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Dear Development Team of Plants vs. Zombies Replanted Version:
The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. Hello!Thank you for being open to hearing players’ genuine thoughts on Plants vs. Zombies: Replanted. I sincerely apologize to share that, based solely on the currently released screenshots, this remade title falls significantly short of the expectations held by myself and many other players. The core issue lies in a severe lack of freshness—and the key to solving this problem lies precisely in "sustained innovation," especially through the addition of new plants, new zombies, and more novel elements. For a classic IP like Plants vs. Zombies, a "remake" is by no means a "carbon copy reproduction." Its core value has always been to breathe new life into the established IP through innovation, while preserving the "classic foundation" of the original game (such as core gameplay logic and nostalgic atmosphere). We do not reject "authenticity"; in fact, we hope for flexible settings like the "Original Card Slot Preservation" feature. For instance, adding a toggle next to the Transform Eggplant’s card slot: when activated, non-original plant slots would fade out with a vintage film-style animation and exit the level, leaving only the classic lineup of slots. In the Almanac, these new plants would come with a tooltip bubble explaining, "Turn off the toggle to deploy this plant"—and the toggle can also be disabled directly within the Almanac. More importantly, this toggle only adjusts the display of card slots during levels; it in no way affects the acquisition methods of plant slots that did not exist in the original game. This way, it satisfies long-time players’ desire for a pure, classic experience while not depriving anyone of the joy of unlocking new plants and exploring fresh content. However, if the game only replicates the original without additions—no new plants (e.g., functional plants adapted to new scenarios), no new zombies (e.g., enemies with unique mechanics), and no supplementary elements like new scenes or gameplay modes—it will not only leave players who pay for the "remake" feeling that "the value for money is insufficient" (after all, no one wants to pay repeatedly for old content that is "a new coat with the same core") but also cause the title to lose its competitive differentiation. Ultimately, this would lead to declining reputation and poor sales performance. Just as the "Original Card Slot Preservation" feature only reverts the plant lineup (without blocking new zombies or altering how new plants are obtained), a truly excellent remake should always let new elements feel like a pleasant surprise rather than a burden, while preserving the classics. It’s important to understand that when players look forward to a "remake," they do so not only to nostalgia for the "authenticity" of the original but also to crave new experiences within a familiar framework: perhaps tactical innovations brought by new plants, fresh challenges posed by new zombies, or the immersion of new sound effects, new visual details, and new gameplay combined. This "balance between innovation and nostalgia" is the true meaning of remaking the original—it rekindles passion in long-time players and attracts new players to experience the charm of this classic IP. Therefore, we earnestly urge the development team to prioritize user needs, keep "sustained innovation" at the forefront throughout the development process, and focus on adding new plants, new zombies, and diverse new elements. Let Plants vs. Zombies: Replanted become a sincere work that is truly "worth anticipating and worth buying." Thank you again for taking the time to read this feedback. We sincerely hope to see optimizations and breakthroughs for the game in the future, bringing players an even better gaming experience! I. System Adaptation and Interface Optimization Optimization Suggestions for Dynamic Welcome Interface When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile. The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Multi-language Adaptation Currently, there are a large number of players from different countries and regions in the international version, especially a huge Chinese player group. To meet the needs of global players, it is recommended to add support for multiple languages, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. This can not only eliminate language barriers, enable players to better understand the game content and instructions, but also significantly enhance the game's attractiveness and competitiveness in the international market and promote the globalization development of the game. Suggestions on Promoting the Ecological Layout of the Whole Platform Currently, the Huawei HarmonyOS Next system has enormous market potential. It is recommended to prioritize the in-depth adaptation of products to the mobile and PC ends of this system. At the same time, a cross-platform cloud data interconnection system should be constructed to comprehensively cover mainstream operating systems and devices such as Apple (iOS, iPadOS, macOS, visionOS, tvOS), Huawei (HarmonyOS),Google (Android, Android TV), and Microsoft (Windows x86, Windows x64, Windows Arm). By achieving real-time synchronization of data such as game progress, saves, and personalized settings, the barriers to device switching can be eliminated, creating a seamless gaming experience for users, and further improving user retention rate and brand competitiveness. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Optimization of All-Scene Interfaces Stunning and realistic lighting effects have been added to all scenarios, including the main interface, level selection interface, in-level interface, and achievement interface. Additionally, the clouds in all scenes will gently drift with the wind, adding dynamic vitality. Lawn Terrain It has been optimized into a neat rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged grids. The grids use green colors of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as the original version. The white fences beside the lawn maintain a uniform vertical shape, with evenly spaced gaps between each fence to avoid an uneven visual effect. Each white fence features a unique wood grain, preventing a "copy-pasted" appearance and creating an orderly and clean look overall. Pool Terrain The lawn part of the pool terrain is optimized into a neat rectangular structure similar to that in Plants vs. Zombies 2, made up of neatly arranged grids. These grids use green colors of different shades, forming an alternating pattern of light green and dark green, and retain the same color tone as the original version. The water in the pool part has a rippling effect as if blown by the wind. It is clear and transparent, allowing visibility of the水底 (bottom of the pool) which is composed of neatly arranged grids. These grids use blue colors of different shades, similar to the sea level in the "Big Wave Beach" scene from Plants vs. Zombies 2. Roof Terrain The left slope has a standard parallelogram structure, and the right flat part has a neat rectangular structure, both composed of neatly arranged tile grids. The grids are uniformly orange-red, with no cracks or other defects, and the overall color tone remains consistent with the original orange-red. Each tile grid is separated by dark orange-red lines. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 II. Game Content Expansion Each Plant Costume Comes with Additional Attributes Whenever a plant costume is assigned to a plant, it also grants the corresponding plant unique additional attributes, serving more than just a decorative purpose. For example: A specific costume for Winter Melon can freeze zombies within a 1x3 area under normal conditions. When using its special ability, it not only freezes all zombies on the screen but also launches a set of ice projectiles from the left side of the screen to damage zombies—these projectiles are the ice projectiles from "Power Snow". Another example: A specific costume for Winter Melon allows it to fire ice-attributed spike projectiles at zombies under normal conditions. When using its special ability, it not only upgrades to more powerful ice-attributed super spike projectiles but also scatters a large number of such super spike projectiles forward to damage zombies! In the future, the game design team can create brand-new plant costumes with additional attributes to further enhance practical combat functionality! 【This feature can refer to the plant costumes in Plants vs. Zombies 2 Chinese version.】 Introduction of Plant Trinkets with Additional Attributes Whenever a plant costume is assigned, the corresponding plant is also granted unique additional attributes. Some plant trinkets can be displayed during battles, and they can also be upgraded— the higher the trinket’s level, the better its combat effect! Rubber Duck Float Trinket: Allows plants to be planted directly on water surfaces. Accelerated Flower Pot Trinket: Reduces the planting cooldown of plants by 30%. Energy-Saving Can: Reduces the sun cost of planting plants by 10. Small Clock: Has a 10% chance to reset a plant’s planting cooldown and also reduces the planting cooldown by 10%! In the future, the game design team can create brand-new plant trinkets with additional attributes to further enhance practical combat functionality! 【This feature can refer to the plant trinkets in Plants vs. Zombies 2 Chinese version.】 Classic Mode "I, Zombie" Returns The classic gameplay "I, Zombie" makes a comeback, with the following adjustments to the game content: Victory is no longer achieved by collecting all Brains; instead, it is achieved by eliminating all plants. Eliminating 1 plant grants 150 Sun Points. This rule applies to every plant—even if each Puff-shroom disappears after becoming ineffective, you can still gain 150 Sun Points. Zombies can be granted special abilities similar to the Plant Food effects used for plants: Mecha-Football Zombie will throw footballs to eliminate plants, dealing massive damage to nut-type plants; Mecha Gargantuar will not only be upgraded to the classic Red-Eyed Mecha Gargantuar but also have the laser firing frequency of the Red-Eyed Mecha Gargantuar increased. New Addition of Gen 2 "Power-Ups" Gameplay It is recommended to introduce the "Power-Ups" gameplay from the international version of Plants vs. Zombies 2 into the Replanted version, allowing Power-Ups to turn the tide of dangerous battles and change the course of the match at critical moments. Expansion of "Mini-Games" Content Building on the original version, "Mini-Games" will include more interesting elements, such as: Expansion of the "bowling" element in "Wall-Nut Bowling". Detailed explanations are provided below. In "Zombiquarium", the variety of zombies will be more abundant. Additionally, various marine creatures will appear to attack zombies—you can eliminate these marine creatures by clicking on them to prevent them from attacking more zombies, and so on. Expansion of the conveyor belt level mechanism In conveyor belt levels, the plant slots that appear are not limited to the default selected ones. It is recommended to support the selection of desired plant slots for use in conveyor belt levels. Adjustment of In-level Buttons Adjust the "Menu" button within the level to a "Pause" icon. After pausing the level, change the "Pause" icon to a triangular "Resume" icon. Moreover, whether the level is paused or resumed, the "Menu" button should always be available. Add an "Accelerate" button within the level. Even when the level is paused, the "Accelerate" button should always remain available. New Characters It is suggested that unique plant heroes, zombie heroes, plants, zombies, as well as Penny, Nate Timely, Patrice Blazing from the official Chinese versions of Plants vs. Zombies 1 (including but not limited to the Westward Journey version, the Great Wall version, the Kingdom version), Plants vs. Zombies: Heroes, Plants vs. Zombies 2 and Plants vs. Zombies 3 be introduced into this version, along with innovative gameplay and mechanisms. This will not only attract more players to Plants vs. Zombies Replanted, but also keep the classics alive and enhance the game's long-term appeal and competitiveness! Traitor Plant gameplay The so-called traitor plants are villainous characters planted on specific grids, usually with high health points. After eliminating a traitor plant, not only will you get twice the sun value of that plant in return, but you can also plant your own plants in its original position. For example: The Traitor Peashooter will attack our plant camp; The Traitor Squash will crush our plants and cause damage; The Traitor Sunflower will deduct the collected sun, but eliminating it will return all the deducted sun. More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. "Wall-nut Bowling" returns Primal Wall-nut: It directly passes through the same row, deals damage to 2 zombies, and then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions to deal damage to targets in other rows. Explode-O-Nut: In this version, the appearance of this plant should not be the solid red color of the original Explode-O-Nut; instead, it should be consistent with the visual effects of the Explode-O-Nut from Plants vs. Zombies 2. Jackfruit (菠萝蜜 a China-exclusive plant): It directly passes through each zombie in the same row, leaving jackfruit pulp behind each zombie. Zombies will delay their movement by gnawing on the jackfruit pulp. Frost Baimaodan (寒霜白毛丹 a China-exclusive plant): Unknown Greedy Snapdragon (贪吃龙草 a China-exclusive plant): Unknown It is suggested that the international server development team could create entirely new types of bowling. 【If you don't quite understand the content of the description, you can refer to the attached video!】 Chinese Version-Exclusive Element "Divine Artifact" In the Chinese server of *Plants vs. Zombies 2*, the Divine Artifact system brings rich tactical options to the game and significantly changes the battlefield situation. The higher the level of a Divine Artifact, the more powerful its effect! It is recommended to introduce the "Divine Artifact" element into this version! New Two-player Duel & Cooperation Mode A new two-player duel & cooperation mode is launched. Player A controls the plants, and Player B controls the zombies. You can refer to the relevant modes in the Plants vs. Zombies PS3 version and the Plants vs. Zombies Android TV version. This brand-new battle mode will bring players a completely different gaming experience, increase the interaction and competitiveness among players, enrich the gameplay and fun of the game, and further expand the game's audience. III. Optimization of Plant and Zombie Mechanisms Animation Optimization for Sunflower, Sun-shroom, and Marigold When Sunflower, Sun-shroom, and Marigold produce sun, gold coins, and silver coins, their animation effects are no longer limited to a single glowing effect. During the resource production process, the plants will not only have a glowing face but also display more vivid "happy" dynamic movements. After the animation ends, they will return to their normal state. In addition, the facing direction of the plants has been uniformly adjusted: previously, Sunflower’s face faced forward, and it is now recommended to adjust it to the right-facing direction consistent with Marigold (i.e., facing the front of the lawn), presenting a side view. 【This feature can refer to the international version of Plants vs. Zombies 3.】 Gatling Pea Performance Expansion Gatling Pea supports fusion with other elemental peas through the "stack-planting" method at all times, and this applies regardless of the planting order (whether Gatling Pea is planted first or other elemental peas are planted first). The pea types that can be fused include: Fire Peashooter, Snow Pea, Electric Pea, Goo Peashooter, Shadow Peashooter, Primal Peashooter, Piranha Pea, and Threepeater. In the future, the game design team can further expand its fusion possibilities by developing and adding new elemental pea types! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Appearance Optimization for Coffee Bean Before being used, Coffee Bean will always maintain its appearance with wings—this setting also applies to its display effect in the almanac. When Coffee Bean is digested by mushrooms, its wings will show a digestion animation process together with its main body, ensuring the consistency of the appearance performance. Optimization of Doom-shroom's mechanism After Doom-shroom explodes, the pothole left behind is in a state with sparks and has the effect of burning zombies. Zombies eliminated by the pothole during this period turn to ashes. After the pothole exists for a period of time, the burning effect in the pothole weakens accordingly. Finally, when the pothole disappears completely, the burning effect in the pothole also vanishes. Optimization of Coffee Bean's appearance The Coffee Bean remains in a state with wings all the time before being digested by the mushroom. Optimization of Gatling Pea's Appearance The appearance of Gatling Pea needs to be adjusted to that of the Gatling Pea in Plants vs. Zombies 2 to avoid the problem of inconsistent visual effects. Dynamic effect of the Hypno-shroom's cap Change the Hypno-shroom's cap effect from a single texture to a dynamic one, making it more agile and realistic in the game. The dynamic cap effect can not only enhance the game's visual performance but also allow players to more intuitively feel the Hypno-shroom's function, enhancing the game's immersion. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Optimization of the bullet tracking of the Cattail After the Cattail eliminates a zombie, the remaining bullets should automatically attack the next target instead of flying out of the field. This can make full use of the Cattail's attack resources, improve its attack efficiency, make its performance in the game more outstanding, and also meet the players' expectations for efficient attacking plants. 【This feature can refer to the Chinese version of Plants vs. Zombies 2.】 Optimization of the disappearance animation of the Blover When the Blover disappears, add animation effects of gradual transparency and slow rotation speed. This delicate animation performance can make the visual effects of the game more smooth and natural, enhance the players' visual experience, and make the disappearance process of the Blover in the game more aesthetic and ritual. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Function expansion of Cactus When the Cactus is close to zombies, it will transform into Spikeweed, launch spines with piercing effects, and grow taller to hit the balloons of Balloon Zombies. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Function expansion of the Torchwood When the Torchwood is eliminated or removed, it will trigger the effect of the Jalapeno. At the same time, it has high health points, and when zombies approach, it can attempt to attack zombies within a close-range 1x3 area. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Adjustment of Group Damage for Tangle Kelp The current single-target damage effect of Tangle Kelp has limited effectiveness against clustered zombies. It is recommended that when zombies approach, Tangle Kelp can simultaneously deal damage to multiple zombies within a 1-tile range. This can significantly enhance its practicality and tactical value in the game, providing players with more effective choices for water-based defenses. Garlic and Nut Wrap Adaptation The current usage of Garlic and Nut Wrap has certain limitations. It is recommended to make Garlic applicable to "Nut Wrap" to increase strategic combinations and fun in the game. Expanded Target Ranges for Plants Threepeater: If placed in the grid at the edge of the lawn, it will fire 2 projectiles in the middle row within its range, and 1 projectile in the 1st or 3rd row of its range. This optimization can effectively reduce resource waste. Zombie Appearance Adjustment It is recommended to unify the head appearances of the Balloon Zombie, the Bungee Zombie, and the Dolphin Rider Zombie to be the same as that of the Common Zombie, making their visual effects more consistent. When zombies are eliminated by bullets carrying fire, their bodies turn to ashes instead of losing their heads. Change the appearance angle of the Bungee Zombie to be consistent with the appearance angle of the Common Zombie which faces left, while still retaining the feature of sticking out its tongue. When the Dolphin Rider Zombie appears, it is always in a state where it can be attacked. This includes, but is not limited to, the time period when the Dolphin Rider Zombie throws the dolphin onto the water surface, during which it can also always be attacked. Once the newspaper of the Newspaper Zombie comes into contact with substances with burning properties—such as lava or flaming bullets—it will trigger the exclusive effect of the newspaper being burned by flames, enhancing the detailed expressiveness of the battle scene. Optimization of Behaviors After Eliminating Zombies Once the zombie's head is knocked off, its body should fall down immediately. This can not only reduce the waste of fired bullets, but also enable pitcher-type plants to attack the next target instead of hitting the zombie's body, which is beneficial to improving efficiency. After a zombie is eliminated by a Fire Peashooter's bullet, its body should turn into ashes instead of just having its head knocked off. Standardize the animation time period for each zombie that turns into ashes simultaneously, making the visual effects more coordinated and comfortable. Optimization of Zombie Eye Appearance It is recommended to optimize the appearance of zombies' eyes to a more three-dimensional mirror effect, as if covered by a layer of crystal ball, making their characters more exquisite and beautiful. IV. Adjustment of Music and Sound Effects Music adjustment Replace all the music theme songs with those outside the (In Game) series. For example, replace Loonboon(In - Game) with Loonboon, Grasswalk(In - Game) with Grasswalk, Crazy Dave(In - Game) with Crazy Dave(Intro Theme), etc. The new music series can bring players a brand new auditory experience, avoid players getting aesthetic fatigue from listening to the same music for a long time, create a more diverse and rich game atmosphere, and enhance the players' immersion in the game. V.Optimization of Game Operation and Functions In-level Sun Purchase Feature Addition During a level, players are allowed to turn the tide of the battle by purchasing sun through watching ads or using coins. The purchase button will appear as a "plus sign" icon next to the sun value, enabling players to reverse the situation in critical moments. Below is the sun price list: 1st ad watched: Grants 500 sun 2nd ad watched: Grants an additional 700 sun (on top of the 1st ad’s reward) 3rd ad watched: Grants an additional 1,200 sun (on top of the 2nd ad’s reward) 3,000 sun: Costs 1,000 coins 7,000 sun: Costs 2,000 coins 12,000 sun: Costs 3,000 coins "Mallets" Function Optimization During a level, the method to obtain "Mallets" (for turning the tide of battle) is not limited to coin purchases—players can also gain Mallet uses by watching ads. A purchase button in the form of a "plus sign" icon will appear next to the "Mallets" button, allowing players to reverse the situation in critical moments. Additionally, Mallet uses can be acquired in the in-game shop either by watching ads or using coins. Below is the Mallet price list: Each ad watched: Grants 1 Mallet use (players can select the desired Mallet type); a maximum of 10 ads can be watched daily to obtain this reward. Discount rules for bulk Mallet purchases: Purchasing 2 Mallet uses: 15% overall discount Purchasing 3 Mallet uses: 25% overall discount Purchasing 4 Mallet uses: 30% overall discount Purchasing 5 Mallet uses: 40% overall discount Note: There is an inconsistency in the original text (stating both "2 uses = 15% discount" and "2 uses = 50% discount"). If following the original intent strictly, retain the 50% discount for 2 uses and adjust other tiers accordingly to avoid contradictions. When the level is in accelerated mode, the duration of Mallet effects will not be reduced by the acceleration. This ensures the gameplay logic is more reasonable for players when using Mallets during acceleration. When a Mallet is in use, all zombies will remain immobilized, while plants can still attack zombies normally until the Mallet effect ends. Addition of the "Temporary Obstacle Attack Access" Item The item can be used at any time in any level with obstacles after the first purchase. After use, tombstone-type obstacles can be attacked by plants within 6 minutes. Starting from the 2nd purchase, each purchase extends the "obstacle attackable duration" to 12 minutes based on the current duration. Starting from the 3rd purchase, each purchase extends the "obstacle attackable duration" to 36 minutes based on the current duration. This item can be purchased a maximum of 3 times. "Endless Siege" Plant Mechanic Optimization In levels of the "Endless Siege" type, a large number of sun-producing plants such as various types of Sunflowers and Sun-shrooms can be used as sun sources before clicking "Start Battle". There is no need for any waiting after all plants are planted — once "Start Battle" is activated immediately, all Sunflowers on the battlefield will produce sun right away, while Sun-shrooms will first produce 15 sun and then grow up instantly afterward. This feature is sure to be loved by players and will improve gameplay efficiency! Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. 【This feature can be referenced from Plants vs. Zombies 3】 Suggestions for Optimizing the Consumable Item Mechanism in the Zen Garden In the Zen Garden of the original *Plants vs. Zombies*, there is a mismatch between the usage logic and resource consumption of consumable items (Bug Spray, Chocolate). Specifically, if players use Bug Spray on potted plants that do not require pest control (e.g., plants already in a happy state or with no need for Bug Spray), or repeatedly feed Chocolate to potted plants that have already been fed, the corresponding item quantities will still be deducted directly. This loss is irreversible and often leads to unnecessary waste of players' resources. To improve this experience, it is suggested that the consumable item deduction mechanism be adjusted in *Plants vs. Zombies: Replanted*. Item quantities should only be deducted when a potted plant is clearly in a state that "requires Bug Spray" (e.g., when pests are present, or the plant is not in a happy state and needs pest control) or "can accept Chocolate" (e.g., when the plant has not received the Chocolate bonus yet, or the Chocolate effect has expired). If a potted plant does not need the item (e.g., it is already in a happy state, or Chocolate is fed repeatedly), an "invalid use" judgment should be triggered, and no item quantity will be consumed—thus avoiding unreasonable resource loss. Optimization of Virtual Currency Deduction Policy Gold coins, diamonds, and excess enhancement items spent within a level will only be deducted by the corresponding amount if the level is cleared successfully. If the level is failed or exited midway, the gold coins, diamonds, and excess enhancement items spent in that level will not be deducted. In addition, a prompt regarding this policy will be marked on the game pause interface. Implementing this policy can not only effectively avoid unreasonable losses but also effectively prevent the risk of user churn, while significantly improving the user experience! Therefore, we are in great need of implementing it! Expansion and Classification of the Plant Slot Currently, at most 9 plant slots are far from enough for some players. It is recommended to open the function of purchasing more plant slots. At the same time, when selecting plants, classify the plant slots into two columns, namely the plant slots exclusive for white cards (10 slots) and the plant slots exclusive for purple cards (3 slots). In this way, plants of different qualities have their own independent slot areas without interfering with each other, making it more convenient and faster for players to select plants, effectively solving the problem of insufficient plant slots, and improving the strategy and operation experience of the game. Expansion of gesture functions for collecting various resources Collecting sunshine ☀️, diamonds 💎, gold coins and silver coins is not limited to the click gesture. It also supports the swipe gesture and swiping the unclicked cursor to collect resources in batches. 【This function can refer to *Plants vs. Zombies 2* and *Plants vs. Zombies 3*.】 Addition of the "Auto-pickup Resources" item After users actively watch an advertisement, they can obtain an item that can automatically pick up sunlight ☀️, diamonds 💎, gold coins, silver coins, and potted plants in the Zen Garden. Each item remains effective for 60 minutes. During the effective period, it will automatically collect various resources, and after the time expires, it will return to the manual pickup state. It should be noted that the usage time of this item will only be deducted when the level is won; if the game fails or the level is exited, the item's time will not be consumed. This setting can help players efficiently collect resources in batches, making it more reasonable. Optimization of Endless Mode Rules In Endless Mode, even if the challenge fails midway, players can still restart from the currently achieved level progress, without having to start all over again due to a single mistake. In addition, the lineup at the time of failure will not be saved; instead, the initial lineup of the current level progress will be automatically called, making the mechanism more reasonable. 【This feature can refer to Plants vs. Zombies 2.】 Optimization of Endless Mode Mechanics After each round ends, the current plant lineup is automatically saved, and plants in their ultimate state will maintain this state throughout the entire Endless Mode level sequence (e.g., if Torchwood is in its ultimate state when a level is cleared, this state will persist in subsequent levels until the plant is removed). The final level of Endless Mode in each world is adjusted to Level 200, with a Boss challenge every 5 levels: Defeating a Boss yields generous rewards, clearing regular levels also grants certain rewards, and clearing Level 200 rewards players with extremely generous prizes. This design makes "Endless Mode" more progressive and fulfilling, rather than a literal infinite loop. Optimization of the lawnmower mechanism: After losing lawnmowers in Endless Mode, when selecting abilities to bring before the start of a Boss level, all lost lawnmowers will be automatically replenished. Additionally, lost lawnmowers will be automatically replenished every 5 rounds, and at this time, players can simultaneously select buffs and enhancements from "Penny's Pursuit." If additional buffs or enhancements are needed, they can be unlocked by spending coins, with support for multiple purchases and prices remaining constant. Optimization of failure handling: After a failed challenge, there's no need to start over—players can restart from their current achieved level progress. Additionally, the lineup at the time of failure will not be saved; the system will automatically load the initial lineup for that level progress, making the mechanism more reasonable. Clearance reward: Upon completing Level 200, extremely generous rewards will be distributed, along with the prompt: "You've completed the final level of Endless Mode in this world—awesome job!" VI. Visual Effect Optimization Optimization of Sunflower's Visual Appearance Adjust the orientation of the sunflower's flower disc from facing front to a slightly right-tilted style similar to that of a marigold. This adjustment will not only make the orientations of the two flower discs visually coordinated and unified, but also bring a better overall visual effect. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 Optimization of Plant Visual Effects in Survival Mode When the first round of Survival Mode and Endless Mode is completed, the camera switches to the zombie camp on the right side of the lawn, and when in the plant slot selection interface, plants must always maintain dynamic effects instead of being static. Solve the Problem of Darkened Color When Shadows Overlap When the shadows of multiple zombies or plants overlap, the color of the shadows will be darkened, which affects the beauty and visual effect of the game screen. It is recommended to fix this problem so that the shadows maintain a normal color display when overlapping, making the game screen clearer and more natural, and presenting a better visual experience for players. Handling of Obstacles After Level Victory When the level is won, all obstacles, such as tombstones, arcade game machines, ice blocks, etc., should automatically break and disappear. This can make the game interface cleaner, highlight the players' sense of achievement after victory, and also make more clear preparations for the next game, improving the players' gaming experience and feelings. VII. Optimization of Ads and Benefits It is recommended to introduce regular plant group purchase activities the more players participate in the group purchase, the higher the proportion of virtual currency refunded after the activity ends. After the first 4 plant group purchase activities are completed and the currency refund is processed, the next batch of group purchase activities will be launched immediately. Meanwhile, the activity interface should fully display all plants scheduled for group purchase to help players plan their participation in advance. It is proposed to introduce the popular gift code mechanism from the Chinese server to the international server After obtaining a gift code, players can directly paste it from the clipboard into the gift code input box in the game. Upon successful redemption, they can receive generous rewards such as plants and virtual currency, thereby enhancing player engagement and game stickiness. VIII.Matters Needing Attention Third-party advertisements should not auto-play without the user's permission. This not only seriously damages the user experience but also leads to a large loss of users. Please do not obtain rewards by adding any paid (monetized) channels; rewards can only be obtained by consuming virtual currency or watching advertisements. Please do not include chlorophyll elements. It is necessary to retain the original gameplay while continuously innovating to strike a balance between the two. Please do not add the element of chlorophyll. The original gameplay needs to be retained. Please do not automatically play third-party advertisements without the user's permission, otherwise it will seriously damage the user experience. The above are some of my suggestions and feedback on Plants vs. Zombies International Version. I hope the development team can seriously consider them. I believe that through continuous optimization and improvement, the game will become more exciting, attract more players, and bring a better gaming experience to everyone. Thank you, the development team, for bringing us such an interesting game. I look forward to the game getting better and better!654Views3likes1CommentPlease add back Version-exclusive content!!!
EA and PopCap, please delay the game until you add this missing content to the game! Or update it down the road, anything! I'll buy DLC!!!! PLEASE! Zombatar - GOTY/DS/Vita Co-Op Hard mode - Xbox 360/PS3 Zombie Allergic Reaction to Nuts - Xbox 360/PS3 Last Stand puzzle mode & purchasable mallets - SmartPhones Minigame descriptions - SmartPhones Giga Football Zombie and the Flash/web and survival mode - Flash Demo Dynamite and online/flash vasebreaker - Flash Demo Mail - Xbox 360 Buyable bacon - SmartPhones Purchasable Seeds aka Bronze Silver & Gold Sprouts - SmartPhones House Upgrades & Leaderboard - Xbox 360 Heavy Weapon - Xbox 360/PS3 Vase Breaker - SmartPhones Buttered Popcorn - iPad Heatwave - DS BOMB all together! - DS Homerun Derby - DS Air Raid - DS Zombie Trap - DSi All achievements not yet in the game: Blind Faith/Nebulaphile - Smartphones/DS Still Standing - SmartPhones The Stuff of Legends - SmartPhone Hammer Time! - SmartPhone Monster Mash - SmartPhone Gotcha! - SmartPhone Crash of the Titan - Xbox 360 Where the Sun Don't Shine - SmartPhones Pool's Closed/Don't Drink the Water - SmartPhones Flower Power - SmartPhones Street Team - DS Book Learner - DS Photosensitive - DS Defcorn 5 - SmartPhones Think Hard - DS Alive and Planting - iPad Chill Out - SmartPhones Melon-y Lane - SmartPhones Lawn Mower Man - SmartPhones Tough Beans - DS Lucky Spin - SmartPhones Chilli Free - SmartPhones ZFF's 4 Evr - Xbox 360 Versus vs. Versus - Xbox 360 Nom Nom Nom - Xbox 360 Shopaholic/Shopping Spree - Xbox 360/DS Close Shave - Xbox 360 The Complete Zombie - Xbox 360 Soil Your Plants - Xbox 360 Peking Express/Down the Hole! - SmartPhone/iPad 20 Below Zero - SmartPhone Greenfingers/Greenhouser - SmartPhone/DS Diamond Beghouler - SmartPhone Undead Space - SmartPhoneFlamsey12 days agoSeasoned Newcomer282Views5likes4CommentsSuggestions on Balance changes and new features for VS mode
The current PvP mode in console versions is a hidden gem, and I want more than anything for it to become more popular with Replanted, as it has immense potential. With VS mode, certain plants were balanced to fit the meta more, such as Coffee Bean costing 25 now, and Repeater costing 150. While its still fun and playable, I believe lots of changes could be done to make it a more fleshed out, competitive scene, akin to PvZ Heroes. Below are a bunch of suggestions I have for balance changes on plants and zombies, as well as potential new things that could be added, as someone who's played quite a lot of it. Peashooter and Cabbage: Cabbage 100% outclasses Peashooter in PvP, as Cabbage's lobbing lets it directly counter several threatening zombies, despite having the exact same cost. Now there are several options you could take. Option 1: Make Peashooter cost 75. This seems alright, however, for comparison, Repeater's cost was reduced by 25%, and it went from solid to broken, so giving Peashooter the same treatment would probably be problematic. Option 2: Nerf Cabbage to cost 125. This I'd say makes more sense, as Cabbage is arguably one of the top 3 plants on VS mode, so toning it down a little makes more sense. Option 3: Give Peashooter a much faster cooldown (ie. 7.5 seconds to 2.5 seconds). This could also be combined with #2, nerfing Cabbage and buffing Peashooter at the same time. Making it so you can place multiple Peashooters much faster can give it a niche as a spammable but somewhat inefficient attacker. Repeater Speaking of Repeater, 150 cost Repeater is a significant buff, literally broken in fact. Nerfing it to 175 sun should fix it. Puff Shroom and Basic Zombie: In 95% of games I've played with experienced players, Basic Zombie gets picked first, followed by Puff Shroom getting picked. Both are aggressive early game options, and counter each other. The problem is if Zombies don't pick Basic, they don't have nearly as many options for early game, which lets Plants get expensive plants more easily, and if Plants don't pick Puff Shroom, they have a significantly harder defending against basic zombie spam. This subsequently means most games pan out the same, which ends up becoming kinda boring. Tl;dr, if you wanna nerf Puff Shroom then Basic zombie should be nerfed in the same way, otherwise it's kinda lopsided. I'd say a cooldown increase from 7.5 seconds to 10 seconds for both would probably be fine. As with the issue of them almost always being picked, adding different zombie types could help diversify it (especially since zombies have more limiting options). There's a VS mode in a mod called DLC Edition (highly recommend you check it out btw), and they have other cheap zombies like Backup Dancer and Imp (and various custom zombies), so Basic isn't as required. Sun Shroom Sun Shroom didn't get any changes, and thus is literally useless in PvP. An idea would be to make it cost 0, and increase its sun production by a lot (maybe even make it work like how it does in PvZ2, entering a 3rd stage to produce more sun), making it a pseudo Twin-Sunflower, which could make expensive plants an interesting strategy. Squash, Doom Shroom, and Hypno-Shroom Doom-Shroom did not receive a single nerf in PvP, which quite frankly is insane. There's a reason everyone collectively agrees not to pick Doom-Shroom when playing. Nerfing it to somewhere in the range of 200-250 sun should be fine. Also, make its cooldown during sudden death not be shortened, otherwise zombies literally can't win in sudden death. Squash is arguably the best plant (behind Doom Shroom), due to its short cooldown and cheap cost, allowing it to literally counter any 1 big zombie they have, so Squash almost always wins at an upside due to being fairly cheap. I'd argue Squash should be further nerfed to cost 100 sun. As for Hypno-Shroom, either they nerf Squash, or Hypno gets buffed to be only 50 sun (effectively 75 with coffee). Both would still be very good, since Instas inherently are the best class, but Squash would just be a little more risky to use. Three-Peater and Starfruit Three-peater costs 200 sun in VS mode. That seems OP, and it kinda is, but the main reason it isn't used that much is simply because other plants are more OP. Once those plants get nerfed, I think Threepeater should get a nerf to cost 225, which is still pretty good. Starfruit is a bit of a can of worms, as even with it costing 175, its still borderline broken. If Plants place 3 Starfruits, the game is basically over (Bungee barely counters it, as it has a long cooldown and Plants can use Instas against it). Making Starfruit cost 200 seems insane, but arguably warranted. Cactus Cactus would require a complete rework, as it's identical to Peashooter, the only difference being it can't receive Torchwood buffs. Now there is an opportunity for Balloon Zombie to be in the game, but I do think Cactus should be reworked in PvP mode. It could simply work like how it does in PvZ 2, costing 150 sun, but can pierce up to 3 zombies. Also, like Fume-Shroom, it can't pierce graves. Tall Nut and Pumpkin Both of these plants are pretty niche, as simply Wall Nut is often enough of a wall plant, and Pumpkin saving space rarely warrants a +75 sun cost. Buffing both to cost 25 less should suffice. Kernel-Pult and Melon-Pult Kernel-Pult is pathetic in VS mode, as it has roughly half as much DPS as a Peashooter, meaning you absolutely cannot use it as a main attacker. A simple way to buff it is to make it cost 75 (heck, maybe even 50), but a more interesting thing could be to rework it to butter zombies more often, so it's like a lobbing alternative to Snow-Pea. As for Melon-Pult, it just costs too much to be a reliable win-con, especially since it still can't kill lots of high-health zombies without support. Either 275, or 250 cost Melon-Pult should suffice. Zombies In general, zombies are more interesting, but also much more limiting (and worse imo), due to having a lot fewer options. I touched on this a bit in the Puff Shroom section, but it'd be cool to add more zombies. And, if the different lawns (Night, Pool, Fog, Roof) are added, that further opens up new zombies to be chosen. Trash Can Zombie There's several ways he can be buffed, as is he's intended to be a slow wall, but just isn't very usable. In fact, he's so slow, a Puff-Shroom can solo it. The options could include: half his cooldown (30 seconds to 15), buff his speed from very slow to slow, or buff his Trash Can HP. Flag Zombie Flag Zombie in this game is total RNG. The specials it can spawn can range from a buckethead and 2 coneheads, to a buckethead and only basics, to only 2 coneheads, which, for costing 300 brains is quite ineffective. I'd propose making it so Flag Zombie is guaranteed to spawn at least 1 buckethead and 1 conehead, reducing its RNG. Jack in the Box Zombie This is arguably the worst zombie, as it always explodes the moment it hits a plant, meaning they can place something cheap (like Puff Shroom), right in front of it before it can actually kill anything. Combined with slow cooldown and having to be spawned from the very right, there's not much you can do with it. I'd say simply reverting it to how it works in the original PvZ, going until a certain time or being killed, should make it an actual threat, while giving ample time for Plants to react. Zomboni and Catapult Zombie Both of these have 60 second long cooldowns (other Zombies with this being Gargantuar and Pogo). Despite this, they're quite middling, due to their slow speed, they're very vulnerable to Instas. Either reducing their cooldowns to something like 45 seconds, or reducing their cost by 25 each, should be fine. Other Plants Umbrella leaf, Blover, Lantern, and every aqua plant isn't really usable in PvP. Adding different lawns like pool, and different zombies could make them usable. Potential new stuff New Lawns: It would be amazing if PvP can be on Night/Pool/Fog/Roof. This would cause different changes in strategies, as certain plants/zombies don't work on different lawns. For night mode, all mushrooms would cost 25 more, as coffee bean isn't needed anymore. For Pool and Fog, Lily pads would cost 0, and non-special zombies could be placed in Water, Snorkel zombie could be usable in Pool. In Roof, pots cost 0, and certain zombies like Dancing and Miner can't be used as they require the ground. Upgraded Plants: They would be cool to add, but realistically they'd have to be a lot cheaper or else they're never gonna be purchased in a real game. DLC mod has them, and most of them are significantly cheaper (i.e. Twin Sunflower costs 25, Cob Cannon costs 325). New Zombies: I mentioned several already, but Zombies are significantly harder to win with, and the more limiting options is one of the main reasons. Some ideas include Backup Dancer, Imp, Bobsled team, Balloon, and zombies from Zombotany. Snorkel and Dolphin could also be used, if Pool were to be added. Banning plants/zombies: Something some groups do is take turns, before the game starts, banning plants and zombies beforehand, before starting to pick, adding more strategy to what to choose (certain plants/zombies like Basic and Puff can't be banned). DLC mod has this, and an official way to do it in-game would be cool. Online/Tournament mode: Unfortunately, PopCap already deconfirmed online mode, which is a real shame, as online matching would be amazing for keeping players playing. Conclusion To be honest, I don't expect most of these to be implemented. We've seen 0 footage of VS mode, which is a bit concerning considering the game's releasing in about 2 months. Some of the suggestions I made were partly inspired by the DLC Mod, which has a pretty in-depth community constantly making changes to VS mode. Ff you're interested in VS mode I highly suggest checking that out. Ultimately, if anything, as long as Doom Shroom and Repeater are nerfed, I'll be fine with that.115Views4likes4CommentsAdd This Small Suggestion to Rest In Peace Mode
Hello! This is my first post here. I would love to get a warm welcome here but I didn't make this account just for that. I'm here to give a small, yet impactful suggestion for the upcoming Plants vs. Zombies: Replanted. I have been a fan of the series since 2014; basically during Garden Warfare's era. It's great that the franchise is still alive and that PopCap has managed to shift away and take a break from Plants vs. Zombies 3's development hell to focus on this. Although I feel like Replanted needs more content to become the definitive way to soil our plants (like the forgotten minigames from Nintendo DS, iPad, etc) other than it being just a PC version of the consoles port with a few new stuff. One of the suggestions I had in my brain (Not a pun by the way) is the use of the zombie hand in Rest In Peace mode. See, in the original/Game of the Year, and Xbox 360/Playstation 3 versions of PVZ, the player is always greeted with the game over music, a zombie hand, and the infamous laugh when they start the game for the first time or continue playing. It's one of the small neat stuff that made the game more awesome despite giving jumpscares to some young people back then. Here's a video showing it. This is from the PC version: https://www.youtube.com/watch?v=Rzpid7KgHjU I was SO disappointed when the mobile version didn't have it and instead got replaced with a boring, emotionless Zombie groan. No laugh. No hand and no music. Just a short sound and that's it (at least the Playstation Vita had the hand and the laugh). That's why I want to ask the developers behind Replanted to make the laugh, the hand and the music return whenever you start a level with Rest In Peace enabled. It will give a sense that the Zombies are now more threatening and they REALLY want to eat your brains. Think of it as a Zombie apocolypse and that you and Crazy Dave are the last stand to save humanity. Plus Rest In Peace mode suits it a lot as it's the hardcore version of Adventure Mode as it will just make the players know that the Undead are taking Dr. Zomboss' orders seriously. I would really appreciate it if they do it. Please, let Plants vs. Zombies: Replanted be the game that starts reviving the franchise by listening to PVZ's fans that wants the game to return to its golden roots, something some gaming companies failed to do with their games. You choose PopCap; you listen to the fans and by doing that you will return to be the juggernaut you used to be back then, or refuse doing so and the game would be not quite what people expected. Sincerly, yamoditheblox (the Zombies told me to write this for them)99Views1like6CommentsAdd Online Functionality
The lack of online functionality behind Replanted's local features is very disappointing to many of us who have wished it for years. Given how we have three months until release, please consider adding it. Local play is not as common anymore compared to when PvZ 1's ports released, and online became the standard.defnotayoutuber10 days agoSeasoned Veteran3.1KViews184likes67CommentsThere’s no shame in doing DLC for this game
A recurring comment from interviews with the developers of this game is something along the lines of “there will be no microtransactions and no DLC, we wanted to include the full experience of the original game for one cost at launch so players can enjoy what they loved from the first game without any additional hassle.” But I think this line of thought may be missing the forest for the trees. No one wants microtransactions like those present in PvZ2, where players have to shell out insane prices just to receive a single plant, or even worse, regularly pay to simply refuel their energy to be able to attempt a certain mode. These kinds of systems are predatory and unwelcome, but not all DLC is like this. Often times developers discover that a deadline is rapidly approaching and they don’t have time to fit in every last one of their ideas for a game before the scheduled launch, so they develop DLC after the initial release that revisits these abandoned concepts. Or they could just want to do more with their project after the fact. In these circumstances, releasing additional content for a fair price isn’t only permissible, it’s welcome! In the case of Replanted, there is still a lot that longtime fans would love to see done with this remaster that the series never really touched on afterwards. What about console-exclusive minigames like Buttered Popcorn and Air Raid? What about additional lawns for VS mode like Roof and Pool? What about a new world entirely with new plants and zombies to discover? DLC opens the door for it all, and so long as the content is substantial and you don’t overcharge for it, no one in their right mind will complain. The beauty of it all is that you’re free to develop post-launch at a more relaxed pace without as much worrying about meeting deadlines. I know you’ve already said you won’t do it a few times, but really you can just say you changed your mind and got some ideas for DLC support that you didn’t have time to fit in the game before release. Again no one will mind so long as the pricing is fair and nothing in the base game is locked behind paywalls. Just some food for thought!TripleSakaTrip15 days agoRising Traveler91Views4likes4CommentsWill this game get a Physical Release
I was wondering that the first console port of pvz back in 2011 it got a Physical release later on will this version of the game get a Physical version too I really hope so I know that they said they won't do Physical at the moment I was wondering that this game will gey a Physical copy in the future too29Views0likes0CommentsFeedback on the CN Language Demo Version about the fonts design and translations
After viewing the demo playing of PVZ: Replanted on the video apps, I found that the demo ver. made a bad work on fonts design and translation. EA Shanghai used the free-fonts instead of designing a suitable one for this replanted game. And some translations haven't followed the form it used to be like, which made it seems to be translated by AI. What I concern that whether it would be fixed in the near future when the game was released. It means a lot to many CN people. Follow the old translations can remind their memories back to their childhood. I sincerely hope that it would be better on the work of fonts and tanslations and focus on it to be a perfect one. BAD TRANSLATION ARE BELOW: 一大群僵尸即将来袭! fix ver. 一大波僵尸即将来袭!(It used to be: A HUGE WAVES OF ZOMBIES IS APROACHING!) 准备!就绪!开种! fix ver.准备!种植!植物!(It used to be: READY! SET! PLANTS!) 土豆爆炸! fix ver.轰!(It used to be: SPUDOW) 躁起来吧! fix ver.一起摇滚吧!(It used to be: LETS' ROCK!) Hope that this feedback can be sent to EA Shanghai Translation & Fonts design Official. Only 1 month left before release, this work should be done. Very glad to hear from CM's reply about this issue. EA_CathYuanzifeng00717 days agoSeasoned Veteran29Views0likes0CommentsPlease bring back animated Crazy Dave in the finished game.
In pre-release footage, the player goes to Dave’s shop but he is a completely motionless PNG instead of his usual animated self like he was in previous versions of the game. Seeing this was very disheartening because it removes a lot of his lovable goofiness that fans adore. Of course, this could’ve just not been implemented yet due to the remaster still being in development. But if this is a permanent change then I have to say I’m really disappointed. If it’s possible, could you find out if the developers have any intention of adding this trademark charm of the neighbor from the original back in, and if not could you please politely ask them to reconsider? UPDATE: it’s been fixed! Thank you!TripleSakaTrip18 days agoRising Traveler121Views2likes3CommentsPlants vs. Zombies: Replanted - What you missed at PAX
Hey there gardeners! PAX West is over, and there may have been some info about Plants vs. Zombies: Replanted! If you couldn't make it, you can catch up on any details that was revealed on this article from Geeks vs Geeks: Plants vs. Zombies: Replanted: Remastering a Classic, New Modes, Co-Op, and Zero Microtransactions Did some of you attend PAX? What was it like? Did you do any fun cosplay? Did you acquire cool Plants vs. Zombies merch? Let us know! 🎉EA_Cath20 days agoCommunity Manager215Views4likes6CommentsList of various technical issues spotted in prerelease footage
Here is a list from a helpful YouTube comment detailing various visual oddities and oversights seen in prerelease footage. Of course, many of these have likely already been fixed since it’s an early build. Also some of these are pretty transparently just placeholders like the China and ice level’s icons, and some are just artistic choices like using the mobile version’s UI for seed packets. But with any luck the remainder of this list should help the developers clean up any stray bugs they might not have caught ahead of release. The timestamps shown in the image attached below correspond to the Replanted footage in this video: https://youtu.be/kcdZlQ3iOK8?si=M1kxISAn2OaCFZSO Thank you for your hard work and have a nice day!TripleSakaTrip22 days agoRising Traveler32Views2likes0CommentsProof there’s not AI upscaling
I know some people have stated the lawns looked AI upscaled. That is wrong. Most of the lawn textures are from the Tablet port, PvZ HD. The only things different are of course the bushes and the roof power line, and the peashooter, zombie, and brain clouds are replaced with normal ones. And for the seed packets, some of them are also taken from HD. Various visual errors were also fixed from HD But split-pea’s back head is blinking and Twin-Sunflower looks like that. I bold this to bring attention to visual errors so they hopefully get fixed. :)SolvedTheBiggestKW2 months agoRising Veteran151Views3likes2CommentsWill the Switch 2 port support Joy-Con Mouse?
I dont know where else to ask and I can't find an answer to this anywhere. The eShop says the game will support the touchscreen, which is nice, but I want to know wether the game will support mouse control before I even think about pre-ordering it. The Switch 2 should, since its built in to the new Joy-Cons.Solved2Red2Head2 months agoSeasoned Newcomer183Views4likes1CommentZombie head fall speed + other minor issues in Replanted
Here is a list of things that I noticed in the new footage for Replanted that I wish you would tweak to be consistent with the original game: Zombie head fall speed: when a zombie dies in Replanted, their head slowly floats off their body. A lot of the charm of the zombie deaths in the original was how their head would just casually pop off and fall down like a soccer ball, it was very charmingly abrupt. Please take another look at footage of the physics for the head fall in the original and adjust Replanted accordingly. Dancing Zombie head glitch: At one point in the footage, when Dancing Zombie is killed, his head falls off while his head still also stays on his shoulders, creating two heads for a brief moment. This is a pretty easy fix, and for all I know it could’ve already been patched. Just bringing it up on the off chance it hasn’t been caught yet (image of the error below). Squash face expression when squashing: Comparing Squash’s face when he says “hmm?” and prepares to squash a zombie, he doesn’t seem nearly as interested as he does in the original. His eyes don’t follow the zombie quite as intently and the expression seems to be mellowed out a bit (example: his unibrow doesn’t fly up quite as high). Please make him more expressive like in the 2009 release (images of the original and Replanted are below for comparison). This list is not exhaustive, I’m sure other people in this forum and the PvZ subreddit have a plethora of other small ideas to really help make the game the best it can be ahead of launch. I am very excited for this release, thank you all for your hard work on the game!Robloxpat2 months agoRising Novice73Views2likes1CommentBalancing in VS mode
Many plants in VS mode have different sun prices than in the main adventure mode in order to account for the difference in utility compared to single player. For example, coffee bean’s price was changed from 75 to 25 in order to better allow the plants team to implement mushroom-based defenses. However, I believe some of these adjusted sun prices in this mode are in need of further consideration and adjustment. For example, Repeater only costs 150 in this mode as opposed to its normal cost of 200, allowing the player on the plants team to get a decently powerful shooter for fairly cheap. Most zombies get melted by Repeater, especially when the plant is allowed to be spammed due to its lowered cost and fast recharge. Please consider either raising it to 175 or reverting it to its normal price of 200 sun; this will make its pricing more consistent with its actual worth in the mode and help prevent the zombie team from getting even their most well-thought-out strategies quickly annihilated. But as oppressive as Repeater may be, it cannot hold a candle to the plant that is far and away the most deserving of a price increase: the Doom-Shroom. Doom-Shroom is so insanely overpowered in VS mode that it is often the only unit on either side to be banned in competitive play. It allows for the plant team to wipe almost the entire board of zombies whenever needed, immediately putting the zombies at a huge disadvantage. Doom-Shroom retains its original price from adventure mode: 125 sun which is ludicrously low for its function, especially when the coffee bean needed to activate it costs far less now. The zombie team has to pay twice the combined price of Doom-Shroom and coffee bean for a flag zombie, who spawns a wave that can just get obliterated by Doom-Shroom anyways. Doom-Shroom leaves a crater that cannot be planted on after exploding, but this is nowhere near enough of a detriment to the plants to prevent it from being spammed. Its long recharge time is also not big enough of a disadvantage to prevent it from being used very frequently, as the plants player can simply stockpile them on the lawn and wait to wake them up with coffee bean. It is not hyperbole to say that Doom-Shroom’s price in vs mode should be doubled at a minimum, because using it almost always ensures a plant victory. I also believe that the craters it leaves should be changed to stay permanently on the lawn in vs mode, as this creates a better opportunity for strategic mid-late game counterplay for the zombies team after they survive a monumental setback from the explosive, as well as making Doom-Shroom a much bigger commitment from the plants player with real consequences for them if they use it at the wrong moment. There are other plants that should maybe also have their prices raised a smidge like Squash, due to it being a very dependable and cheap instakill plant with a faster recharge time than the others. Puff shroom allows for mind-numbing stalling tactics due to costing no sun at all, and even though you need a coffee bean to wake it up, you can still use its free sleeping version to stall zombies whenever needed. A price increase to just 25 sun in this mode would work wonders for this plant’s balance. VS mode is a very enjoyable mode but I and many others firmly believe that it would be even more fun if the plants had less easy routes to victory, and the zombies had a bit more of a fighting chance. The zombies are already fighting an uphill battle in this mode due to having a far smaller pool of options to select from as well as a smaller area of the lawn to work with, I think it’s only fair that some of the plants’ most spammable options were a bit more pricey to compensate. Again, this also allows both sides to create more nuanced strategies. Please take another look at some of these unit prices as well as others in the mode and consider adjusting them accordingly.288Views12likes10CommentsCross-Buy Confirmation for Plants vs. Zombies™: Replanted
llo, I’m interested in purchasing Plants vs. Zombies: Replanted and wanted to confirm whether the game supports cross-buy between PS4 and PS5. Specifically: If I buy the game on PS4, will I also be able to download and play it on PS5 at no additional cost? Conversely, if I purchase it on PS5, will I have access to the PS4 version? Thank you for your assistance. Best regards, ConnorTheConnorB2 months agoSeasoned Newcomer134Views0likes2CommentsPS5 KBM Compatibility
Please tell there is going to full KBM compatibility cause that’s the only way I will purchase and play this game, I only ever enjoyed plants vs zombies with mouse and keyboard cause that’s how it was originally designed to be play back when it first released on pc in the late 2000’s and I remember playing like that on the school’s pc and my family’s home pc, the game would be way to hard to play using a analog controller especially on the higher rounds it! Please just reform me it is going to support it or not cause it’s 100% no for me if it’s not available thank you I just don’t want to waste moneyGenisk2 months agoNew Rookie61Views1like1Comment
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