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Please Remove Plant Leveling- It’s way too much. Better ways to monitize.
The most hated thing about PvZ2 and the original pvz3 was plant leveling, so why add it back? I like this game so far, but I hate this feature in game, we already have to unlock and farm for plants to unlock new evolutions, but this is too annoying on top of that and adds too much complexity for casual players. Having to go to the almanac to upgrade your plants takes away from the experience because you could be doing more interesting things than having to keep going back to level up your plants. Please remove the level system. We already have the plant evolutions as a progression system which is already monitized. Instead of plant leveling add plant skins or something. The whole process of leveling plants is overwhelming, annoying and subtracts from gameplay.Jakepenng9914 hours agoSeasoned Hotshot121Views2likes4CommentsWhy did you made PvZ3 bad again after it finally starting to look good?
I cant explain how frustrated i feel right now. This game finally looked like it could be good! I had hope, everyone had hope! Pvz3 was no longer a game that exists just to be hated on. The plants were fun, the gameplay was better, there was strategy now. The main relevant problems to this post holding the game back were the existance of leveling, artificial difficulty via zombie modifiers. Fix this, the game might actually be solid! And you guys listened to our feedback... and... made the problems worse??? You replaced the already annoying zombie modifiers that introduce artificial difficulty with straight up zombie leveling. Why? Now its even more required that we level up our plants, which loads of people hate. This was one of the things everyone hated about the original PvZ3 where you needed to grind and level to progress. Well it gets worse since you made it significantly harder to level up plants... back to the grind 2019 PvZ3 that everyone disliked? You know the main reason (besides removing sunflowers) that loads of people hated that game was because of the plant and zombie leveling? The artstyle wasnt good, but a fun game can be fun with a bad artstyle. History exists so we dont repeat our mistakes. You guys really gotta revise in history class. Why are we re-introducing the mechanic that ruined the original PvZ3? This "Survey" you guys gave isnt for making the game better, isnt it? Asking for how much you make, asking how many children you have in this household? I now understand the purpouse of the Plant leveling question. Many people must have said they dont use plant leveling much/whatever it was, so your guys responded by making it mandatory. Please, im only this frustrated because i had hope for this game in the first place. Its very clear you guys are following some sort of instruction on "how to make a mobile game that makes tons of money". For a game to make loads of money, it needs to be actually fun, especially if its tied to a franchise like plants vs zombies. Everyone i know nowadays sees the PvZ franchise as washed up and irrelevant. Nobody checks out the new PvZ games anymore besides the loyal fans who stayed with you for so long that you keep betraying. Notice how no big youtubers or anything bat an eye at PvZ anymore? To them, PvZ is lost. There are a few good things in this update like making plants easier to unlock overall, but this is insignificant considering these leveling changes, and the fact teir 2 plants are harder to unlock to compensate. So, Popcap, can you please make the game good? Happy customers are more likely to spend money on the game. The happier the customer, the more likely they will spend money on things like cosmetics. The happier the customer, the more likely they are to tell a friend. You see how making a good game acts as free advertising? When this version of PvZ3 released, loads of people advertised how this one is actually pretty good. This is what you are missing.Jakepenng9914 hours agoSeasoned Hotshot12Views0likes1CommentMain Menu and Progress Access
Hello! PvZ3 must have a main menu like previous games, where you can access things like settings, achievements (if there are any), and linking progression. One thing I noticed is that if I reinstall the game or install it somewhere else, I have to go through that whole long tutorial again to relink my account with progress???????michibikii18 hours agoRising Vanguard14Views1like0CommentsThings I would change/add/remove in Pvz 3
Levels probably said multiple times and by multiple people but make the levels longer because you barely have time to set up a proper defence and it makes tier three plants (except sun tower) worthless to obtain try to add levels with special objectives/gimmicks to make levels feel more unique and less stale you could add gimmicks from other pvz games like don't let the zombies trample the flowers and even make new ones such as merge x plants beat a level without tier 3 plants etc. add more effects like the sod tiles,rain tiles and the nacho cheese blast and make some of them benefit plants some benefit zombies and some can effect both some examples lightning zaps a tile destroys all non lightning plants in that lane zombies and non lightning plants in a 3x3 area that are here take damage over time (only umbrella leaf + zaptail merges can both prevent it and benefit from it) wind: depending which direction can benefit the plants or the zombies Locations there are not nearly enough locations for there being 200 levels ideas Location: Spooky cemetery: introduces gravestones + light and heavy fog (light fog similar to pvz 1 hard to see zombies but plants can still attack zombies. Heavy fog develops overtime if fog is not removed and most plants can't attack zombies in it heavy fog) Zombies: Grave repair zombie: repairs and fortifies gravestones, coffin zombie: has heavy armor when destroyed either a zombie or imps come out of the coffin: skeleton zombie when destroyed falls into a pile of bones and respawns in not destroyed in time.Gravedigger zombie: summons graves and summons zombies from graves when below half health.Dark wizard zombie: all zombies in a 5x5 area around him take 20% less damage and turn into gravestones when defeated: trick or treater zombie: gives candy to boost either zombies health or damage. Plants (Tier 1) grave buster: ghost pepper: Jack o Lantern. Witch hazel candy corn Location: Z tech laboratory: introduces tiles with special effects such as speed boost health boosts and more Zombies: genetic experiment zombie: gets stronger when affected by both positive and negative effects. Alchemist: gives zombies random buffs. Chemist gives random plants debuffs. Gadget scientist: can create special tiles to benefit zombie. teleportation zombie: teleport another zombie in a 5x5 area around him two tiles forward Plants(Tier 1) Em peach Tile turnip electric currant hurrikale dandelion Plant leveling I personally do not like plant levelling in Pvz 3 because it makes the game more grindy and makes fusion plants less impactful and an idea to replace this (which is in one of my posts in more detail) is to level up your block every 20 levels or so and it still gives you something to work towards can possible give customization a purpose and can give effects like more mowers more seed slots or even unique effects like the first zombie to spawn is chilled etc instead of just health damage and ability cool-downs also the games way to balance plant leveling by giving zombies more health and damage is not a good way to go because eventually the game gets locked because the zombies the zombies just have too much health. and personally I don't see why you don't add zombies that can give other zombies those buffs instead Zen Garden first of all REMOVE THE HEART SYSTEM While I understand having to wait for them to grow I don't think we should be limited to how many we can place. I personally would not mind if we had to obtain these zen garden sprouts by killing zombies to balance it out so people just can't place a lot of sprouts very early on. also add more pots so we are able to plant more seeds while I don't mind playing mini games for resources I am not a fan of the current "odd jobs" mini-games just bring back pvz mini games like wall nut bowling,whack a zombie etc. Avatar while this is one I care about the least at least give the characters some expressions because them standing there doing nothing is weird or have an option to have them not there at all Communities while the communities itself are good so far in the beta some things to add are -Chat,more people per community, community vs community etc Other game modes some game modes to add as you can unlock while playing the game mini games such as wall nut bowling whack a zombie boss battles etc endless mode puzzle mode level editor/creator rewards for completing these (except endless and level editor) could be seeds after the first and second win and coins for all tries after that Online mode this could be just me but I love vs mode in pvz 1 and while I have no idea why it is not in pvz 2 I think It would be a fun idea to add to pvz 3Screend00rzombie20 hours agoNew Vanguard10Views0likes0CommentsChanges and my ideas for PvZ 3 Evolved
🔨Changes and Ideas🔧 🌳Levels: One of the game's biggest issues is the way the levels work, specifically their speed and the zombie hordes. With the fusions, the levels need to be longer to better utilize this new mechanic, including the return of PvZ 2's horde system, which was procedurally based on zombie deaths, rather than based on the level's duration as it is currently. Puzzles like in PvZ 1 and objectives like in PvZ 2 would be welcome to avoid repetition and please, remove the zombie modifications, this is not the only way to make the game difficult, besides that it makes the plant level system useless. 🔼Plant level system: I don't dislike the game's leveling system, I actually think it's much better compared to PvZ 2, but I think it's unnecessary to have to level up the fusions, it would be much cooler if we only leveled up the basic plants that consequently improve your fusions, maybe it would be interesting to improve the fusions only when you reach the skills, being able to choose which one you want. 🗺️Adventure mode: I really like that the story is now separated by comics, it would be cool if they were collectibles with more being added to the game, but I really hope there aren't 200 stages per comic, I think 50 in the way the levels are today would be reasonable, they also have to contain their own characteristics, like lawn, zombies, problems and objectives and their own "little world", similar to what the Chinese version did, but better. 🌱Zen Garden: It's great to see it again, but not in the form it's in the game. I felt like the Zen Garden is much "smaller" than it was before, but it's still very important for farming seeds. I think the rewards could be improved, but he health system really isn't great, and being limited to 24 hours with lifes is ridiculous. I also think it's interesting that it has its own screen like the other games, adding more pots and new modifications to the Zen Garden, as it currently is in PvZ 3 chinese (but it could still be improved). 👕Customizations: I don't really care about the game's avatars. I found them generic and wouldn't spend my money on them. However, I would spend money on plant skins. I would love it if the avatars became the heroes of PvZ Heroes, with each player being able to choose their own Hero and then having a progression path where you unlock more heroes, perhaps similar to what Brawl Stars does currently. Adding this to the gameplay with unique powers would be really cool, too, like the Seeds of Rage. ✨Piñatas: We know that piñatas will be in the game, I just hope it's a fun loot box and not so aggressive, I suggest doing it similar to Brawl Stars (again lol), you click with attempts for the piñatas to improve and consequently get more rewards, it would be cool if we had the chance to win random skins and fusions in the piñatas, it would give an air of surprise and a very fun reward And that's it for now, I hope you liked my suggestions, I didn't bring everything I want for the game because otherwise it would be huge and I know that the team behind the development of PvZ 3 is limited, so I chose only the most important points, I hope that at least one thing is implemented in the game.BigAngeloZao2 days agoSeasoned Traveler110Views3likes1CommentZombie Idea (Would only work if levels are longer
since plants are able to merge I think merged zombies would be a potentially cool idea and some zombies get new abilities improved abilities etc but to balance it they can only show up after a certain amount of flags depending on how strong they are. for example lumberjack zombie + lumberjack zombie can create a super lumberjack zombie which can deal damage in a 1x5 area but can only spawn after the second flag or volcanologist + bowling zombie make bowling volcanologist throws bowling balls at the second furthest plant after second flag magma zombie + magma zombie = volcano zombie when damages releases lava in a 3x3 area damaging plants over time can spawn after wave 3 there can also be vaiants for the basic zombie but is not as effective examples lumberjack conehead uses a axe to attack plants and deal damage on 1 tile (after wave 1) stealth buckethead: becomes invisible after 4 seconds when not attacking (after wave 2) also if two different zombie are combined you could have both versions example lumberjack + bowling zombie Lumberjack bowler throws axes at plants dealing damage in a 3x1 area (after wave 3) spiked bowler zombie throws spiked balls that deal damage in a 3x1 area (after wave 2)Screend00rzombie2 days agoNew Vanguard7Views1like0CommentsInitial Feedback on pvz 3
So I think this version of pvz 3 is the most likely to be able to stand on its own. There are a few things I think need to be added/changed to make it as good as it's going to get. Normal gameplay wise, shovel is a must. Getting blocked cause I made a twin sunflower in the wrong spot is annoying. Also if levels are remaining this short form, an ability to move plants around outside of merging is a must. There's nowhere near enough time to make most tier 3s. Yes, that would be true even with infinite sun, it's the same problem with pea pod from pvz 2. But if I could move them around while stalling zombies in other lanes then I'd try to use them more. Whether that comes in the form of cooldown gloves, escape root, minecarts (maybe even plant based ones?) or some other movement tool. Would probably also help alleviate the pain of having to pick umbrella leaf every volcano level if seed slots are locked to 5. Speaking of seed slots, idk why you wouldn't pick sunflower, and some instant plants don't quite fit into the merge system. Maybe there could be different kinds of seed slots for these if yall don't want players picking multiple sun producers and powerful instants. I don't think the ui is finished yet, but yall should get around to laying out the pick your seeds screen like prior games. Not fun swapping between plant and zombie screen to see what I might need. I remember selecting the plants I wanted without the layout saving, probably because I hit x instead of the big green button. Don't think these issues existed in prior games. (Why isn't imps tire popped by spikeweed? Like that's half of spikeweeds purpose in all the games) Options for where seeds are layed out on screen. Plants on the left like pvz 2 is the best for mobile in my opinion, but I could see why someone might want bottom or top placement. I'm not entirely against the mini games concept, I've played wizard 101 before. But really, they should probably play more like the base game. Should be easier to build off of that than making new stuff that's alien from normal gameplay. Think minigames from both pvz 1 and 2. I'm mixed on leveling. On one hand, I appreciate the bonuses being heavily reigned in from pvz 2. Makes leveling feel more optional and I can invest my resources where I think it makes the greatest difference without being screwed over by levels with x10 health increases or trivializing levels. On the other hand, leveling fusions is a bit iffy, especially due to aforementioned lack of movement making investing in a tier 3 questionable. Tier 1 plants being cheap to level is good, but I think some of their level should carry over to merges. Otherwise some combinations will feel like a slight downgrade, at least for a big period of seed grinding. Maybe have merge levels up the stats specific to those merges while tier 1 boosts affect all merges to a light degree. More levels should be handcrafted for the final game. I want to be able to unlock and learn about each merge as I play. Don't mistake that for every level being a tutorial, but seeing the strengths of each merge as I unlock them would feel really engaging. Communities is a good addition. Zen guarden implementation is ok. Lives generate a bit too slowly in my taste, but maybe they can be earned elsewhere. Cosmetics finally make sense, only thing I'd want further might be to see my house in a level. Maybe different people can specialize in different plants to beat specialized levels for the community. No lives on levels is great.PengoPlays2 days agoSeasoned Newcomer18Views1like1CommentTools Idea
Going more in-depth on movement tools from my feedback, I think these would be fun to unlock and pick before a level to modify how we can interact with plants. You'd pick one of the below each level: Shovel: Remove a plant and get a percentage refund on spent sun. No cooldown. Zen glove: Move a plant. Has a short cooldown. Minecart: Place a minecart on a column of varying size based on tool level or terrain. Has a long cooldown, but can move the minecart as often as you want. Escape root: Variant of glove that leaves a random explosive on the tile the plant was on in exchange for a long cooldown.PengoPlays2 days agoSeasoned Newcomer14Views1like0CommentsConstructive review
In this review I will discuss the positive and negative aspects of the game with the aim of improving them, since I think it is a great game: -Positive aspects, I think the new designs and the visual section bring a fresh air to the saga, I like the gameplay, the fusion theme seems very interesting and fun to me and the progression system seems good to me. I think the battle pass is very well designed. It doesn't give you exclusive plants, but it makes it easier to achieve some fusions, so in that sense it's a 10/10 because the game is fun and encourages you to buy it, but you're not forced to. -negative aspects or to improve as much as possible, I'll be honest they are details that if resolved would make it a great game, The levels seem to be very short which takes away some of the fun since you usually pass them with few plants and you don't get to explore the fusions that much, when you complete the daily missions and you no longer have hearts in the garden it feels like you can no longer progress hearing what doesn't give you a reason to continue playing, I think bonus levels or kinijuegos levels could solve this section, some fusions feel too strong compared to others so it could be balanced. Small complaints that I've heard from the community are that your avatar does not feel part of the design, it contrasts a lot both in the levels and with Dave and the other thing I've heard is that some plant designs need to be improved with respect to their animations at first glance some look much more polished than others. In short, I think it's a very good game with a bright future that, with some improvements, could bring the series to its peak. This is a constructive critique written with the utmost respect. Best regards to the PopCup team!AndiGamer_25127 days agoRising Newcomer17Views0likes0Commentspvz 3 Plant idea #1 (Part 2)
Dancing shroom + Cabbage disco cabbage: when this destroys a zombie all other plants in this lane get a permanent 2% ability cooldown reduction (max 100%) Dancing shroom + lightning reed Mirror-reed: every 7th attack all other plants in this lane and adjacent lanes get a permanent 1% ability cooldown reduction and a 50% attack boost for 3 seconds (max 100%) Dancing shroom + Tangle kelp party kelp: when activated all plants in this lane get a permanent 2% ability cooldown reduction if activated in water all plants get 4% instead (max 100%) Dancing shroom + Umbrella leaf party leaf: when this blocks an attack (in a 3x3 area) all plants in this lane and adjacent lanes get a permanent 2% ability cooldown reduction (max 100%) and the first zombie in this and adjacent lanes get stunned for 4 seconds Dancing shroom + Bop choy Disco choy: when this destroys a zombie all plants in this lane get a permanent 2% ability cooldown reduction and all other plants in a 3x5 area get a 50% attack speed for 7 seconds Dancing shroom + Spikeweed spike party: when this destroys a zombie all other plants in this lane get a permanent 2% ability cooldown reduction (max 100%) and get a 50% attack boost for 5 seconds P.S this buff disappears when there are no party plants in that lane, they take 50% damage or receive a negative effect or have it removed by a zombie disco shroom+ disco shroom D.J shroom: every 8 seconds all other plants get a permanent 2% ability cooldown reduction (max 200%) and can stun 3 of the closest zombies to this for 2 secondsScreend00rzombie8 days agoNew Vanguard13Views0likes0CommentsPvz 3 Plant Idea #1 (Part 1)
New plant dancing shroom Dancing shroom: every 10 seconds all other plants in this lane get a permanent 1% ability cooldown (stacks up to 50%) and shoots a note that stuns a zombie Hp 150 stun duration 1 seconds cooldown 8 seconds Tier II fusions Dancing shroom+Dancing shroom Disco shroom: every 9 seconds all other plants in this lane and adjacent lanes get a permanent 1% ability cooldown reduction(stacks up to 100%) and shoots two notes here or adjacent lanes to stun zombies (1.5seconds) Dancing shroom+Sunflower Singerflower: when this produces sun all other plants in this lane get a permanent 1.5% ability cooldown reduction (max 100%) and plants in a 3x3 area get a 50% ability cooldowns for 5 seconds Dancing shroom+Peashooter Party Pea: Shoots stunning notes (1sec stun) and every 6th shot all other plants in this lane get a permanent 1% ability cooldown reduction (Max 100%) Dancing shroom+ Wallnut MirrorNut: when this sustains damage all zombies on that tile are stunned for 1 second and all plants behind this get a permanent 2% cooldown reduction (max 100%) and when destroyed all zombies in a 5x5 area are stunned for 4 seconds Dancing shroom+Iceberg lettuce Party frostshroom: every 9 seconds all other plants in this lane get a permanent 1.5% cooldown reduction (Max 100%) and all zombies in this lane are chilled for 3 seconds. Dancing shroom+Potato mine disco mine: when activated deal damage to all zombie in a 1x1 area stun zombies in a 3x3 area for 3 seconds and all plants in a 5x5 area get a permanent 5% cooldown reduction (Max 100%) Clarifications plants buffed get a symbol above them with a tier number different party plants don't have seperate buffsScreend00rzombie8 days agoNew Vanguard19Views0likes0CommentsPvZ 3 Evolved Idea to replace Plant Leveling (Hopefully)
While I have not played the beta (because I Can’t) I have seen videos of it and I think that Plant leveling should not be a thing. an idea I had instead of leveling up your plants you can level up certain areas in your town (like the very first PvZ 3 beta) for certain benefits most benefits would be minor like gain x gold and/or seeds per hour and plants have 1% more health but some could have better upgrades like +1 seed slot or start the battle with +25 sun or even unique effects like the first zombie to spawn is chilled for 5 seconds (Bonus) Some things I would change and/or add is -the shovel -Plant food -LONGER LEVELS!!!!!! -objective levels like don’t let the zombie Trample the flowers,conveyor belt,Merge x plants etc -Minigames like wallnut bowling,whack a zombie instead of the "odd job" minigames -instead of hazards like zombies get 10% more health or zombies get 35% more damage add zombies that give other zombies those buffs -Make the zen garden bigger reduce the amount of things needed for it and REMOVE THE HEARTS SYSTEMScreend00rzombie9 days agoNew Vanguard88Views0likes0CommentsSmall bit of feedback for the Grab Bags
I've been loving this game a lot but I have one small nitpick. Why are only Bop Choy, Iceberg Lettuce, Tangle Kelp, Umbrella Leaf, and Zaptail offered in the Daily Top Scores Grab Bags? There should be options for every plant seeds, or at least a rotation of the seeds offeredbb1y3w52313t9 days agoSeasoned Novice34Views1like1CommentPlant vs zombies 3:evolved | I found a bug that stop me playing
I am stuck because of the strange reason.The game let me to click pass menu,but when I get in,I can't do anything and quit.And game still let me to click pass menu.So I can't do anything in the game.Pls fix this quickly😩.impizzatower13 days agoNew Novice198Views0likes7CommentsOpinions on recent pvz 3
I feel like this game so far (for me) is 3.5/5 because it's fusion mechanic (someone is running out of ideas) and plants you can get without microtransactions finally, but I wish I could unlock all the plants after beating a certain level the first 2 games instead of seed packets, the Zen Garden is small as hell, it can be so much bigger (that's what she said), and why hearts? And why only five? IF IT'S NOT BROKE, DONT TRY TO FIX IT, that's what Popcap and EA should take from this, you can add new stuff but don't change something that was as fine as it was. Also 5 seed slots is too low, we need more seed slots and a good way to obtain more seed slots.zlw0eavpfb8f14 days agoRising Newcomer36Views0likes0CommentsThe return of level objectives in PvZ 3
I suggest adding back level objectives to PvZ 3, just not bring the same ones, but add new ones. This would add more variety to the levels, difficulty, and fun. Some of my ideas for level objectives are: - Merge a certain amount of plants - Don't merge a certain amount of plants - Survive the level without using Mo - Survive the attack with the plants given to you - Merge 3 tier 2 plants into a tier 3 one - Don't have a certain amount of plants at once. That was my suggestion, I hope you take it into account, PvZ 3 will be a great game :)21Views0likes0CommentsMy Feed back about pvz 3 (EDITED FORGOT SOMETHING)
I really love this game and got hype so much when it released PvZ 3, so I made an account to share my feedback back I hope u all love it. That's all. First of all, some plants are unnecessary to evolve, even though I really like them; they are so cute, mostly the umbrella leaf evolution, sorry, but it has to go to the third tier. This game should add a power food feature in order to take advantage of this plant to gain new upgrading abilities, rather than having the same. I really love the evolving plants just like the classic pvz, but it disappoints me when it comes to merging. I know it has an advantage to move your plants in a safe spot, but still, I would rather want them to stay in one place and evolve them and make plants do the moving like an escape root. Besides staying in to evolving has a lot of opportunities and advantages from peashooter - repeater- three peater- Gatling pea or either devour bloom- snap pea - snapdragon- dragon bruit up to tier 4 (Take it as legendary tier) Add an instant plant or non-evolving plant like cherry bomb, Grapeshot, hot potato, coffee bean, and rhubarbarian Add for upgrade slot feature a slot that can only be meant for base plant to upgrade, (but the downside they can't be planted just for upgrading if base planted was placed in that slot), since it's good to use it for the opportunity to put tier plant directly, but instead, they have twice the cooldown as the original, the higher the tier, the cooldown is multiplied. Add a feature to Nighttime and daytime I really love that gameplay when plants are put to sleep and make it harder for the player to play with specific plants to use that as how coffee bean enters the game I would be happy to if you bring it back. Add the zen garden, aquarium, and the nighttime one hehe beside it's a good opportunity to rob people hehe who wouldn't be persuaded when buying flower pot designs, garden design, even the aquarium along with its costumes and limited event purchase design) Edit: Forgot Why not try ADD ELEMENTAL DISADVANTAGE AND ADVANTAGE FOR ZOMBIES? This would help plants have their own purpose, even though some have the same feature, like FIREPEA AND ICE PEA may have the same damage, but it doesn't mean it's effective towards zombies, since they have different purposes. and adding second category of their type to add uniqueness. ELEMENTS: FIRE(Pepper-pult), ICE(iceberg Lettuce & Winter pult), ELECTRIC(Lightning reed), WATER (Tangle kelp & Lily), PURE (Normal Damage - Bonkchoy & Peashooter), EARTH (Potato mine, Spikeweed& Wallnut), SHADOW/DARKNESS (Grimrose & Doomshroom), POISON(Fume shroom), SOLAR/LIGHT(Sunflower), and MYSTIC (Hypno-Shroom) PLANT TYPE: Lobber(Winterpult and Pepper Pult), Brawler(Bonkchoy), Tank/Reinforce(Wallnut), Ranger ( Lightning reed, and Peashooter), Sneak/Prowl(Spikeweed, Grimrose and tangle kelp), Magic(Hypno-Shroom), Bomb (Potato-Mine & Doomshroom), Support(Sunflower, Hypno shroom and lily), and Contain (Iceberg Lettuce) I think Lobber and ranger are just the same even Contain and support T_T Ranger-Tank-Brawler-Support-Bomb- Prowl-Magic (I think it would be enough since it has so many typings T_T) ADD SUN REQUIREMENTS instead of staying the same sun production, evolving them adds a prerequisite sun to evolve, JUST LIKE DOTA 2. IF YOU BUY AN EQUIPMENT TO UPGRADE, IT NEEDS A FORMULA THAT REQUIRES MORE MONEY, so yeah, why not try that EXAMPLE: Puff shroom cost 10 sun if add more will be scaredy shroom if you add more puff shroom it needs 80 more sun to upgrade then if you add more puff shroom it needs 200 sun to make it gloom shroom in that way you don't need to make plants to increase their sun requirement (Wait technically you need it since sun production is quite op since you can just add sunflower to make it twin or just lower the sun production of them). Addition, from my hyped up I hope you add my babies since I really expect them Devour bloom = Sun dew tangler, Snap pea(Snap dragon- Dragon bruit), Chomper(Toadstool) Magic Bean = Spring bean (Chard Guard), Chili bean, sun bean, Laser bean, Hypno Shroom(Cauliflower) Lilly pad - cat tail - homing thistle (Bonkchoy and wallnut= BLOCKOLI) (Cactus and Spike weed = Dusk lobber) (Bonkchoy + buttercup = Headbutter lettuce) Buttercup and Cabbage pult = Kernel pult2zr20y1ofo5i17 days agoRising Newcomer147Views0likes0Comments🌱💀 Ideas and Concepts for PvZ 3 Features 💀🌱
I’ve been enjoying the PvZ 3 beta, and it’s exciting to see how the game is shaping up! I wanted to share some feature ideas and suggestions that could add more strategic depth, replayability, and engagement. These are not criticisms—just concepts that I think could complement what’s already in the game. I think the game could take inspiration from Garden Warfare and all previous PvZ lore to make it more interesting. --- 1. PLANTS 🌿 1.1 Perk System 🧬 What is the Perk System? Inspired by games like Iron Marines, where units have abilities and perks that enhance strategic options. Each plant would have: Plant Food Ability 🍀: Charges via a meter/bar shown when clicking on the plant; affects all plants of that type in the lane. Evolution Perk 🌟: Purchasable with sun in-game; evolves a plant into a stronger variant (e.g., Peashooter → Repeater → Gatling Pea). Additional Perks ⚡ (2nd–4th Gen Fusions): Enhance fused plants’ abilities, allowing almost limitless combinations for experimentation and strategy. How it Functions: Perks can be purchased, charged, or activated during gameplay. Fusions combine two plants of the same class to create hybrid plants with unique abilities. Evolution upgrades a single plant into a stronger variant, separate from fusion. Class-based synergy ensures that strategic combinations matter. Flexible and customizable, allowing for millions of potential perk variations per plant. Why It’s Better Than a Traditional Leveling System: Players choose whether, when, and how to upgrade plants. Encourages strategic experimentation without forcing rigid leveling paths. Evolutions and fusions together create a layered depth in gameplay. --- 1.2 Neighborville Map Mechanics 🏡 Current Map: Mostly aesthetic. Players can customize their home, view avatars, interact with garden items, and navigate around. Proposed Concept (Suggestion): Home 🏠: View your personal profile, and stats Library 📚: Access the almanac and various information. Community Center 🏛️: Interact with clans/guilds, access cooperative challenges, and participate in social activities. Zen Garden 🌱: Collect raw materials (seed packets) used for plant fusions in the Science Lab. Science Lab 🔬: Unlock advanced or rare fusions and select perks for advanced plants. Core Function: Players progress by collecting seed packets, performing fusions, and activating perks. Perks are applied according to class and fusion, enhancing strategic choices. The map encourages exploration, community interaction, and resource management. --- 2. ZOMBIES 💀 2.1 Zombie Game Mode 🤖 Overview: Players defend the zombie base against plant invasions by building and upgrading bots. Brain Vendor 🧠 (Zombie’s Sun Producer): Provides the resources to construct bots. Bot Mechanics: Basic Bots → Fusions → Modifiers Fusions: Combine bots on the field to form stronger variants (e.g., Shooter → Stringer Shooter). Modifiers: Equip up to 3 per bot, each with 3 perk-like abilities. Not the same as plant perks but offer elemental or strategic upgrades. Unlocking Modifiers: Requires blueprints collected in the zombie’s workshop (analogous to Zen Garden). Differences from Plants: Plants fuse to create hybrid plants and evolve via perks. Bots fuse to become stronger variants, and modifiers act as “perk-like” enhancements separate from evolution. --- 2.2 Zomburbia Map Mechanics 🏭 Proposed Concept (Suggestion): Workshop 🔧: Functions like the Zen Garden; provides blueprints to unlock bot modifiers. Factory 🏭: Functions like the Science Lab; allows advanced bot fusions and selection of modifiers. Other structures mirror plant maps for community and personal interaction. --- 3. ADDITIONAL INFORMATION 📝 3.1 Town Hall & Achievements 🏛️ The Town Hall tracks player progress, stats, and achievements. Achievements could be tiered (e.g., kill 50 Imps → 100 → 200), independent of plant or bot leveling. Provides rewards, recognition, and incentivizes replayability. --- 3.2 Community Interaction and Rewards 👥 Clans/Guilds: Participate in cooperative challenges, tournaments, and events. Side Quests & Odd Jobs: Earn alternative currencies for in-game purchases and social currency for clan interactions. --- 3.3 Online & Game Modes 🌐 Competitive & Casual Modes: Cater to both hardcore and casual players. Tournaments & Arena: Provide competitive gameplay with strategic depth. Sandbox/Free-Play: Customize maps, waves, slots, difficulty, and objectives. Certain perks can be leveled in online gameplay for progression and competitive advantage. --- 3.4 Additional Notes 💡 Shovel Feature: Remove unwanted plants or bots to manage strategy and resources. Perk/Class Synergy: Class-based strategy is crucial for basic plants, fusions, bots, and modifiers to function effectively. Zen Garden & Lab Separation: Zen Garden collects raw materials; Science Lab unlocks advanced fusions. Plant Food & Evolution Activation: Plant Food charges via a bar, Evolution perks are purchased via sun. Perk Limitations: While Evolution and Plant Food perks are core, additional perks may have activation or purchase conditions.38Views0likes0Comments
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