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[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 Hotshot9.9KViews137likes56CommentsWe 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.9.5KViews175likes174CommentsNews 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[Feedback] Plants vs. Zombies 3 Versus Mode Concept
For now, the only thing we have in PvZ 3 is Story Mode and Vasebreaker, and while I have no doubt that more modes will be added in the future, it is pretty boring. But the mode I most want to see in PvZ 3 is, without a doubt, Versus Mode, a exclusive mode to the PlayStation 3, Xbox and Nintendo DS versions of Plants vs. Zombies. These are some concepts I have made on how we could implement Versus Mode in PvZ 3. There will be an option in the main menu next to Vasebreaker, which will take you to Versus Mode. After pressing the 'Play!' button, two buttons will appear on the screen, 'Create A Lobby' and 'Join A Lobby'. If you press 'Join A Lobby', several rooms will appear with players waiting for an opponent. Press the 'Join' button to join their rooms and compete against them. When joining a room, you must choose a side quickly before the other player chooses it first. When both players have chosen their sides, hit the 'Play!' button and the game will begin. By defeating your rival, you will receive rewards such as Coins, and a high probability of getting Power-Ups. If you lose, you will only receive a few coins. Thank you for reading. I am very excited for future updates to Plants vs. Zombies 3, I wish the team the best!AbueleteOscar12 months agoNew Scout2.3KViews8likes37Comments[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 :D2.1KViews14likes38Comments[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 Manager1.6KViews16likes0CommentsAbout the future of PVZ
A Current Situation As an IP owned by EA and PopCap, PVZ's current situation is not optimistic, and it does not meet the expectations of players. The future of this IP is even dark and gloomy. Many people look at it, although they still love it, but it is dying. Many excellent employees were fired for various reasons; PVZ's poor income has shattered EA's dream of this series, so EA intends to throw caution to the wind and squeeze every last penny out of PVZ's remaining time. Then what? PVZ would be completely dead. PVZ has accompanied generations of people through the glorious and indifferent 15 years, and does EA really want to give up on it? Does EA really want to destroy it? The answer is no. B Potential Has the potential of PV2 series really run out as EA expected? Someone has made nearly $10,000 by selling PVZ fan-made modifications. As we all know, fan-made PVZ modifications are not intended for commercial gain. However, some of these modifications are deeply loved by players. If this cannot prove the potential of PVZ, what can? It is worth noting that PVZ's popularity is due to the efforts of players, and these PVZ modifications have kept the IP vibrant and ever-popular in the player community. Other types of games are hard to achieve this. EA should have recognized and utilized PVZ as a "jack-of-all-trades" asset, but it's a shame they didn't. C On PVZ3 PVZ3 has been in open beta since mid-January 2024, and this sequel to the tower defense game has been in development since 2016, but 8 years have passed and it's not even as good as PVZ2! I've already expressed my thoughts on PV23, so I won't go into detail here. The time spent making PVZ3 could have made 1-2 Battlefield games, but it's not looking good. Players don't know what has happened at PopCap in the past 8 years, and they haven't heard any news about PVZ3 until now, when we have community managers. These community managers are serious and responsible, and they pass on player suggestions to the PVZ team. Some of them are fans of the series, and they are deeply concerned about the future of this IP. But all they can do is submit feedback, that's it. Now PVZ3 has over 300 levels, while PVZ2 only has 314 levels. The level quality in PVZ3 is not as good as in PVZ2, and even worse than the original PVZ. The number of plant and zombie types, and map types is very limited. Selling Chilly Pepper, Jalapeno, and Cherry Bomb, Blowers as items in PVZ3 seems pointless to me. PVZ is a casual strategy game. Compared to match-3 games with an element of luck, doing this will only lead to failure. As a fan of PVZ, what does it mean to clear every level? I have no reason to buy those cheats! They are not even as good as the Power Ups in PVZ 2. Some levels are impossible to pass without them. Typically, a disappointing and unfun game is rarely played. Just because PVZ3 is on the App Store's top list does not mean it is successful! That's because PVZ relies on its fans! They love it, then hate it, and don't want to see it become what it is now. EA and PopCap, please think about this. D The Future of Garden Warfare There is a file name called GW3 in BFN, in a sense, BFN used to be GW3. However, BFN was updated for only a year and then stopped, and PopCap announced that the startup had failed. BFN borrowed from OW in some sense, canceling the mutations and making it less playable than GW2. Players kept sending messages on X saying that we need a new GW, but there was no response. I think that since EA has been pursuing the mobile market for years, but FIFA:Mobile and APEX:Mobile are Tencent's agents, and EA's own internal development is only PVZ2 and PVZH (I'm not sure, it might be like this), PVZ as EA's own mobile game IP, PVZ2 won the TGX Best Mobile Game award in 2013, which can be said to have development potential in the mobile game field. Previous PVZ:RPG project was cancelled, whether it was because EA feared it wouldn't make money or something else, we don't know. I believe that PVZ:GW Mobile has great market potential, potential, and advantages. Now NetEase has obtained the MARVEL copyright and is making a MARVEL game similar to OW. If EA is willing to provide PopCap resources, from a certain angle, it will become a strong competitor in the mobile game market. As a derivative work of the PVZ series, character variation is one of its highlights. In addition, the victory or defeat in the GW series will not bring players a sense of great frustration. On the contrary, PVZ:GW is fun and relaxing. If there is a relaxing FPS game during leisure or work time, then it must be GW. In this competitive era, people are anxious and overworked. Playing a game can be frustrating, (there is an analogy, some games feel like working in prison and not playing feels uncomfortable). But GW won't. Cute plants and zombies are fighting all over the place, in fact, it can be said that GW is the most interesting shooting game in the whole universe. In addition, the asymmetry between the two sides in GW is also a highlight of this IP. One side is plants, the other side is zombies; rather than both sides being plants or zombies. In the mobile gaming scene, portability and convenience are key factors that attract players. With the advent of mobile games like PVZ:GW, players no longer have to worry about being tied down to a specific location or device. The cartoonish art style of PVZ:GW means that it can appeal to a wider audience, rather than a smaller niche. From young to adults, PVZ is a household name, and if gamers who struggle to find time to play can own GW:Mobile, it would be a huge success. The cartoonish art style can also make it easier to render effects on mobile devices. The realistic style of Battlefield:Mobile is more straightforward, without the need to worry about issues like high-end phones not being able to run the game in COD:WarZone. E Other The current opportunities and profitable ventures lie with EA, PopCap, and the sale of skins, plants, zombie characters, and Season Passes. These are the ways that EA and Tencent are equally skilled at. Instead of so-called bad in-game items. For example, in GW Mobile, some variant plants can be placed in a pool for players to draw, or victory cups, or even music packs can be added. The music of the PVZ series is also a highlight, whether it was composed by Laura or Peter, or the current arrangement, different tones can make people relaxed, excited, or feel the same emotions. Music conveys emotions. If EA wants a game that can bring both profits and good reputation, then GW:Mobile is what EA wants; if EA really puts some effort into PVZ, then PVZ will definitely give EA more than what it is showing now. This May 5th marks the 15th anniversary of PVZ, and I don't want this to be its last birthday, or even its deathday. I hope that EA management will read this article, and I hope that the EA Community Manager will convey my message to them. Community members, if you agree with the points made in this article, please sign a petition with me to request EA to make GW:Mobile. Provide me with XP. Send this article to EA, PopCap management, and anywhere else they might see it. I will also post this article in various places, so please don't delete it. If EA has requests for how many petitioners or other requirements for GW: Mobile, please let the community know. The community will do what it can I look forward to waking up one day and seeing PopCap announce: "We are making PVZ:GW Mobile now. Available soon." To the PVZ.EA team Yours, Yuanzifeng007 (PS: Neon Mixture Tour's music is really great,expecially Don't you love how we love together)Yuanzifeng00710 months agoSeasoned Veteran1.2KViews1like1Comment[Feedback and Suggestions] General Things for PvZ3
Hey EA/Popcap, I know that you are all so interested in the story, but can you please at least slow down with the story, we got plenty of it already with how we now have 7 (and a half) days worth of story. Maybe tone it down with the Taco Tickets because it for real takes too long to even reach certain parts of the story with how hard the levels get. (especially level 116) General Levels/UI Speaking of the levels, That's the main focus of this. You know, the actual Gameplay. The main problem is the UI, most of it is either too big or just out of the way of almost everything, so I made a mockup for this. (Please actually read the text of the image to get an idea of where/what things are) This should (hopefully) get a general idea for UI improvements. Up next is well, the Zombie spawning. In some levels, the Zombie spawning is actually fair, but dynamic difficulty just makes things worse. Why not make the zombies in each level go by a points system and the levels will determine what zombies can be what, similar to PvZ1. Like for example, Browncoats and Imps are 1 point, Coneheads are 2 points, Bucketheads are 3 points, Swinging Zombies are 3 points (1 or 2 additional points if they wear a cone or bucket), and Pigeon Feeders are 6 Points. Just so it's a little fair and not just, Three Browncoats and an Imp in one lane. Of course there's Choose your Seeds (the main complaint, but I'm not covering that because EVERYONE is saying that) Also for the main levels, Make the waves spawn more like PvZ1/Early PvZ2. Where the first zombie comes in, and the next wave spawns when that said zombie is defeated or when the player takes too long because they are stalling that zombie. For PvZ3 currently, it's when the player takes too long but it feels like the timer is a bit too fast, at least slow down the timer so that the player has enough time to at least plant 3 Sunflowers. Crazy Dave UI During Gameplay, Crazy Dave (or Patrice) is next to the shovel, he will act normal, but will act worried when zombies get too close. This is a nod to how the Sunflower's expression changed in Old PvZ3. Plant Food Plant Food recharges slowly, like in Old PvZ3. You can of course use this on most plants, but you can also use it on Grapes of Wrath to make him activate instantly as well. This will make him tired though, his cooldown for another Plant Food activation should be decently long. Starter Power Ups The only Starter Power Up complaint I have personally is the Bonus Sun, which gives you only 3 Sun. Why not change it to 5 or 6 sun? Main Power Ups There should be a toggle button for visibly seeing the Power Ups (like Cherry Bomb). Just a quick tap, it's there. Another tap, it's not there. Balancing When it comes to Balancing, some things don't make sense, It's easily fixable though. Like for example: Browncoat - 14 pea hits > 10 pea hits Imp 10 pea hits > 7 pea hits Lightning Reed's Target Zaps - Changes on the zombie type, it effects more on smaller zombies, like Imps and Pigeons. Can be up to 6 (normally it's 3) Bamboo Shoot's Knockback - Changes on the zombie type, Normal Zombies it takes 0.7 Tiles, and for Gargantuars it takes 0.2 Tiles. Snow Pea - 25 Hits to defeat a Browncoat > 15 Hits to defeat a Browncoat. Pigeon Feeder's Limit to Spawn Pigeons - Infinite > 15 Pigeons for a single Pigeon Feeder Pigeon Feeder's Pigeon Spawning Cooldown - I don't know what the timer is > 5 Seconds on first use, 15 seconds on every other use This should be all for this little Suggestion thing. From, a PvZ Fan that's played the games since 2010.OswaldFan00111 months agoSeasoned Scout1.1KViews6likes10CommentsREVIEW ON PLANT VS ZOMBIES 3 SO FAR.....
They SERIOUSLY need to think and bring major IMPROVEMENT in the game. I mean this game has really a good potential. The developers just need to found the problems to fix it and make it as a true successor of the previous plant vs zombie game. I really found out some problems which were really frustrating compared to 2nd game: 1. Design is good and not a problem. But way too cartoonish than previous P vs Z 2 2. Limited plants(around 10-12) were present across all 150 levels, which you can't even choose. WHY? And we need more places rather than garden , pool, campfire and roof.... 3. No arcade levels (levels where you had to plant with no limits without any sun). Mini games were fun. 4. No boss battle at certain levels. I mean it's like playing the levels with no excitement and thrill. 5. Story and levels are also not connected. Just win the level and use the tickets to progress the story like playing gardenscapes. Plants vs zombies 2 was the best example which took story and levels parallel with each other. 6. Some levels are way too difficult.Can't complete it without booster. We really need plant booster while popping zombies. Only one lawnmower, also 900 coins just to make the zombies go back the lane if they cross the home. Just a way spend the money which isn't even worth it. Not gonna lie boosters and power ups are way too costly so you need to have money and for that you can't ignore the micro transaction.1.1KViews0likes4CommentsPlease change level 145
Level 145 has took me 34 attempts and i wont win. The level is pure conhead and bucket head spam please remove the level when the community isnt happy with the level. Just look in a comment section of a playthrough of level 145. And you will see thinks like delete the game and its impossible. Just make the game more costumer friendly please. There is no reason for the levels to be so hard.Solved1.1KViews2likes5Comments[Feedback] My problems with the current version of PvZ3
As someone who has played all 230 levels available (and replayed about 20 levels through the endless rotation after beating the newer levels) I need to say this game has a LOT of problems that need to be fixed before it can actually release worldwide. Unlike PvZ1 and PvZ2, you cannot pick your plants. This is a problem for many reasons, because now you don't unlock plants, and the game decides when your allowed to use plants, limiting you to a Locked and Loaded selection that cannot be changed. You will also only ever get 5 plants, which is especially strange because on the level screen it shows space for at least six seed slots, which isn't possible because the UI has been made even bigger than before. Because of this, the game starts to get repetitive because of the lack of being able to pick your plants. Yet, on the EA website, it says this game is a strategy game. It feels like PvZ3 has no strategy at all. The only strategy PvZ3 has is trying to figure out how the developers intended you to beat a level, because if you try anything else, the weak plants you have will be overwhelmed by the hordes of zombies the game throws at you. The game uses a 25 sun meta (simplified down to 1) and this is problematic. PvZ2's later levels were already too fast for the majority of players, and that game had a 50 sun meta. The levels in PvZ3 are even faster than PvZ2's, throw a ridiculous amount of zombies at you and give you no time to actually think about how your going to beat the levels, which will lead to most players feeling as if they are forced to use power-ups or boosts, or if they don't have any spend money on them. This results in these levels being tedious to play and almost feeling frustrating by design, and almost feeling impossible to beat. Another problem with PvZ3 is the lack of a proper wave progression. Instead, the waves are fully automated (they are timed), and you aren't able to stall zombies anymore if you need time to get your defense up. The progress bar will just keep going no matter what, which leads to either having to use power-ups or to use Mo (the lawnmower) super early, which could prove to be a major disadvantage if the game starts chucking zombies at you. My final problem is just how weak your plants feel in comparison to the zombies. Most people know that in PvZ1 and PvZ2 (no leveling), a peashooter only takes 10 hits to kill a basic, but in PvZ3 it now takes 14 hits to kill a basic, yet still costs the same. The snow-pea was nerfed beyond belief, taking 10 hits to kill an imp. It desperately needs a buff or a price nerf. The pricing in older betas may have looked weird, but I suggest either bringing the plants back to their original stats or lowering their prices down so you can actually get them down in a quick time. (example, put Peashooter down to 3 sun and Sunflower to 1.) I don't hate PopCap or EA, and like everyone else I want to see this game succeed. But please consider changing some of these to make the game more enjoyable.ReubensStuff12 months agoNew Traveler1KViews4likes0Comments[Feedback] Can we bring pvz adventures back?
Since EA just announced the soft launch of the new pvz 3 game which is as horrible as everyone had thought it would be. Its just a runescape copy with the pvz spin to it, the music isnt that good, the story and levels are too short and there are so many microtransactions. Why can't they just re-release the good although Facebook game they created for mobile and pc? It had better music, an actual idea behind it and microtransactions that didn't overwhelm the player. It also allowed you to play as zombies, allowed you to buff/nerf plants/zombies, had a good progression system and more amazing concepts.984Views5likes3Comments[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 Scout936Views10likes8Comments[Feedback] The Best Way to Make It Feel Original And keep It Fresh
First of I’m sad this game didn’t do much to change from the last time I’ve played every single version and all of the issues seem to be there but I have ways for you all to fix it and make it a little better for everyone Plant buffs - pls make these following changes for the sake of pacing sunflower recharge deceased from 8 sec > 5 sec Producing sun time decreased from 26 sec > 24 sec increase sun per 24 sec from 1 sun > 2 sun this is to match the 50 sun meta of PvZ 2 and makes the pacing much better it’ll also make it much easier to introduce sun shroom which could be small - 1 sun medium - 2 sun big - 3 sun peashooter and snow pea buff their damage so zombies die at 9 shots instead of 14 Squash cool down decreased from 40 sec > 20 sec walnut toughness Increase it by 2000 (he gets eaten way too fast) Lighting reed - increase damage by 5dps - add his instant zap ability the levels and world splitting This has always bothered me and I’d like split worlds and here’s how it’d work 15 plants 15 zombies backyard - 45 levels every 15 levels there is a new gimmick (not water) day 1-15 just a normal lawn Day 15-30 puddles are introduced and storms (which will zap plants every 10 sec) Day 30 - 45 - night time levels , storms and fog would also be nice to have Camp world - 50 levels 15 plants 15 zombies Same as before every 15 levels it’s a new gimmick this can include storms , night , fog camp zombies ambushes where they whistle and call a hoard of campers , the water gimmicks around the last 5 levels the screen would go black and back on like PvZ 1 You get the picture - for the building world begonia you could have construction zombies , etc I’d prefer if each world had their own zombies and brown coats as well to make it more unique Power ups from before the level should replace the 3 explosives and making them actual plants adding cys would be great too930Views2likes13CommentsPvZ3 answers are a start.
Hello again 👋 I know I've said this before, but I'll mention again that sometimes we're very harsh with these feedbacks because we love this franchise! I still have a special affection for PvZ to this day and remember that PvZ 3 has been in development for over 8 years. It worries me to see that there are always hateful comments or fans who get tired and give up. It's for reasons like these and the withholding of information about big changes that fans don't see much hope for the game. :[ If the PvZ 3 team posted "We're working on things like [insert examples list]. We'll show previews of what's coming soon and concepts to see which options get the most votes in your feedback." It's simple but efficient! 🌱🍃 hat's all we need, of course there will be negative feedback but it's the start of something.🌺 Pls @EA_Shepard show them! They can receive good results after trying ;]starfoxy0111 months agoNew Scout927Views2likes12Comments[Feedback] More plants and zombies (and being able to choose our seeds)
If pvz 3 is gonna stay the way it is, (which I'm not a fan of the game but I don't hate it) we're gonna need some new plants a zombies a few returning ones but first Part 1: letting us choose our seeds Please popcap and ea let my choose my seeds it's less fun when I'm forced to use certain plants, I have some ideas: 6 starting seed slots I think 6 is a fair starting amount 2 more you can buy in the shop for 3 to 5k each So that we can bring more plants but not get the option instantly maybe unlocking this in the shop after beating a certain level Forcing the player to use a certain plant (or plants) on certain levels This is fine and can be fun to build a strategy off that plant, picking other plants that work well with it, kinda like pvz2 Part 2: returning zombies Bring back the zombies from the pvz3 2019 version: I enjoyed most of the returning and new zombies in the old build and I would like to see them return TV head (and cone and bucket variants): i think this could fit in with pvz3 a basic zombie that shoots your plants after a few seconds (also I just really like TV head and I think he could do well in pvz3) All star zombie, newspaper zombie, yeti, and digger zombie: I don't think all star was in the old version of pvz3 but if he was my bad, but I would really like to see these 4 return, there classics. Raincoat zombie: I know he's not officially in pvz2 yet but I think he would fit in well with this game since it probably won't have mecha all star Part 3: new zombies (this section is short) A surprise attack zombie: what if we had a zombie that landed towards the back 3 rows of your lawn and he started walking backwards kinda like digger but it would be in a surprise attack and multiple of them would appear A water zombie: Some sort of zombie that hides in water and springs out and attacks your plants, stuff like lily pad would be grabbed and dunked under the water, although tangle kelp would kill it Part 4: returning plants Listing them off: Hypno shrooms, Zoybean pod, cattail, repeator, Torchwood, pumpkin, potato mine, Kernel pult, ice bloom, hot date, ice shroom, all plants from old pvz3, I think all of these could be cool, i also want to see the zombies be on my team with hypno and Zoybean i know a lot if people would like that. Part 5: new plants (short like new zombies) Scared pear: A pear that is stressed and scared about zombies, overtime he freaks out more intill he goes crazy letting you tap on him for a big attack, although the attack makes him tired and he needs to sleep for a bit reseting his stress, he's a melee plant that has boxing gloves Olive patch: an instant plant that slings olives in all directions targeting zombies, they hit zombies doing decent damage and soaking them in olive juice, making them weaker to fire and slowing them down. That's all I've got I would love to see some of this stuff in the game if someone at ea or popcap read this please give me your thoughts on it and thank you.905Views2likes3CommentsBring 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 Traveler904Views10likes5CommentsIdeas that would improve PvZ 3
Hi PvZ 3 developers! Thanks to this year´s soft-launch we have been able to take a look at the game and enjoy it as well, but the game makes quite a few mistakes, so several users in the community have compiled different suggestions that can improve the game and perhaps make it superior to its previous ones. 2 previous installments, so here are several ideas from the community: 1. BETTER WAVES SYSTEM Good afternoon, my idea to improve pvz3 is to have more dynamism and more difficulty in the levels. By this I mean that more zombies appear in the level, an example is this image, before the first flag there are only an average of approximately 6-4 zombies. By this I mean improving the generation of zombies in the levels, that they are generated more and in a more strategic and difficult way without being extremist. I feel that there should be more but that they should arrive little by little, that would make the level more extensive and enjoyable but at the same time strategic, preventing players from getting distracted or overconfident. The first horde should be large, occupying all 5 lines of the yard and having a considerably large amount of zombies. Then the level should progress equally with zombies arriving at any time preventing the player from getting distracted while the level increases in difficulty, Making many zombies arrive in most lines so that the player must defend his yard in the best way, the difficulty must increase as the level progresses. Whether more zombies arrive or these are stronger or have better abilities than others, an example of this are the common zombies, the bucketheads and the zombie that throws bowling balls etc. In the last horde they could make it difficult for many zombies to arrive. That would make players have to have their kick ready for the last horde. The last idea is to be able to modify the difficulty of the game So you could have a difficulty of different types, easy, normal, difficult or expert, maybe even extreme. Thank you very much for reading my suggestion and good luck in developing the game.♥️ 2. RETURN OLD IDEAS Hello, my idea is to add old things from pvz3 to the current pvz3, what I mean is that they add plants from the pvz3 pre-alphas of 2020 like this plant called burstberry or like buttercup (I know that buttercup is currently in pvz2 but It was originally from pvz3) likewise, also zombies and areas, such as Mount Queso Grande (the volcano) from the pvz3 betas. 3. RETURN THE POWER TACO ⭐ Hello, my idea is to return to the power taco. I consider that this was a great mechanic and deserves to return to give a representative stamp to the game, if pvz2 came introducing us the plant-food, pvz3 should come introducing us to taco power. I attach some reference images. ✅ 4. PREVIEW OF THE LAWN Hello Everyone, here I leave my Idea or rather Suggestion to fix the game and This Series. I know that sometimes it frustrates you not to see your yard before starting a level and it is something new about this Pvz and that sometimes you don't know what plant to take to counteract the tricks that appear in each level, whether like water or fog. True for him. Don't know here Below there is an image that said that there was water in the level, the most likely thing is to take Water Lily but when you are already in the level you see that the water is very close to where the Zombies appear (I mean it won't help you at all that plant and in the process it obstructs a seed space). Well, the solution I give to this problem is that if the seed selector is going to remain the same, it is preferable to find a space right there to be able to see the yard as it will be. It will have several tricks such as fog, water, oh arid soil and also You can present what already preselected plants there are in the Level here an Image Below how it would look. 5. ADD AN ALMANAC Well, my idea is to put an almanac for pvz3 which would be yes, you unlock it after passing level 12 of pvz3 and there you could see the descriptions of plants and zombies and another idea is to have level systems for your plants, you unlock this after level 13 and you would already start improving your plants 6. "PENNY'S TACOGANZA" EVENT Description: Join Penny, Dave's flaming time-traveling camper van, and collect awesome rewards. Game Mode: Upon entering the mode, you'll be given a series of 5 levels, which must be cleared to earn rewards. These levels take place in a new arena called "Taco Park," and the Fifth Level can range from a mini-boss battle to a battle against Dr. Zomboss. Rewards: Rewards range from 1,000 to 2,500 coins, a 5-hour pack of unlimited lives, one booster of each type (this last one can vary by type), and a new profile picture. Lifetime: Activates: Wednesday of every week Ends: Saturday of every week Event Duration: 3 days 7. EASTER EGGS, FUNCTIONS AND VISUALS As most of the really important suggestions have already been said, I have 3 simple suggestions that would help the game a lot, not only in terms of gameplay but also to attract a larger audience to PvZ 3. content/easter eggs from PvZs Shooters: As we already have the landscaper zombie (engineer variant in GW1 and 2) we can have more varied content for PvZ 3 relating the games, this would make the game more attractive to the public Neighborville region selector: The current gardenscape progression system can be improved, if it is divided by regions it will be easier to access the map and see the real changes from one area to another! Hud changes: The game's UI/Hud is already tired and needs a revamp to support future content, I don't see PvZ 3 changing if it doesn't change the hud first! *the images were made by fans* 8. OFFLINE MODE Hello PvZ 3 developers! Here are a few suggestions to improve the game that would solve two big problems in the game, first, the implementation of an offline mode, in which a new option would be added to the loading screen when the notice that there is no internet connection appears. , which would say "play without connection", when clicking on it on the loading screens messages would appear reminding us that when playing offline we cannot progress in the main story but if we repeat the levels that we have already played to earn coins, upon entering we would have unlimited lives since it would be somewhat unfair to lose lives if we cannot progress, these levels will serve us more than anything to practice strategies and earn coins, on one side we would have a button to play the vase-breaker levels that we have already completed, another detail is that a heart would appear above the levels that we mark as favorites, and finally, the levels that we have not passed in the main story would appear with a lock that when touched would remind us that we can only unlock it if we complete said level in the main story that is Being connected to the internet, this would be a very good way to implement an offline mode in the game and be able to repeat levels to earn rewards and practice our strategies so as not to suffer from the difficulty of the story. 9. NEW PLANTS HAS JOINED Hello, today I come to present my idea for pvz 3 "MORE PLANTS" below you will be able to see images of the plants that I designed to make pvz 3 more enjoyable and make it a better game, the plants are: fire peashooter, spikeweed and spikerock, tall nut and a new npc called "Fred the sunflower" not many know him, he appears in the comics and is given a small mention in pvz 3 10. PURCHASABLE PLANTS My idea is that you put more resources or new plants in the store, this would give more variety to the game and one more use for our coins, these plants would have a purple seed packet to distinguish them from the common ones that are unlocked in the adventure, the only thing I ask is that all the plants in the store are of coins AND NOT REAL MONEY. 11. RETURN THE BRAINIACS Hello everyone, Pvz 3 Team, one more suggestion is that if you could: Add again the Brainiac Bosses that were in the previous game of 2020 since these types of bosses were very enjoyable because they were unique, their soundtracks, and their mechanics that each one had and I hope to see them again either through Missions that They can provide the game, oh that they mention them and give them to present to the Audience new Zomboss creations (as they were in the 2020 game) and not only do I hope to see the 3 that we had back then and they can make new ones, and that You can Highlight the Area that we are fighting, this was just my little idea 💡, I know you do a good job, Team, keep going and we as a Community will always be supporting you "Long Live Plants vs Zombies 3... 12. COHERENCE AT THE LEVELS Hello PvZ 3 development team. You will know that since the first days of the game a question was circulating about whether the levels could be replayed to enjoy their difficulty again, just as an example level 86. That is why my request/suggestion is to add this feature, apart from the fact that it would also bring with it a characteristic that was greatly requested and that is coherence in the levels according to the story, in this image we can see where each of the levels of the story would be located to give them coherence. WORDS FOR THE TEAM Well, that was it, before I go we want to tell you something, don't worry about what people think of you, worry about what they will think if you are a good development team, here it doesn't matter if the game fails or not, what What matters is that you continue giving us content from this saga, also that you have a lot of fun in the development of this next game, the only thing I tell you is that enjoyment is what matters, we hope for a great game, dear PopCap team.Solved903Views7likes5Comments