) where you can learn about all the plants and zombies in the game. The plant almanac would show the exact stats of each plant. Health, Attack Damage, Attack Speed, Recharge, DPS would all be listed with specific numbers. The almanac would also show any special abilities (Plant Food or Tacobilities) that the plant has if the team wants to add any of those. Each plant Almanac would have an interesting/funny almanac text at the bottom that tells the player something about the plant. Zombie Almanacs would be very similar, but just showing the stats and special abilities of that zombie. Misc Suggestions Zombie Wave System - Levels in PvZ3 NEED to use the old PvZ1/PvZ2 wave system. The current wave system can make levels too fast and unfairly overwhelm the player. Something that speeds up or slows down upcoming waves depending on the health of the previous waves would really really help with this issue and make the levels better without reworking them completely just yet. Battle Pass - The Badge Pass needs to include something of value in it. Powerups, Boosts, Profile Pictures and fonts won't cut it. I suggest adding Plants or costumes to the pass so that people have a reason to buy it. Plants should be in the pass, and eventually come to the shop when the season is over. Either make the plants purchasable for coins or some new currency. Balance Changes - Bonk Choy desperately needs a nerf. He's too powerful. He should not be able to take out a Conehead without taking damage. Just reducing his damage or attack range would be a good change. Plant Food/Tacobilities - Plant Food is an amazing mechanic in Plants vs. Zombies 2. Tacobilities were a perfect next step from Plant Food, though it didn't replace it. Plants vs. Zombies 3 needs something like this. These mechanics changed the way you played each level and made each plant exciting to use. While Grapes of Wrath is a great mechanic, it's not a replacement for either previous mechanics. PvZ3 needs a big gimmick that affects the plants in the game in order to survive. Afterall, why play PvZ3 if PvZ2 has more to do? Lawn Mowers - I personally don't mind only having Mo, but a lot of people do want the full 5 mowers back. Adding 5 mowers may not work in normal levels, but adding them in special long levels or some new special level could include them. Returning Plants - I would like to see plants like: Hypno Shroom Pine Needler Kalestorm Sundew Tangler Fire Peashooter Shuffle Truffle Lemon-Aid Aloe Vera Soul Patch Kernel Corn Melon Pult Kernel Pult Starfruit Garlic Night Cap I hope one or two of these suggestions get added because I think it would improve the game. Overall, I want PvZ3 to do well, but it needs to make changes quickly.827Views9likes4CommentsProgression system feedback
Hi pvz dev team there is a giant gap between unlocking plantern and puffshroom. It gets really boring. And can you make more confined worlds see image. Like pvz2 like an urban world and a lawn world. This may mean schrapping a lot of levels. And make world exclusive zombies like swinging zombies being only in the urban city levels. Or ducky tube being only in the campground levels. And add more worlds like add the old volcano levels back or add some new ones or the jungle world that was teased769Views9likes3CommentsPlant Ideas to Improve the Pick-A-Plant Option
Greetings PvZ3 development team, my name is Hack Fuegos, a big fan and complete lover of this game, and with this statement I would like to share some of my ideas about the development of PvZ3 As we already know, in a future update of the game the long-awaited Pick-A-Plant option will be implemented, an option that has moved the entire community in a positive way, and which opens up many expectations of the game. The problem with this is the following: when it comes to selecting our team, we will find the defect that there will be very few characters available in the game to choose from. With that said, I would like to suggest that some plants could be added to earlier levels, so the choice would be more varied and fair. Here is a list of some that are already known to be coming to the game and could be added to already added levels: -Potato Mine - Level 4, 5 or 6; depending on the unlock order, it could be before Bamboo Shorts, or after it, but this plant is definitely needed in this game. -Chomper: Level 85; another iconic character who is very useful, to be honest (this level is honestly my least favorite, but with this addition, well, maybe I'll tolerate it a little more) -KernelPult and MelonPult: Boulevard levels; two other classics that would undoubtedly help a lot in these levels. -Starfruit: Level 165 or 170; at least this way we would have something between the end of the Boulevard and the unlocking of Sunshroom, besides, it is another classic Among other suggestions, I have the idea that, when selecting seeds, you could select your own power-ups, adding 2 new ones to the catalog: Doomshroom: would serve as a Cherry Bomb, but this would end up with a 5x5 area, and would cost 7500 coins Iceshroom: this would freeze all enemies on the field without causing damage, and would cost 4800 coins And something else to say would be some plants that could be obtained through a new currency, the emeralds (green gems with a plant icon engraved on them). Just like in PvZ2, these could vary in cost, and like coins, they could be obtained through daily challenges or levels. These types of plants would be obtained in the store, and they could add them from time to time. That said, if you accept this option, add Fire Peashooter as one of these, it's my favorite plant. Well, that's all for this post. I'm looking forward to sharing more of my ideas with you. I admire your work and I love your game. Without further ado, good luck and keep planting. Sincerely, Hack Fuegos.549Views9likes2CommentsFeedback about Level Information and Survival Guide
Hello, It's me again with another feedback. One thing I like about PvZ3 is that all the information of what will appear on the lawn is in the Level Information Window and Survival Guide, making you decide whether or not to check that information. If you don't check it, there's some mystery about what you are going to find in the levels and that's fun. One idea I like it and that's why I'm sharing it's done by the person credited in the images, a button to preview where are the lawn conditions located. I think it could work with the structure of PvZ3 going back to the fact that it's up to the user whether to check this information or not. It would also be nice if the zombies and the lawn conditions are separate in the Survival Guide because if I only want to know the lawn conditions, I don't want to know which zombies will appear.Solvedmichibikii6 months agoNew Scout577Views8likes2Comments