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URGENT: Content Creator's GW2 Account Sabotaged by "Level 46" Hack. Help!
My Garden Warfare 2 account was subjected to a targeted hack that has left me unable to access multiplayer. Starting around 23:50 Beijing Time on the 27th and continuing for about two hours until the end of my livestream, I returned from a multiplayer match to the Backyard only to find all my character levels had been abnormally reset to "46." Additionally, two unauthorized "313 Level Reward Sticker Packs" appeared in my Sticker Shop. Since then, I've been completely locked out of multiplayer. During the session, I initially played on Asian servers but encountered a "lobby switcher" hack in the very first match (as seen in my stream recording BV1R4sSz5EaG). I then switched to the West Americas servers, where I played for about an hour and a half without noticeable issues—until returning to the Backyard around 01:16 Beijing Time on the 28th, when the damage became apparent. The "Level 46" reset is a known unofficial method used by hackers as a form of retaliation or "account blocking," previously observed in community-led anti-cheat efforts. It is extremely unfortunate that I have now become a target of this malicious act. If we choose to look away today, when disaster strikes us tomorrow, there will be no one left to speak up for us. My channel on Bilibili (https://space.bilibili.com/39507722) has been dedicated to creating gameplay videos and reviews for the Plants vs. Zombies series since 2016, primarily focusing on the original PvZ and Garden Warfare 2. To date, my videos have accumulated over 4.366 million total views across the platform. My most popular Garden Warfare 2 reviews—featuring the Peashooter and Foot Soldier—have reached 162,000 and 124,000 views respectively. Through my content, I've helped attract tens of thousands of new players to the game, and I’ve built a meaningful presence within the Chinese PvZ community. I've also contributed to the development of a well-known "PvZ1-2 hybrid Pak" mod in China—a project that many players recognize. I have poured my heart into supporting this game and its community. It would be devastating if all these efforts were cut short by a malicious hack. I sincerely hope that EA does not overlook a dedicated creator like me. This incident occurred in the early hours of October 28th, Beijing Time. To support my case, I have included the live stream recording from that day. The video evidence clearly shows my account was functioning normally prior to the incident and can help identify the malicious activity. I strongly urge you to review it: (https://www.bilibili.com/video/BV1R4sSz5EaG)4.7KViews234likes83CommentsAdd 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.4.1KViews191likes70Comments[Feedback] Feedback On The PvZ Series
The PvZ discount promotion of PVZ has attracted many numbers of BfN are also high. I also see that many new players need help. But there is currently no news about the new PVZ game, I have been looking forward to the new PVZ game (not PVZ3). I will never know what happened behind PVZ, why BfN had a short development time, and why a leaked role-playing game was cancelled. To be honest, I feel very regret. I think the commercial value of PVZ is still high, but why haven't seen any new works for a long timeSolved64KViews190likes2880CommentsWe deserve better than this.
I am thoroughly disappointed with PvZ3, and it doesn't seem like PopCap even marginally cares. You probably know me already, I'm RCCH and I post Plants vs Zombies videos on YouTube. And to be honest with you, I am quite baffled that a game like Plants vs Zombies "3" can even have its soft launch at a state as horrible as it is right now. It is incredible how this game, supposedly a sequel to PvZ2 somehow has none of what made PvZ good, in this game. I don't even care that the game sucks. That's fine, and no one is really pushing for PvZ3 to be released right now anyway. At least in its current state, it's not ready to be released. That's a certain fact, that the game sucks. The game has a sleuth of problems which I'm not going to go through again because I've already pointed out all the problems I had with the game in my first impressions video and just reiterating that is completely pointless. What I am concerned about is that it seems like the PvZ3 community managers don't communicate with anyone except on this forum. That is horrendous. Nobody uses the EA forums, and I see no response to any of the comments made on reddit, on twitter, or youtube. We're really trying to tell you guys about the problems with this game, and it seems like it doesn't work. And I don't think there's a reason for me to reiterate what everyone has already said about the game being bad, so I have a very simple request. Can the community manager properly communicate with content creators or the player base in a meaningful way to acknowledge that feedback has been heard? It's very simple. I just want to make sure as a content creator, that we can directly give any sort of feedback directly to a community manager and at least have a talk. And I know, that a lot of other content creators have the same comments as I do, and it would be of utmost importance that our feedback be heard because everyone wants this game to be good, but it doesn't seem like you guys care. If you guys actually do care about the playerbase, please have a chat with me by adding me on discord so that we can actually have a meaningful conversation about the future of PvZ3 and how to make it a better game instead of having to wait here and hope that somehow someone will reply and look at the forums. You can add me on discord via my username "rcchyt". Please and thank you. RCCH EDIT: And do not just say you can't message me on discord. Stop the cap. You thoroughly know no one uses the EA forums and you can't have an actual conversation on a forum.11KViews178likes174Comments[Feedback] Community Problems With PvZ 3
This post is designed to highlight, and inform the reader about the critical flaws present in Plants vs. Zombies 3: Welcome to Zomburbia, and for convenience, this is split into multiple sections. GAMEPLAY Strategy Strategy - “a plan of action or policy designed to achieve a major or overall aim.” Choosing Your Seeds Strategy is not present in PvZ3, and is caused by denying the player to choose their seeds. The reason strategy worked in PvZ1 and PvZ2 was because the player learnt and adapted to new threats at a consistent rate. (New plant after every level) For example, Balloon Zombie is first encountered in level 4-3. The player isn’t left defenseless, because they receive Cactus when level 4-2 is completed. The player already knows what to expect from Cactus with the small almanac description that was visible when they were collected, but the player is still allowed to experiment with Cactus and how they function. In PvZ2, strategy is present even more with the player adapting to zombies and brand new world gimmicks, like dinosaurs in Jurassic Marsh for example. Level objectives were a factor in how a player would strategize certain levels, which are also missing from PvZ3. Endangered plants, mold colonies, etc., these involved changing your loadouts in account, and created a more diverse gameplay loop that wasn’t too repetitive. Locked & Loaded (A PvZ2 mini-game that had your plants pre-selected, identical to PvZ3) had strategy to it because it forced the player out of their comfort zone to try a different play-style, or try a plant you haven’t unlocked yet. It didn’t punish the player when it came to losing, and losing is part of life. You don’t win every level, and the player can always try again without punishment in Adventure Mode. In PvZ3, the game actively punishes the player for losing with the 5 life system (this has its own section, covered in more detail), which can result in players being afraid to experiment with trying anything new. Difficulty Difficulty is subjective, and this will not highlight balancing, but rather how PvZ3 attempts to challenge the player’s skill. PvZ3 holds the player’s hand throughout the majority of the levels, not allowing them to experiment with any of the tools provided to them, and is instead forced to play how the level designer wanted them to, which creates a lack-luster and uninteresting experience. Multiple times throughout PvZ3, a level can feel unfair. Zombies will be spawned repeatedly in the same lane, making it impossible for plants to deal with them, thus they overwhelm your defenses, which makes the player: Spend coins to blow the zombies away and regrow their defenses. Use a power-up Give Up & Retry 1) This makes PvZ3 pay to win. If you can pay in-game currency for ALL zombies on the board to be sent back to the beginning, that is an advantage. Additionally, this feature was available for free in PvZ2 with the plant Thyme Warp. 2) Power-ups should not be required for completing levels, but rather as a crutch if the player is struggling, similarly to how PvZ2’s power-ups function. Power-ups in PvZ2 are occasionally handed out to the player through Piñata Parties and gift boxes, which let the player confidently use it, without the worry of trying to preserve it, and were cheap to buy if the player desperately needed to use one mid-level. Power-Ups PvZ3 has Cherry Bomb, Jalapeño, and Chilly Pepper behind a “power-up” system, and you’re only able to use them a limited amount of times. This ruins the consideration of what instant-use plants the player needs to bring to the level. In PvZ2, there are many instant use plants that all perform different things, and you can’t bring them all. With there being no instant use plants available, this layer of strategy is gone. Level Design PvZ3’s levels forget what made PvZ1 and PvZ2’s enjoyable, and it’s due to those games giving you time. In PvZ3, multiple zombies can spawn at the start of the level, and rush the player into having to make sudden reactions to deal with these threats. This isn’t fun, it’s annoying. One of the enjoyable parts of PvZ is seeing your defenses grow, considering it takes time and effort to manage the single zombies that slowly show up, coming in more numbers as time goes on. I can only imagine the levels are designed like this to retain low player attention spans. Players might not stick around during levels, and that’s fine. PvZ2 (Used to) let you save mid-level to do something else and return another time. Trying to make hyper-fast levels doesn’t work when PvZ1 (and to some degree, PvZ2) was a fairly slow but not snail-paced game. Monetization This isn’t ridiculing PopCap for having monetization in a mobile game, as they’re a business and you have to make a profit in some way, but how PvZ3 does it is astoundingly bad. Though, microtransactions should not be in a soft-launch that is designed for feedback. It gives the impression that feedback isn’t your main priority, but to profit off the game as soon as possible. I’m not a business major, but I’m trying to come to a middle ground to what feels fair to the consumer (players) and producers (PopCap). Why PvZ2's (Initial) Monetization Method Worked To put this in easy to understand terms, let me describe PvZ2’s Adventure Mode plants and Premium plants as Skylanders figures. The ones available from the start are capable of beating the game, but you can go out of your way to purchase additional figures if you want more toys to use in-game. If the player wanted a premium plant but were unsure of how it functioned, they could play the Premium Plant Quest to experiment. My point here is that PvZ2 offered unique content at a relatively low price, which was a motivator and reason to purchase. PvZ3 doesn’t have any motivators to its microtransactions, due to it offering nothing substantial. Coins & Power-Ups The only thing the player can purchase directly are coins and limited time offers, which is a major problem. Coins can only be used to purchase power-ups and blow zombies away if you lose. For players that are stingy with their power-ups or intend to not use them to have an organic experience, PopCap is unable to market to those players. There isn't a real incentive to buy these due them ONLY being power-ups, there isn't any content behind them unlike PvZ2's premium plants, which was new content. 5 Health Mechanic The 5 life mechanic is one of the worst features in the game. Even if you made it paid to regain lives, it’s still not worth it. This game doesn’t offer enough for the player to spend coins OR real money in exchange for lives. This is the worst mechanic in gaming history, why would you purposely take away the ability for your players to play your game? This feature ruins the casual aspect of the game as players that struggle are unable to make mistakes without suffering drastic consequences, unlike PvZ1 and PvZ2 which were incredibly forgiving by allowing you to try again at no cost. Story This isn’t a critique about the story, but aspects surrounding it. Priorities PvZ games always had a story that wasn’t directly present to the player. Crazy Dave goes back in time to eat a taco again, Dr. Zomboss captures Suburbia, and renames it to Zomburbia, they weren’t extensive stories but a small setting to ease the player into the places they visit. PvZ3’s main marketing focus is on the story, which is not a bad thing on paper, but it seems to take PopCap’s priority over the gameplay. Every Beta since September 7th, 2021 has had similar gameplay identical to the previous beta, but with different characters and dialogue. PopCap needs to change their priorities to focus the gameplay instead of the story if they want to make a game that feels fun to play. Taco Tickets Taco Tickets are a reward you receive when you complete a level, and are used to progress through the story. It’s identical to the progression system of Gardenscapes’, and it’s not needed in a PvZ game. PvZ2 had a story that was conveyed through dialogue between and before levels. Taco Tickets only complicates this, and should be handled differently to serve an actual purpose. Furniture For some reason, PopCap really wants to push the furniture aspect seen in Gardenscapes in this game. PvZ1 and PvZ2 have never focused on decorating, so it's very out of place in marketing. We're not against the decorating concept, but it appears to be one of PopCap's main priorities considering it appeared consistently throughout old feedback surveys instead of questions about what we think of the gameplay. Conclusion We want PvZ3 to succeed. We want this game to push the franchise to new heights and allow for more, bigger opportunities, but this will only happen if PopCap accepts that this version is greatly flawed, and makes a product people want. Written by Hey1mJay, and members of the Plants vs. Zombies community.11KViews138likes58CommentsPlants vs Zombies REPAIRVILLE
So I am making this post, and I am really excited to share this. A few days ago, a user on the pvz reddit shared a post which has had MASSIVE SUPPORT so I thought I would inform more of the community. Here is the link: https://www.reddit.com/r/PvZGardenWarfare/comments/gru9zl/can_we_get_this_please/ Basically it's an idea called 'Repairville' where it is designed to focus on bugs and core balancing on characters. The idea is to deplete the amount of content BFN is receiving for ONE MONTH, in order for the pvz devs to focus PRIMARILY on bug fixes and balancing. If u want to check it out pls do, we need them to listen to this. I think this is probably one of the best ideas for bfn in a long time. Firstly, because with each of these patches they are useless. Whilst some bugs are fixed (some are claimed to but aren't even) some more bugs appear, and whilst some characters become balanced (soldier), some become nerfed to the point where they are unviable (imp) and some are stupidly buffed (chomper). And I feel like with every patch bfn stays in the same position. Ideally with a patch in a game, it should develop and move on, but with these patches some things are fixed and some new problems are created. ANd I think its because the devs sometimes focus too much on skins and content, rather than PROPER balancing and BUG FIXES. Now, content keeps the game alive. But, essentially what is happening, is we are getting layers and layers of content on a skeleton of a game that is a buggy mess with unfair balancing. This allows the dev to fix the core game itself, then it can start adding new things. I mean, this June prize map for example, will probably only be cosmetics so why can't this be a thing? I feel it would help the game significantly. Also, with every patch the devs should create a list of balance notes in the first two weeks of each month, and then ask the community on discord, on these forums, on twitter and all other platforms for our advice. So then we can see these notes, put our opinions out before they go into the game. Also with each patch notes, I would like some dev notes where they explain why they did these certain things so we can understand and challenge them. I think this seems reasonable. And I understand during this time it can be hard, but even before the pandemic the devs still weren't this hands-on (apart from the first few weeks of founders) e.g. the 'ask-devs' channel on bfn discord is dead, we aren't being told anything. I feel this needs to be addressed soon.8.6KViews131likes154CommentsGW2 - Guide to unlocking legendary characters and items
This is a detailed thread concerning how legendary characters and items can be unlocked in Plants vs Zombies GW2. These items/characters have a super ultimate "Legendary" rarity that cannot be earned rather quickly. They are only awarded to you after you buy a ton of the most expensive sticker packs from the sticker shop, which means the process of earning every legendary item and character is very long and tedious. This process consumes a lot of coins overtime, and only players who play GW2 nearly everyday have the most hope of earning them. Let's see how these Legendary items/characters are unlocked: Buying a lot of either the Wondrous Pack of Greatness, Fertilizer Fun Pack, Amazing Brainz Pack or Zany Zombopolis Pack overtime can earn you any of these items/characters: Items RGB Cats! - Legendary hat for the Citron Class Koala Of Darkness - Legendary hat for the Rose Class Face Of Delight - Legendary hat for the Corn Class Boom Box - Legendary hat for the Peashooter Class Rocket Turtle - Legendary hat for the Chomper Class Lord Cinderbottom's Nephew - Legendary hat for the Sunflower Class Blur Bug - Legendary hat for the Cactus Class Epic Disco Bot - Legendary hat for the Imp Class Sidekick Kitty - Legendary hat for the Superhero Class Bling Shark - Legendary hat for the Pirate Class Epic Bat-A-Tronic - Legendary hat for the Soldier Class Epic Dillo Derby - Legendary hat for the Engineer Class Orbital Cube - Legendary hat for the Scientist Class Pop Smarts! - Legendary hat for the All-Star Class Characters Iron Citron Disco Chomper Toxic Brainz Computer Scientist Buying a lot of the Frontline Fighters (FLF) Pack overtime can earn you any of these items/characters: Items Judge Grudge - FLF Legendary hat for the Citron Class Crimson Crown - FLF Legendary hat for the Rose Class Birthday Cake - FLF Legendary hat for the Corn Class Lunch Rectangle - FLF Legendary hat for the Imp Class Hot Beans! - FLF Legendary hat for the Superhero Class Corky Cannon - FLF Legendary hat for the Pirate Class Characters Commando Corn Scallywag Imp Update: the Wondrous Pack of Greatness, Zany Zombopolis Pack and Frontline Fighters Pack have been merged into one - after the sticker shop was tidied up - meaning all legendary items and characters earned in the three packs from before can now be obtained in just one pack: Wondrous Pack of Greatness. Party characters can only be earned by either reaching 25,000 time shards in infinity time, or buying the time-limited Infinity Pack from the sticker shop. The party characters are: Party Citron Party Rose Party Corn Party Imp Party Brainz Captain Partyman The Trials Of Gnomus DLC contains the following Legendary Hats: Jet Topper - TOG Legendary hat for the Chomper Class, RUX-Exclusive* Cuckoo Clock - TOG Legendary hat for the Corn Class Noodle Nester - TOG Legendary hat for the Corn Class You Got Mail - TOG Legendary hat for the Soldier Class Torch Topper - TOG Legendary hat for the Scientist Class, RUX-Exclusive* Funky Skunky Cheerleader - TOG Legendary hat for the All-Star Class, RUX-Exclusive* *Jet Topper, Torch Topper and Funky Skunky Cheerleader are the only TOG hats exclusive to RUX's Bazaar. Hats that can only be bought at RUX's Bazaar (the above RUX-Exclusive hats have already been mentioned): Hungry Hatchling - RUX-Exclusive Legendary hat for the Peashooter Class Drake The Snake - RUX-Exclusive Legendary hat for the Peashooter Class Outback Bonnet - RUX-Exclusive Legendary hat for the Sunflower Class Steven - RUX-Exclusive Legendary hat for the Sunflower Class Mr. Linty - RUX-Exclusive Legendary hat for the Chomper Class Robot Disguise - RUX-Exclusive Legendary hat for the Cactus Class Pickle Jar - RUX-Exclusive Legendary hat for the Cactus Class Serene Cinnamon Roll - RUX-Exclusive Legendary hat for the Citron Class Alien Crashsite - RUX-Exclusive Legendary hat for the Citron Class Hen Hat - RUX-Exclusive Legendary hat for the Rose Class Banana Bunker - RUX-Exclusive Legendary hat for the Soldier Class Score Judge - RUX-Exclusive Legendary hat for the Soldier Class Swine Camouflage - RUX-Exclusive Legendary hat for the Engineer Class Mr. Headache - RUX-Exclusive Legendary hat for the Engineer Class Tesla Tube - RUX-Exclusive Legendary hat for the Scientist Class Sodalirious - RUX-Exclusive Legendary hat for the All-Star Class Motorized Flamingo - RUX-Exclusive Legendary hat for the Pirate Class I Am Fish - RUX-Exclusive Legendary hat for the Pirate Class Robo Rooster - RUX-Exclusive Legendary hat for the Imp Class Space Coaster - RUX-Exclusive Legendary hat for the Superhero Class There are other legendary items in the game that can be earned in various ways: The Everlasting Crown can only be unlocked if you open the 200 star rainbow chest in the Chamber of Gnomes display area. Completing Plant and Zombie quests can give you yellow quest stars for you to use. Remember to save up on those yellow quest stars, and once you reach 200, you can open the 200 star chest in the Chamber Of Gnomes. The chest is found in front of the large golden Hammer Gnome statue. The Gnomish Perspective can be unlocked once you open the last door deep inside the chamber of gnomes. So there you go. I hope people finds this helpful in their cause.153KViews102likes35Comments[Resolved] Change the Mystery Portal Rotation, Please!
There are multiple achievements that are unobtainable at the moment (Check this post for more information about them) There are 5 achievements tied to game modes you cannot play anymore. How you used to play these game modes is when they would go live in the Town Hall Mystery Portal for a limited time. In January back in 2020, the Mystery Portal was changed. PopCap stopped supporting Garden Warfare 2 to continue development on Battle for Neighborville. To avoid shutting down the Mystery Portal, they made the Mystery Portal automated by making it rotate game modes based off of a list of what to play dependent on what month. The problem with this rotation is that they didn't include any live event game modes that have achievements tied to them. So at the moment, getting all GW2 achievements is actually impossible. (Check the post I linked above for what they are.) Current Rotation: - January: Lawn-A-Thon 1 - Febuary: Lawn-A-Thon 2 - March: Legends of the Brawl - April: Capture the Taco - May: Tactical Team Up - June: To Heal or Not - July: Rando's Rapid Revenge - August: Lawn-A-Thon 1 - September: Lawn-A-Thon 2 - October: Legends of the Brawl - November: To Heal or Not - December: Rando's Rapid revenge In my opinion, the most favorable option would be getting someone from the community to make a schedule everyone is happy with. A different solution that's automated, and easier to do would be exchanging some of the game mode repeats in the list for game modes like Cats vs. Dinos and Boss Hunt. For example, you can replace the repeated August Lawn-A-Thon 1 with Cats vs. Dinos, and September's Lawn-A-Thon 2 with Boss Hunt. All of the content with these game modes are in the game when you download it, so releasing an update that players need to download wouldn't be necessary. The only problem I see with this is that Boss Hunt has 4 different playable hunts, Brothers Gnomus, Yeti King, Spooky Squash, and Sasquatch. You would have to pick one of these to put into the rotation, but I think implementing a system that makes the game randomly pick one of them when you enter the portal to play is the best choice instead of picking 1 and neglecting the other 3.26KViews96likes1079Commentsintel driver - where do I find xx.xx.15.4251 or later?
Hi! Im trying to play the new game Plants vs Zombies - garden warfare 2 but my computer keep telling me that I need to update my intel drivers to xx.xx.15.4251 or later. But I only find versions with lower number. Anyone else with the same problem?79KViews82likes14CommentsCommunities Could be so Much Better!
I think communities are an awesome feature, but there is a lot left to be desired in its current state, and making the appropriate changes would make players enjoy the game more. Size of Communities Currently, communities can only maintain 15 people. In the Seedling Build, this was 24. In its current state, communities don't feel like a "community", but a small group. The amount of players should be nearly tripled to around 50, so it can feel like a truly active space. I have many viewers that want to join my community, but can't due to how limited space is. In response to this change, the Neighborville Watch can be made harder. If it was left untouched, people could get to the end within a day. Speaking of the Neighborville Watch... Neighborville Watch The Neighborville Watch is really boring, when it could be more engaging. The concept of working together for rewards is an awesome goal, but it really falls flat once the ball gets going. 1. Too much fluff The Neighborville Watch suffers from a lot of padding, such as worthless boosts (I haven't found a single person that actively uses them), and lawn decorations. I wouldn't mind these if there were small rewards that went alongside it. Maybe EVERY reward no matter what includes a small bonus of Coins and Plant XP? More frequent rewards (even if they are small) could help maintain retention instead of huge gaps with undesirable boosts/decor. 2. Once and never again As this service continues to grow and players continue playing, we will have better plants and any challenge to fill the Neighborville Watch will gradually fade away. Already, my community has finished days in advance before it refreshes, and this has resulted in players putting down the game for days. PvZ 3 in its current state doesn't have much to do outside of working together for one meter. I suggest that the Neighborville Watch can be filled multiple times, with the rewards multiplying per completion. Or maybe its a new meter with even rarer rewards, encouraging players to spend more time with their community? This way, there is always something to do in-game instead of waiting for it to reset every week. Kinda meaningless gifts... Sharing gifts is a good feeling, but PvZ 3 does it in the most unsatisfying way... It is incredibly easy to get Zen Garden tools, and feels like it WAS only added so you can give them to other people. There's so many tools in circulation, the chance you will run out is almost non-existent. Being able to share something else - like Seed Packets, would be much more encouraging. In fact, this used to be a feature present in the 2020 soft-launch. The game right now has some very rough progression, and I think this feature could help with fixing that! Additionally, being able to create a pool of resources people can donate to, and take from, would be very useful. If this is added, the community leader should be able to set some rules before you can take donations, such as: "X active play hours required" "X points contributed to Neighborville Watch required" "X level completed required" Communication is needed Communities need to have a chat system. What if someone needs a tool / seed packets, and couldn't express it? People could go to other third party platforms like Discord to solve this issue, but you could solve it yourself by adding a chat. 2020 PvZ 3 had a chat feature in its clubs, and it worked fine. Benefits By implementing these changes, you're making a stronger and memorable connection with your players. People are encouraged to play and help each other out more Everyone still has a common goal with better rewards and never feels like they have nothing to do / can't help Players can communicate, strategize, and share tips / feedback Improved player retention with a new mechanic PvZ has never had before1.4KViews74likes14CommentsPlants vs Zombies is turning 16 today!
My my, time flies! Plants vs Zombies turned 16 today - they grow up so fast 🥺 Happy birthday to this beloved franchise who gave us iconic characters, awesome designs and great gameplays! 🎂 After many years of playing, I'm sure you all have some funny facts or personal little stories to tell, and we'd love to hear about it. So let's go back in time for a little bit by sharing our memories of the games and celebrating this awesome birthday together! What is your first memory of Plants vs Zombies? For example, what was the first Plants vs Zombies game that you played? Or, what was the first time you came across the designs or characters? What is your favourite Plants vs Zombies game? Are you team mobile or team PC&consoles? What is your favourite character of the whole franchise? It can be a type of plant or zombie, or story characters like the legendary Crazy Dave! What was your favourite interaction with other players? Great teammates in Garden Ops, good advice and tips from fans on social network... Do you own any Plants vs Zombies merch? Plushies, figurines, t-shirts, comics, we want to see it all! What is your funniest or best memory? A difficult level that you finally managed to beat, funny interactions with players online... Anything else to share? Other things that come to mind, any fanart you'd like to show us? Don't be shy!! And finally, we would like to say thank you to this awesome community: the franchise wouldn't be the same without you. You are the ones giving valuable feedback, helping each other out, and making cool memes over on Reddit on other platforms. Please never change ❤️8.2KViews66likes218Comments[UPDATE] PVZ GW2 PC Matchmaking Error in Asian server and NA West
Players are encountering matchmaking issues in Asian and NA West servers that started about a week ago. Most of the time, when matchmaking in these servers, the game shows a lobby is found, however, players cannot connect to the server and join the lobby. In rare cases, the players get in an empty lobby and nobody else can find the lobby. Hundreds of people have encountered this issue and asked what happened in the comment section of my videos, in chat and in my social media chat groups that contain thousands of people. This issue also happened about one year ago, when two cheaters were crashing lobbies all day and the entire online multiplayer server in all regions was disabled. The MP servers were down for weeks and months until EA rebooted the server and fixed the particular incident. The same server issue is happening right now and is likely caused by only one cheater who has admitted that he was crashing the server around the time this issue started. The cheating in PC GW2 has been getting worse since the anticheat update, and cheaters need to be banned. I DMed @EA_Shepard and sent the ID of this particular cheater, the server issue did not happen by the time though but just a precaution. I am not sure if my DM was missed or something because it was not replied to. To conclude the current situation, the matchmaking issue that started around a week or so ago is affecting hundreds of players every single day and was likely caused by a single cheater. The game is still in a state where one cheater is sufficient to cause systematic server issues at no cost. Someone said that the EAAC is just a PR stunt and I hope it is not.6.7KViews64likes152CommentsGraveyard Variety Pack - content update and patch notes
Hi everyone! I'm thrilled to finally be able to talk to you all about the details for the next content update for Plants vs. Zombies Garden Warfare 2. We had an incredible launch and we’re very humbled at all the amazing fan feedback we’ve received so far. We believe strongly that if you invest your time in us, then we should invest our time in you. So it’s very exciting to announce all the juicy details of our first free content update! This update not only contains some critical gameplay tuning and balancing, but also adds in a new map, a bunch of new activities in the Backyard Battleground, as well as some fan requested gameplay and control options. In addition, it also includes a ton of quality and bug fixes as we continue to look for ways to improve the game. Please read on below for full details of all the awesome new ways to play. And don’t forget to check out our new trailer! I hope you enjoy the new content as much as we've enjoyed making it, and look forward to your continued feedback and support. Justin Wiebe, Creative Director – Plants vs Zombies Garden Warfare 2 @JA_WIEBE March 2016, Garden Warfare 2 Tuning/Balance Notes New Features Added new co-op/team vanquish map "Aqua Center" which may seem familiar, yet completely different! Added night version of the Great White North map to the Turf Takeover Playlist Added Hide n' Find missions to Backyard Battleground Added Bot & Pot Missions to Backyard Battleground Added unique character variant images to group HUD World Options now shows all friends playing the game, not just the joinable ones Added classic setting in options to change primary fire button (PS4 Only) Added Aim Sensitivity slider to now allow more precise control over aim speed (for PC this is broken up into both mouse and gamepad sensitivity) Added ability to select between hold button to aim or toggle button to Aim Added kick player option to the in-game scoreboard for easy access (player hosted modes only) Added difficulty to Pause Menu for some game modes Game Now defaults to common chat in Private Matches Added ability to view scoreboard while vanquished Critical Fixes Reduced length of round timer between rounds in Multiplayer matches Imp now properly earns XP when in Mech Players can now see other players’ Backyard customizations when visiting their Backyard Players can now see stats on other players stats boards when visiting their Backyard Improved audio for garlic drone primary weapon Setting HUD to "Light" now also hides XP Meter Major improvements to hit reaction "flinching" animations A plethora of quality & bug fixes Tuning/Balance Notes Overall Improved regeneration upgrade for all characters Re-tuned all hit reactions for both players and AI to reduce the flinching effect even more Rose: Completely re-tuned Rose class, bringing her back into playing as a support role Reduced Rose’s health Major changes to her homing abilities, ineffective at range, requires player to lead target in order to land more hits Slightly reduced rate of fire for Magic Thistles Significantly reduced length a victim is trapped in Time SnareChanged how Goatify ability works so that damage does not break Goatify, creating a more predictable and less jarring experience and lowered time as a goat Slowed down rose variants (Fire, Ice) when charging their weapons to make them more vulnerable Citron: Slightly decreased the Party Citron laser damage Corn: We needed to improve Corn's ability to be a front-line fighter so we increased his health and also improved his long range damage Reduced Party Corn's damage output Chomper: Decreased the digestion time after a chomp escape (i.e. your victim got away using anti-chomp ability like jackhammer) Brought Chompers regeneration delay to parity with all other playable characters Fixed a bug where Chomp Thing’s health regeneration didn’t match his weapon description. He now regenerates health slightly sooner and faster than default Increased Unicorn Chomper’s Rainbow Warp cooldown time Increased goop cooldown so it couldn't be spammed quite as much Cactus: Zen Cactus was too damaging and needed some damage and reload adjustments Imp: Imps tuning focused on ensuring he had a bit more survivability outside of his mech, and also improved his primary weapon slightly Increased Imp health Fixed a bug where the Imp couldn’t receive damage while he is making his Z-Mech phone call (he's now only invulnerable when the beam of light appears) Reduced Party Imp's damage output Super Brainz: Slight cooldown reduction to Super Ultra Ball and Super Multi Ball abilities Minor speed improvement to Turbo Twister but at the cost of decreased his armor while in Turbo Twister Removed the decay from Toxic Brainz legendary meter to make it more useful Damage reduction to Party Brainz Captain Deadbeard: We wanted to bring Captain Deadbeard closer to damage parity with Cactus, but just slightly below since he also benefits from his close range scatter shot Made some movement speed improvements to his barrel when unlit Made some damage reductions to Captain Partyman7.4KViews62likes0Comments[FEEDBACK] A deep overview
I'll start with a quick introduction- I'm Vander, mainly known within the PvZ community as the artist behind the PvZ3:WCHB/Fogbound fanart project, you've very likely have seen some of it already... I've played PvZ 1 and 2 to completion multiple times, I've played through 3 of PvZ3 soft releases and betas, I've played many of the most popular mods at maximum difficulty. After all this time I do know what makes PvZ as a game unique and fun. I hope that this feedback helps shape the game into the best version of itself. PART 1 | The good! Starting with some positivity- I do personally like the game's art direction. While most people do know that I do clearly have my personal gripes with some of its aspects, I do like how colorful it is and how expressive it is, specially on splash art/promo art. Although it sometimes has some problems shinning through the limitations of being a mobile game... The new original plants are generally great in terms of design and definitely stand out from the honestly lackluster newcomers in PvZ 2. But as I'll discuss later, it's a shame I can't really get to use any of them... The game has also improved in a lot of aspects from previous releases. There's definitely a lot more content and specially zombie variety to match the big catalogue of plants. However, there's also a lot of aspects that have remained stagnant or even worsened in this newest release, which leads us to... PART 2 | The bad... There's a definitely a lot to talk about but I'm gonna focus on the following issues: Leveling, Progression, Level design, Balancing and Game feel. I won't go in too much detail for other things that I would also like to see like an official release for PC (please!). First up... LEVELING | And why it is incompatible with PvZ on a fundamental level Leveling has been front and center this past couple of releases and, like most people, I genuinely think that it actively hurts the game. Plants vs Zombies from the very beginning has been first and foremost a strategy game. The challenge starts before a level even starts, choosing your seeds correctly being a very important factor of the game's identity. It's both what you choose to bring and how you use it. The wide roster of plants are all options to consider to tackle specific threats, strategize and even play around with not so optimal combinations. A player's power is represented by their options increasing, not by stats increasing with no consideration to the game's balance. Leveling completely ruins this dynamic (and the progression too but that comes later) and here's why: A big part of the skill expression and fun in PvZ comes from the consistent interactions between plants and zombies that allow the player to tackle all sorts of challenges and situations with nothing more than their own skill and strategy. A Peashooter always defeats a basic zombie in 10 hits. A sunflower always gives 25 sun. A potato mine needs 3 tiles of space to arm on time. A gargantuar needs 2 instas to take down. And many, many more. There are hundreds of consistent and reliable interactions on which the game's strategy and balance is built upon... but leveling completely destroys this. A peashooter could defeat a zombie in 4 hits or 30 and you will never be able to know exactly since it changes so much. How reliable is a Potato mine if you are never truly sure if it will be able to take out a zombie in one hit? How much safety can I expect from a Wall-nut if it could be eaten away 3 times faster from one level to another? What value comes from learning how to maximize your sun production if a leveled Sunflower produces 2 times more without any change to my strategy? How much of a Gatling pea's identity as a powerhouse is left if I'm doubting if it will be able to handle a couple of basic zombies? All the fun, balancing, level design and strategy goes down the drain with leveling. Leveling means that no player ever faces the same level on similar grounds, which means that all the potential fun and unique levels that made the previous games so fun and memorable are outright impossible to replicate. With leveling the difficulty varies from a complete pushover to literally unbeatable with no in-between. With leveling you can never replay a level the same way you did the first time around. With leveling the difficulty becomes artificial making challenges that are not overcome by improving your skills or rethinking your strategy but by grinding or paying to skip the wait. With leveling the balance and identity of plants goes out the window- what is the purpose of Repeater if a leveled Peashooter outperforms it? With leveling the fun of unlocking a new plant to try out disappears as any new addition demands more grind, making players stick with the same few plants they first decided to invest their resources into. The random level layouts, the inability of manually designing a level that all players will experience equally and leveling making players stick with the same loadout all leads to a repetitive, boring and exhaustive experience. It is disheartening to see people stop thinking about their strategy or selection of plants, relying completely on the same couple over-leveled plants to beat everything with no challenge whatsoever. It is so ironic that, in a game whose MAIN gimmick and selling point is the merging system and the "powerful" plants that come from it, the best and easiest strategy is just investing everything on a single T1 plant that ends up completely outclassing its "upgrades". Like genuinely why is the most optimal approach leveling up Cabbage-pult and completely stop using Slaw slinger and Cab-barrage altogether? In summary, PLEASE REMOVE LEVELING. PvZ 1 and PvZ 2 (for a long time) worked amazingly without leveling for a reason. To this day most players actively avoid engaging with the system in PvZ 2 because it straight up ruins the experience of most of the game outside of things like Arena and Penny's pursuit. Here it is forced upon you from the very beginning and it does nothing but make the game worse. And leveling is not the only thing causing the game to feel repetitive and boring... PROGRESSION | Playing through an entire PvZ1 adventure's worth of levels with literally 0 new unlocks Cutting right to the point: THE PROGRESSION FEELS HORRIBLE, SPECIALLY FOR A F2P PLAYER While the progression in the previous seedling release wasn't the best per say, I still managed to get a decent amount of new plants, both T2s and T3s. I got to try out what makes a merging system fun: the vast array of plants it gives you access to. In this release however, I feel like I'm not gonna get to try the vast majority of them any time soon... PvZ1 and PvZ2 had a very straightforward and effective approach to progression, you unlocked a new plant every level or every couple levels, keeping things fresh and dynamic all throughout. Zombies and gimmicks were introduced right along the new plants, showcasing them as an effective counter or even as a threat to what you have been using so far. Levels could be unique and interesting since they had a concrete idea of what plants the player has access to. Here you have barely anything since every single plant past the tutorial depends on grind to be unlocked. You use Gatling pea, Peanut and Cab-barrage on repeat for more than 50 levels straight because grinding the zen garden is so artificially slow. People have done the math and it genuinely takes almost 8 months of non-stop optimal grinding to unlock all the CURRENT plants. Personally, it took me a whole week just to unlock Bonk Choy! You don't even get the mono T2 merges for all the T1s, I had to use Bop choy to farm seeds which is the slowest way possible! And going back to the issue with leveling I mentioned earlier, the system as a whole discourages using the higher tier merges. Why?! The situational/niche plants are never going to be used since getting even the good ones takes so much time. How many people are actually gonna ever use Water Chestnut or Endurian? And that's not the only issue... Making the player choose what plants they get (and make them grind for each one of them) means that some players could genuinely become softlocked if they decide to level up or unlock the "wrong" plants just because they like them. The elemental weaknesses, zombie leveling and zombies that counter specific types of plants (like Parasol and Goalie) means that you can be stuck on a level for a long time with nothing to do but grind levels you already beat and wait around for the Zen garden. What if someone puts their limited resources into Peanut and Peashooter for example and are then forced to face a high level Miner zombie with an under-leveled Potato mine or Bop choy? There's nothing they can do! No amount of skill or strategy is going make a difference. And that feeling of helplessness is horrible, it can very likely make people quit altogether. The dynamic of PvZ's progression depends entirely on the player unlocking new plants to better face newer threats... but here, you are forced to play with suboptimal decks or just sit and wait for weeks on end before being able to make a bit of progress before facing another wall soon after. I myself am stuck in the adventure campaign because I decided to upgrade Potato mine and unlock Bonk choy, not knowing that the actual "correct" decision was to unlock and Nippy cabbage and upgrade Iceberg lettuce to even have a chance to defeat the volcano zombies. And this doesn't even consider the constant conflicting demand all the modes have for your very limited resources! For example, at this moment I am on the Volcano section of the campaign, the current Lawn patrol gimmick is the Balloon zombie and the current Expedition is on the Campground. If I want to have even a remote chance to beat any of them I have to invest on Iceberg lettuce, Cabbage-pult and Zaptail all the same time but with EXP being gated behind daily rewards and beating levels for the first time I genuinely can't progress on any of them! I barely started my likely 2 week long grind to get Nippy cabbage and by the time I get him, the Lawn Patrol and Expedition are likely to end and change to something completely different. I've been playing the game this past whole week daily just beating the same 3 Lawn patrol levels over and over, using up all my hearts in the Zen garden and even watching all the daily AD rewards just so I can eventually get to play the actual game for a bit again. All resources are so hard to get, you get so little of them and everything is so expensive, including the microtransactions! I honestly don't feel like $150+ dollar packs are something people are willing to pay for, specially if you can only get 1-2 plants with that. At that point just buy like 30 copies of the original game to get to play with 48 plants... IF YOU ARE NOT WILLING TO FORK OVER MONEY FOR THE MICROTRANSACTIONS YOU ARE NOT GOING TO HAVE FUN. I see so many people spend so much more time on other games in the Offer-wall section than playing the actual game and that's not a good sign! So, how to solve it? I can hope but I know big overarching changes are not likely so this is what I would do: Lower the seed requirement for all unlocks by a lot, at least how it was in the previous seedling build (40 for T2s and 80 for T3s) Make the hearts (ideally changed to sprouts) be obtainable by chance when playing levels like on previous installments so it is not hard time gated Unlock at least all the mono T2s upon getting the T1. This makes them at least usable when you first get them and also helps with the grind by not forcing you to do it the slow way at first Allow some specific T2s that are needed to progress through the campaign be unlockable by beating levels. Nippy cabbage for example could be a good reward a couple of levels into the Volcano section. You can gate them behind a star requirement if necessary so they are not completely superfluous... Replace the daily scores with a daily level bundle. The daily scores are essentially just a chore, just "play level 1-5 again" or do nothing special and play the game normally and get them anyways. You could instead have a unique assortment of 5 levels each day that reward you with coins and EXP (or even better: no leveling!) and getting the stars means getting more rewards like it is now, with seeds being the final one for getting all 15 stars. The levels can be randomly generated, with any kind of area, combination of zombies and all that Add a repeating level reward for the plant pass once you finish it. The pass itself can be completed relatively fast if you consistently complete all daily tasks. This has left most people obtaining plant pass points that are just thrown into the void because you already got to level 20. I'm not sure why that's not here since it is standard on all games with a battle pass system. It could give coins and seeds... just anything so that the task system doesn't just straight up die once you complete the pass Add a store to buy seeds with coins. Right now you can get a really small amount of seeds for gems but it is not really worth it. It could even just be a rotating store with a limited amount each day. Right now you have barely anything to spend coins on since you get a lot less EXP and everything costs gems for some reason Change the friend help system. Instead of giving away Zen garden tools you could maybe have a daily request you could make for a specific type of seed so anyone in your community can donate what they can with some rewards like sprouts or coins for helping others You should get a reward for not using Mo like in previous games Zombies should drop coins or gems randomly like they did in previous games LEVEL DESIGN | And what made the original game so fun Even looking past leveling and slow progression, the level design is lackluster. There's some very clear issues and it's quite easy to solve them: THE 50% RULE - Any PvZ veteran knows of this mechanic and its absence in this game is felt harshly. Put simply, the 50% rule means that the next wave of zombies is spawned immediately if the collective HP of all zombies of the most recent wave goes below 50%. This simple mechanic alone does wonders for pacing, strategy and player agency. In PvZ 3 however, all waves are tied to a strict timer which leads to a lot of problems which include: levels start right away, with the first zombies spawning seconds after a level starts, giving you no time to think, plan or prepare; you can't take things slowly, stalling doesn't work as you can't hold off zombies to maximize your time if you feel like you need more time to prepare before things get out of hand, everything just comes no matter what you do, making things feel hectic and overwhelming; you can't be fast either, if you beat the zombies too fast you have constant awkward moments where there's nothing happening, making even easy levels feel like a slog; you are not rewarded for winning and you are punished more for losing. Implementing this feature alone would improve the game feel by a lot, it is one of the most important suggestions here! WAVES AND FLAGS - Right now, waves and flag waves feel underwhelming. In previous games you could easily gage the length and difficulty of a level by the amount of flags it had. Levels with 1, 2, 3 or 4 flags all felt very different and it mattered a lot when it came to you strategy. Here however, even the very first level has like 4 flags and there's no feeling of variety since they don't have an impact like they used to. It's disappointing seeing the iconic "A HUGE WAVE OF ZOMBIES IS APPROACHING! " pop up just for a 2 zombies to appear over the course of 10 seconds. Flag waves need to have an impact, they are the high points of a level. It would feel a lot better if levels were a lot more reserved with the amount of flags and in exchange making them actually, you know, a "huge wave of zombies". Also, normal waves don't feel like "waves" either. Zombies spawn slowly 1 by 1 most of the time, like a slow trickle. You generally don't get the feel of a horde approaching like in the previous games, specially since the game has the not so nice tendency of spawning the majority of a wave on a single lane. I do feel like this is another issue caused by leveling (who could have guessed...) because the power of a wave isn't represented by its size but rather the inflated stats of its couple of members. This not only makes it hard or outright impossible to gage the threat level of a wave but it also messes with the identity and presence of the stronger zombies. In the previous games I could easily tell if I could handle a couple of basic zombies coming my way and the presence of an early bucket head was definitely felt. But here even basic zombies could have a ridiculous amount of HP and I won't realize that a level is impossible for me until I see a basic zombie tank a Potato mine with not even its arm falling off. RANDOMIZED LAYOUTS - Please no randomized layouts that change everyday for some reason. There's potential for interesting levels or challenges using the water and barren tiles but right now they are just used in random preset layouts that don't take into consideration the level they are being used on. Some levels can genuinely become impossible to beat one day just because the randomized layout gives you a a really bad mix. Even if there's a unique layout that does make a level more interesting, tomorrow it's not gonna be like that. The zombies being spread thin, the lack of plant unlocks and the preset of layouts quickly repeating itself makes a lot of the levels feel samey- none stand out, none are memorable. Use the special tiles more sparingly, use them with intent. LEVELING, BAD PROGRESSION AND STALENESS - With progression being tied to a long grind and difficulty varying wildly with the levels of both plants and zombies, it is just not possible to make a fun, unique or memorable level. It is just unfeasible to consider all the possible power levels a player could be in at any given point which just makes all levels default to being uninspired, formulaic and repetitive. People still remember iconic levels like PvZ1's 1-5 or 5-9, or the infamous BWB-30 from PvZ 2. You don't remember a PvZ3 level because it was fun challenge or a unique twist of the formula, you remember the singular zombie special that made the level unfair when you first played it. While the idea of chapters is fun and has a lot potential, right now it feels like there's no cohesiveness to any of the themes. Specials appear and disappear, wherever even if they are completely disconnected to an area's themes. Why is Batter zombie introduced in the volcano? Why is chicken Wrangler introduced in the Campground? Areas feel the weakest they have ever been because they all share the same elements, because there's no intent to when a zombie is introduced since plants are not unlocked naturally, because plants are not tied to an area which means that all gimmicks and zombies are duplicates or not that impactful. Getting Cactus and seeing a Balloon zombie hidden in the fog right after; getting Kernel-pult and realizing the butter instantly defeats Seagull zombies; getting more value out of Pea pod with the help of the minecarts in Wild West. Even PvZ1, which stayed on the same house as its setting, had very distinct and memorable feels for each area. They had ever present gimmicks completely unique to each one that had a big impact to how levels are played: the fog, the pool, night, the roof... But with plants not being unlocked with beating levels, you just can't do that. Imagine if you had to face Digger zombies but you just don't have Starfruit or Magnet-shroom the first 10 times. Imagine having to face Zombonis, but you don't get Spikeweed or Jalapeño until next week. It all just pulls down the potential for greatness all across the game and for what? Monetization..? BALANCE | Avoid trying to reinvent the wheel Even if leveling magically disappeared for the better, the game still makes some bizarre choices in balancing that makes returning players feel confused. Most people know I have quite a lot to say when it comes the balance of plants but I'll share the most important ones for now. A lot of these suggestions do depend on leveling being removed but I'll still share them: Peashooter should defeat basic zombies in 10 shots, not 17. He should be the standard point of reference for damage like he was the last 2 games Potato mine and Tangle kelp should reliably defeat basic threats. It's just so bizarre seeing Potato mine doing so little damage Iceberg lettuce should focus on the freeze and not on the damage, it just fights with Potato mine's role Sun production values is something that shouldn't be tampered with. It feels so wrong seeing the counter not be multiples of 25 or even of 5 for that matter. Increase production speed if you must, just don't ruin the standard please Plants should work with stats that are clean round and consistent numbers so players can much more easily make calculations and strategy decisions on the fly. The classic 300 HP standard, the 1800 damage explosives, the 4000HP Wall-nut, etc. What do I make of a Potato mine doing 937 or something like that? Simple T3s should get something more than just plain stat increases. Like my suggestion of giving Jugger-nut some resistances to common wall counters or giving Gatling pea higher attack speed to differentiate it from just 2 Repeaters Higher tiers of single use plants should still create duplicates of the T1 when used. It was such a good implementation within the context of a merge system last time and I don't know why it got removed this time around Bonk choy should attack fast, it feels off seeing him hit so slowly Instas should activate on contact, not when attacked. It doesn't sound like it but it does make a big difference for game feel. Zombies should walk through them while they do their activation animation, not start eating them, Additionally, instas should explode instantly if they are actually defeated by special attacks, like Es-garg-ot's rollout Spikeweed should work like it did in previous games. It piercing armor doesn't help a lot when basic zombies have so much health, it just feels like it tickles the zombies Puff-shroom should be the T1 for mushrooms. It is such a weird decision to make him cost 125 sun. Sun-shroom can easily be Puff + Sunflower Elemental damage bonuses should only apply to specific zombies and not the basics. Magma zombie from the previous build can definitely be a tank that's weak to ice, but the basics also having that weakness just funnels players into the same strategy and just inflates their stats more as it expects you to use the counter even if you don't have it Potato mines and Lime bombs should be able to merge even if not armed. You can place them directly on a plant already so it not working the other way around anymore feels bad Sawgrass and Chainsawgrass should get horizontal range, not vertical Miner zombies and Volcanologists should activate armed Potato mines when digging Potato mine, Lime bomb and Golden Yukon should have a smaller hitbox from behind. Right now a Miner zombie can eat a Golden Yukon from behind without being in range of its explosion Chicken wrangler should release the chickens upon receiving damage. It's so bizarre seeing him take a lot of hits without releasing anything. Also remember the mechanic where he doesn't release them if he's stunned or frozen Cabbage-pult and their merges shouldn't prioritize flying targets, it sometimes makes it so walking zombies pile up on a lane with nothing you can do about it Lobbed projectiles should still be able to hit targets in the way if the original target dies before they connect. This is specially a big issue for Cab-barrage and chickens. Additionally, lobbing plants should calculate beforehand if the attack of another lobbing plant is gonna kill a zombie they are targeting before wasting their shots on them The area of effect of Lime bomb, Potato mine, Golden Yukon and Iceberg lettuce should be increased horizontally a little bit. At the moment it feels very unforgiving Wrangle and Mangle kelp should be able to stun-lock a target if they aren't defeated instantly so they just don't get eaten Spikeweed should damage Screendoor zombie directly And now the big ones: ABOUT SEED SLOTS - It seems that there is going to be a hard limit to 5 seed slots. While 5 is a good starting amount for the early levels to encourage making decisions that matter it quickly becomes an issue as more and more threats that require specific counters start to show up. While the merging system does mean that each T1 also includes a bunch of merges on top, they are all within a similar role/purpose. If a Balloon zombie is present you NEED Cabbage-pult or else you cannot defeat them. Thunder? Umbrella leaf. Miners? Bop choy. This soon leads to the level itself making the decisions for you every time with little to no room for variation or iteration. It feels like a lock and key system where your freedom of making your own deck doesn't fit. Certain plant archetypes are greatly affected by this, like secondary attackers (Spikeweed and Bop choy) or specialized instas (like Tangle kelp and Lime bomb). Sunflower is always a must, so you only really have 4 to work with. If it's never going to increase from 5, there's gonna be a lot of combinations of zombies and gimmicks that would just not be possible to beat. Imagine a level with Parasols, Balloons and miners- this layout alone decides your most of your loadout without any of your input. And if you add thunder and Stealth imps to the mix, there's quite literally just 1 possible deck that can be used. And things are gonna get worse the more zombies and plants get added. I think that aiming for 8 slots for endgame is a good sweet spot, specially taking into account one of the suggestions coming up. More seed slots means that the merging system has a lot more space to truly shine. They could be bought in the shop with coins, like in PvZ 1. But having at least 6 by lvl 50 is certainly gonna be needed. THE UNFORTUNATE OUTCASTS- A lot of people have certainly noticed that a couple of big archetypes of plants are prominently missing: most instas and tool/gimmick plants. This I can certainly tell is because of the rules currently set by the merge system and the seed slot limit I mentioned. Plants that introduce new mechanics have their own lines that require a T2, a T3 and at least a couple merges with the other T1s. Each new T1 added opens up more holes every time for needed merges and for most, the logistical issues are just not worth it. Tool plants in particular have it the worst, as seen with Lilypad and Plantern, who have been relegated to unobtainable plants automatically placed which sometimes even conflicts with their original purpose. And some plants like Grave buster or Stallia are probably never going to be able to return if things stay the same. Some instas like Cherry bomb or Squash have a hard time fitting in now, specially since it would be too hard or outright impossible to merge them into a mono T2, let alone a T3. But fret not, for I have a solution for both of these! I call them "Tier Xs", "Holding slots" and "Boosted slots": Tier Xs are plants that can't have a whole line dedicated to them or those who don't exactly fit that well in the merging system (due to how they work). These includes tool plants like Lilypad, very cheap instas that don't have that much potential merges like Stunion and Stallia, or those that do not benefit from merging into a mono T2/3 like Buttercup. These plants would still be able to occasionally merge with other T1, T2 or TX (like Buttercup being a good candidate to get Kernel-pult with Cabbage-pult), but it would be clear that they are mainly meant to be used as stand alone plants. However as I previously mentioned, this would need an increase to the maximum seed slots to properly work but I feel like it is well worth it to give fan favorites or even interesting newcomers a chance to fight the zombies even if they don't fit that well with the merging system. I'd personally go about this like this: you start with 5 normal slots, but, after a certain level you get the 5th one upgraded to a "higher tier". This upgraded seed slot is now able to hold up to a T2 plant (if it does have one, it has a different background color). You can still pick 5 T1s, or opt for a T2, sacrificing the possible merges made with the T1 for an easier direct access to the merge itself. All the seed slots you unlock afterwards are upgraded too. Once you have all 8 slots, you can upgrade the 8th one to the ultimate tier, making it able to hold up to a T3. Not only does this deepen the strategy of choosing plants, exchanging options for accessibility, it also opens the doors for plants that rely on being reactionarily planted that are merges nonetheless (plants like Guacodile come to mind). Merges of course would still have a sun cost that is the sum of all its components and a fitting CD, taking into consideration its role and power. This means that plants that would be too strong to be T1 but impossible to merge into a T2, like Cherry bomb, can now feasibly work within the rules of the system! But that's not all! Holding slots are another way of helping these kind of plants work within the system as well. Simply put, they are empty slots that you can use for merging outside of the board itself. You could likely start with 1, and unlock the 2nd not long after. Running out of space to place plants to build up to a T3 late into a level, making it so you have to place them at the front on a risky position? Wanting to build up a higher tier insta but you don't want it to be activated prematurely or end up in a suboptimal position? Wanting to use your favorite explosive cherries but you can only take the T1? Worry not for the holding slot is the solution for all these problems. They allow you to safely merge plants and keep them ready to place for whenever you need them. You can use it to optimize plant cooldowns, to access higher tier instas and use them more optimally, to merge without running out of space, and so much more! These 3 things would easily allow for all kinds of plants to return without the need to drastically change their identity or functionality. It's a win all around! MERGING COSTS AND COOLDOWNS- Right now, balancing a plant can be a bit complicated since you have to stick strictly to the sum of the cost and cooldown of its components, leading to a 125 sun Snow pea, the infamous 125 sun Puff-shroom or being completely unable to use Iceberg lettuce as an actual freeze if you need it for merges. A simple solution to more easily manage balancing would be introducing merge costs and refunds. This would apply only to hybrid merges. This simple feature would give a lot more control to the designer to balance the game without being restricted to awkward sun costs or cooldowns. Expensive and cheap merges would be able to coexist a lot more easily without needing to make big changes that affect other plants. Plants with longer cooldowns would also be able to be used for merges more consistently if the resulting plant doesn't really need that big of a cooldown to balance it. It would be automatic and fairly easy to understand right away. This would also apply to the holdings slots idea I described earlier, but the refund could even be applied preemptibly there, so you could make a cheap merge even if the components cost more at first. In this example, Coldslaw would cost 175 sun, and to merge it, you would need at least 75 sun, since it also counts the cost of Iceberg lettuce. Golden Yukon could refund 25 sun when merged, as the 75 sun cost really hampers its purpose as a little producer since it barely covers its own cost. Other plants like Wall-nut or the hypothetical Cherry pop from the previous image could still keep higher cooldowns if you want to use them as a wall or explosive to keep them balanced, but have a small refund to their seed packet if you use them for merging directly, since keeping plants with a little less immediate impact gated behind higher cooldowns (like Chuk nut or Endurian for example) is not ideal in my opinion. PERKS, IF YOU MUST KEEP THEM- I've been pretty clear on my opinion on leveling but there's one aspect about it that could be salvageable if you can't remove the system altogether. Perks could be an interesting way of making a plant stronger without having to mess with its stats or needing to level zombies to ridiculously increasing numbers. However, plant perks feel like a second thought from a design stand point because it feels like the plant they are given too is not considered whatsoever sometimes. Some work pretty well, like the double attack or ricochet perks for Peashooter and Cabbage-pult, some others genuinely leave me confused though. There's some inoffensive but not very useful ones like the goodbye gift perk that boosts a stat when merging or being defeated (it just feels very unimpactful and kinda lame to be honest). On the other hand, that one healing perk is the one that confuses me the most- why does Potato mine and Lime bomb get that? Aren't they supposed to be on the right side of the lawn, and not remain that long on the board anyways? This does make sense with Sunflower for example, but this perk is one of the most counterproductive things you could give to single use plants like them. Bop choy gets it too but I guess it kinda does work since he is meant to be behind a wall plant (although the heal is just so small taking leveling into account so it barely even matters anyways). Spikeweed though... you do know Spikeweed's main thing is going INFRONT of the wall plant right? You will never get anything from this perk on Spikeweed so why give it to him in the first place? It feels like the lame perks like the heal or the goodbye gift are overused. Also even the cool ones have their issues... #freemygoatghostpepperfromperkprison (Ghost pepper would be a killer TX, just saying...) Perks really should consider the role of the plant first and foremost and not just be given in mass without any thought. Attackers should get bonuses for attacking, support plants can keep the heal or even a boost, walls should have something that helps them take more hits, instas should get something out of being used not staying in the lawn. GAME FEEL | The joy of gardening The last thing I want to discuss is the game feel, the little things that make the experience so enjoyable. I hope that Replanted was a good reminder of how important these aspects are to PvZ as a game and why they should definitely be considered as important. I'll make this another list: DYNAMIC MUSIC - A very popular suggestion for a reason. PvZ1 and 2's tracks are so memorable because they dynamically adapt to the level as it plays out. New instruments play during big waves or things go all out for the final wave. Right now all tracks feel a bit lackluster, since they keep the same energy all through out and they don't have a strong melodies like the iconic tracks from previous installments SOUND DESIGN - I personally feel like the sound design in particular is one of the weakest aspects of the game at the moment. Some are nice, specially the little sounds some plants make when merged like Peanut or Golden Yukon, they are very cute; or the sound of the UI outside of the levels themselves. However, the biggest issue I'd say are the attack/hit sounds, which is a big problem since they are the ones that play constantly all level. I feel like the sound of Peashooter, Cabbage-pult and Zaptail are way too loud and overdesigned once you have a full defense they become incredibly irritating. Previous games had a subtler and "airy" sound that definitely made them tolerable even with a dozen Peashooters firing simultaneously. Here it is just this sharp POP or spring sound that gets annoying very fast. The electric sounds are the worst offender, they just become noise with a couple of Zaptails. Hit sounds are not good either, they feel off. In the previous games each projectile had a unique sound when they landed. Peas had this vibe of something splatting against skin, cabbages felt like a bunch of crunchy leaves breaking apart, Bonk choy's punches had this oomph and impact, specially the uppercut. Here the sound is the same for most plants and the common one is not great to be honest. It feels like someone kicking a sack of potatoes and it's just not satisfying to hear whatsoever. And the bucket and cone hit sounds are not good either, they feel... muffled. Both PvZ 1 and 2 had cones have this very recognizable plastic sound and buckets have this strong but not loud clang that made it very clear who was receiving damage at any given point. There was even a minigame in PvZ 1, invisighouls, that relied entirely in the amazing sound design that PvZ1 had for both plants and zombies. A concept like this just couldn't work in PvZ 3 since the shooting sounds are so loud and overbearing and the hit sounds are so indistinct and hard to notice. And the perk sounds? The Screendoor/parasol hit sounds? The status effects? They are just so loud and repetitive! I struggle to hear anything over the constant indistinct generic woosh that the healing perk makes over and over again! The following is a list of things that I feel should be revisited to make the game satisfying to hear like PvZ1 and not nails on a chalkboard (you could reuse the same sounds again! Why change something so recognizable?) : Peashooter, Cabbage-pult, Zaptail, Spikeweed, Bop choy and their merges should have more subtle sounds similar to how they were in PvZ 2. Bop choy's line in particular should have a more impactful effect, mainly for the uppercut. Also please implement a system that limits the amount of shooting sounds that can happen per second so things don't devolve into chaos at the end of a level Sun collection should make the iconic sound from the last 2 games, this current one is just not as good as the classic one There should be a sound for picking (like crumbling paper) and placing a plant (digging fine dirt), like in the last 2 games Iceberg Lettuce's freezing sound feels too harsh compared to PvZ 2 in my opinion There should be zombie biting/eating sounds. That is one of the most recognizable sounds from the original but here the zombies just kinda slap the plants with no sound whatsoever. Remember that wall plants have the biting sound reduced! Cones and buckets should make sounds similar to those in the previous games, they are not very distinct at the moment Zombies with unique types of armor should make their own sounds or reuse appropriate ones. Parasol's should definitely be bouncy or like hitting cloth. Batter should use the bucket sounds and Miner should use the cone sounds. Screendoors should make the same metal sound as buckets Explosive plants are very underwhelming. The explosions feel too "realistic" for their own good and very indistinct from one another. Potato mine for example had an amazing sound effect in PvZ 1, where it felt like something bursting out with a bunch of starch and potatoes settling as debris. The cartoony-ness feels restrained when needed and overexaggerated where not. Cabbage-pult's spring like sound is too much for a plant that attacks constantly but a plant like Tangle Kelp could definitely benefit from a more cartoony grabbing effect like it had in the previous 2 games. The "A HUGE WAVE OF ZOMBIES IS APPROACHING" pop up should have a lot more impact Gargantuars should feel heavy. The current one feels too light with how it moves and the smashing has no impact. The PvZ 1 gargantuar perfected the vibe with its slow movement and the shaking and smashing effects were top notch. His grunts should be deep and beastly, not goofy like an ogre making funny faces Es-garg-ot has an above average sound design but it could definitely use a lot more oomph in some of its attacks, specially making the biting sound more menacing and adding drifting like effects to his rollout attack Chickens, pigeons and any future animals should make a more wild sound when summoned. Right now the chicken sounds feel like the ambient sounds a Minecraft chicken makes and it feels out of place The Miner and Volcanologist should have a subtler digging sound like shifting dirt, not loud pickaxe noises Zombies should make more cartoony sounds when doing big motions, like the iconic jumping sound of Pole vaulter in PvZ 1, the spinning effect when Miner comes out the ground Zombies should have much more iconic and recognizable sounds when spawning in or when doing their ability. Bowler zombie actually does a good job at this but the rest not so much. Balloon zombie could have it like in PvZ1, where there's a balloon inflating sound if the incoming wave has one. Goalie could have like a referee whistle and distant cheering crowd whenever it intercepts a projectile in another lane. There could be an action movie like stinger when a Stealth imp spawns and so much more Please make Disco zombie's music the one from the original game Remove most of the sound effects for the less impactful perks, specially the healing one. It only really needs a visual effect to communicate what its doing. The ricochet one is good as is but the double attack one is too sharp of a peak and too loud. Speaking of, please remove the stunning sound effect, it is so out of place, loud and plays even when a zombie auto stuns itself like Miner Screendoor zombie shouldn't make that loud car like sound when defeated Zombies should make unique ambient sounds when present in the lawn, like the unique grunts Parasol made in PvZ 2 or maybe a subtle mechanical rustle for Landscaper's weedwhacker. And the common grunts the zombies make should also be more easily heard Pausing the game should make a sound that's not just the button tapping one, like the scratching record in the original. Same thing for the speed up, it should be like it is in PvZ 2 The jingle that plays when you lose is boring. There should be a unique jingle based on the area like in PvZ 2 or if not, a much more impactful horror riff like PvZ 1 had VISUALS - I personally feel like the animations of most plants and the VFX are generally good for the most part. However the zombies in particular feel very stiff (even for a zombie!) so here are my suggestions: Zombies should actually visually eat the plant instead of just awkwardly slapping them or flailing their arms back and forth. The imp is the only one at the moment that does this properly but the rest just don't do it right. They should look like they are grabbing chunks and shoving them down their mouths, they should be visibly biting and leaning forwards to eat, all that stuff Zombies should consider what killed them for their death animation. They should keep walking for a bit without a head after being defeated by a weak projectile like peas. Them just instantly falling over just feels kinda awkward unless its a much stronger attack like Bonk Choy's uppercut. Also electric attacks should electrocute zombies and turn them into ash. That was one of the most fun details of the previous game and zombies just falling over while being electrocuted feels so wrong. Explosives like Potato mine should send their heads flying and obliterating the body itself to really sell the impact or well, turning them into ash if its something like Cherry bomb Tangle kelp and its line should pull zombies into the water if they are on a water tile. It could be like PvZ 1 where it grabs it and goes down with it or like PvZ 2 where it goes deep first and the it sends out tentacles to grab it down The visual effect of Lime bomb's acid should be a lot more visible, like how chilling makes zombies blue There should be special effects for plants being defeated with certain hazards. Thunder and falling volcanic rocks should incinerate them like how Explorer did in PvZ 2 Speaking of, thunder feels very underwhelming visually. If a level has thunder it should be rainy and cloudy, I remember there already was a cloudy variation of the lawn for the rain puddles in older versions. And the visual marker should become increasingly opaque instead of flashing, right now it is hard to tell when it will actually strike Electric plants should be animated like they were in PvZ 2. They should move with these super fast motions where they shift from pose to pose in an instant. Like how Electric peashooter used to move erratically as if being electrocuted for its idle animation or how Lightning reed attacked with this motion as if it was instantly becoming stiff from a shock Please make the merge tier indicator under the plants a toggle. It is too distracting and based on promo art, it looks really bad in darker areas And lastly, it would be nice if plants had a little of an offset for when they start attacking. Right now they constantly sync up and it looks kinda bad CONCLUSION This was certainly a long read and I'd like to thank you for hearing me out if you made it this far. I do hope that this... 5th time is the charm. In summary: Remove leveling Improve progression by reducing seed costs and making them easier to obtain Unlock certain plants by beating levels Remove the layouts being randomized each day for levels Don't shy away from retreading the path PvZ 1 and 2 took in terms of sound design and animation, they are iconic for a reason Add more seed slots and implement additional systems like the holding or upgraded slots as well as things like the suggested TX so that more types of plants get a chance to return Implement the 50% rule, make waves spawn as hordes and make flag waves be less common but more impactful Remove leveling Hope this feedback makes it to the team! Cheers - Vander2.1KViews61likes23CommentsGame Softlocks at Zen Garden — No Way to Continue (v1.5.0)
Zen garden has me locked out CM title editSolved22KViews52likes444Comments[Resolved] A devastating exploit has been found to permanently ban EA accounts
Good evening, It has come to my attention that exploits have been found to manipulate the anti-cheat of PvZ Garden Warfare 2 to be flagged onto any account of the exploiter's choosing based on reports I have heard from several GW2 communities. This is a devastating issue that will not only lead to various accounts being falsely banned at the behest of malicious users (and they already have been according to various players), but renders GW2 multiplayer unsafe to play without risking one's account to be falsely banned. Given the severity of the situation, a response and fix from EA is paramount. Please have this investigated and get significant figures informed and involved about this, because this problem has the potential to ruin the entire game and others, as this issue can extend past just GW2 as far as I have been made aware. Many thanks in advance.Solved11KViews51likes62Comments[INFO] - ISSUES WITH REPLAYING TUTORIAL / RUBBLE+CHARACTER CUSTOMIZATION SAVING
We are currently aware of an issue affecting some players that requires them to play the tutorial each time the game is launched, as well as affecting rubble and character customization saves. This issue will be addressed in a patch that is planned to be released next week. As soon as we have specific information regarding dates and times we’ll be sure to let you know. Thank you for all of your feedback and patience while we continue to improve our game! - Andy -Solved5KViews51likes2CommentsIntroduce Yourselves to the Neighborville!
Hellloooo Neighborville! In our latest community update, I'm beyond excited to introduce myself. I am @EA_Shepard your Community Manager for all things Mass Effect, Dragon Age, and Dead Space. I am an avid Bioware and RPG enthusiast, I bring quite a bit of experience and passion for gaming to our community. I'm excited to start interacting more with you all here on these boards. I figured a brief intro would be a great way to start things off. I'm here to help out and I'm keen to hear about your PvZ experiences and what makes the game special for you. More about myself on our ME board Here! Follow along with the community on our Unicorn Stuffy Hat! This made my day when Mass Effect Andromeda was first released! We want to hear from you! You, the player, are the heart and soul of our community! We're eager to hear your story: why do you adore this franchise so much? Share those memorable moments and stories that keep you immersed in this delightfully chaotic world of PvZ. Which platform do you prefer to log into and why? Plants or Zombies? You decide! Which modes and maps are your favorites to battle in? Let's not forget about the merch! Do you have any unique items to share? For the GW2 players out there, who's rocking the Z7-Mech 8? As always, stay up to date with our communities: IG: officialpvz X: @PlantsvsZombies Let's celebrate our journey in the PvZ universe together!4.8KViews50likes137CommentsHow to manually connect a PSN Subaccount to newly created EA/Origin account?
I have not seen any recent posts (as of 09/20/2015) regarding this issue and it appears that older posts with solutions to this issue no longer apply since the manner in which accounts are accessed online have been changed (i.e. can no longer log into EA/Origin account online via PC connection with your PSN account.) PS4 users have option to create sub-accounts for kids in order to keep them away from mature content. I have adjusted all of the internal setting of the PS4 that should allow this sub-account to play games rated "E10+". We are having an issue trying to connect with a newly created EA account. The new EA account is not displaying that is has any "Connected Accounts". Directions indicate that as soon as you log in with your PS4 with the user that is set up as a sub-account that they should automatically connect. This is not the case as after having done so, our EA/Origin account is showing there are no "Connected Accounts". There is no known way for me to manually connect these two accounts either through the PS4 or online through our EA/Origin account. There also appears to be no way to call and or chat live with some form of consumer support as I am redirected back to this forum board. I need someone from customer support to contact me and assist with manually linking these two accounts.Solved104KViews48likes53Comments
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