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- EA_Cath1 year ago
Community Manager
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Summary of existing issues
So basically there are still a few things that are a little bit strange in the game. Endless level order: as you guys can see, the order of endless levels in single player survival is day, night, pool, fog and roof. I don't know why the order becomes pool, day, night, fog and roof in co-op. This should never happen in the first place but it has been like this since the extra endless levels were added. Fix the order please. This is a very minor issue but this isn't how it should be. Endless level streak saves: when the extra endless levels were introduced, they said the existing endless saves will be transferred to pool endless. But they mistakenly transferred the saves (streak records since co-op endless can't save progress currently, another issue btw) to day endless in co-op endless mode. This is a hilarious mistake and I seriously don't know how they could let that happen. Cob cannons: in all of the other levels, when a cob cannon is loaded and ready to fire, it's missile will blink, which is a nice visual hint. But somehow in co-op mode cob cannon missiles don't blink at all. Correct it please, this could make the firing much easier. Shovels in co-op mode: normally when you point your shovel to a plant, the plant that is going to be removed will be highlighted. This helps you to precisely locate which plant is going to be removed, especially when the plant is in a pumpkin. But this is completely missing in co-op mode. (Happens when player 1 is using a mouse to play. This is not an issue since you can only remove the plant in the pumpkin first if you're using a controller) The shovel shows no highlight when it was pointed to a plant which makes you have to guess which plant you're removing when there are two plants in a single square. Fix this, thank you EA. Butter zombies: in the original Xbox version of the game, both players in co-op mode can butter zombies or shovel plants. But in Replanted only player 1 can use shovel and player 2 butter zombies. I don't know why such a simple technique is broken. We need this to be restored to what it should be in its original version. Thanks! Endless mode progress saving: it's an old problem and have been talked about for a lot of times in this community. Simply put, you can't save your progress in co-op endless mode. This makes us impossible to get to higher streak. If you can't save progress then what is the meaning of playing endless? Pumpkin damage stage: the pumpkin enters into a damaged state earlier than it can be fixed. This is pretty annoying especially when playing endless mode as I need to constantly move my cursor over the damaged pumpkin to check if it can be fixed. Imitator colour infection: every time you exit and re-enter a level with imitated plants on the lawn, its adjacent plants will randomly get infected. Even upgraded plants like winter melon and gloom shroom can turn grey. If you can fix these issues ASAP, it will be really nice. Thank you EA.3Views0likes0Comments- 4Views0likes0Comments
Leveling a plant should also level up its tier 2 and tier 3 plants.
What I mean is, instead of having a Peashooter at level 7 and having a repeater at level 2. If you upgrade a Peashooter, it would upgrade all the base fusions for the plant. So all of them would be level 7. When it comes to a mix of two plants, combine the average of two plant leveling or something to make an actual fusions level. Thank you for reading this, and have a great day!11Views0likes0CommentsWhat happened to the old plants from the previous build of PVZ3E?
What I mean is, there were a bunch of fusions from the first build of Evolved, that are gone now. And I think they should be added back when ready! Fusions Missing: Cano-Pea (Miss you) Bamboo Shoots Snow Pea Explode-O-Nut Water Chestnut Tater-Pult Umbrella Mine Blast-Choy Burrst Thistle Tangle-Pult Cold-Slaw Buzz-Choy Iceweed Tazel-Nut Tingling-Pult Snow-Bellista Snow Conifer No matter if you do or don’t add these guys back, thank you for reading my post. Have a good rest of your day! :)6Views0likes0CommentsWall-Nuts need a buff.
Wall-Nuts cost 75 Sun, (it should be 50 Sun) and Wall-Nuts are not that strong, basic zombies take them out quick, and as a Wall-Nut fan I am sadden by this. So, if you can, it would be nice for you to make Wall-Nut stronger. Please and thank you. P.S: Still believe Puff Shroom should be a tier 1 plant.8Views0likes0CommentsThe revamp of cards made some puzzle impossible
In PVZ Heroes probably due to cards' stats / effect change it makes daily puzzles impossible and broken. I know it's just a single day to miss but you have to clear 7 times for the week which gives you extra card packet which is mostly my main reason for playing. I know pvz heroes is basically abandoned game but subtle changes can have domino effect that make the game less enjoyable than it currently is.15Views0likes1CommentMassive XP Cut on Tasks, Harder to Max Out the Season Pass
The task adjustments in version 28.1.19 are absolutely terrible and an ill-conceived one-size-fits-all change! After this major update, the XP reward from most tasks has been cut by nearly half, and the total number of tasks has also been greatly reduced. However, the XP required to level up the Season Pass and the diamond cost for purchasing Pass levels remain completely unchanged, which creates a huge imbalance. Here is the detailed calculation: We now have 3 daily tasks and 2 weekly tasks. Completing all tasks for two full weeks only earns 6830 Season Pass XP in total. To reach Level 20 of the Pass, we need 8000 XP in total. Even if players finish every single task, we are still short of 1170 XP, which means we have to spend 510 extra diamonds to max out the Pass. What’s worse, the weekly tasks require players to use the exclusive seasonal plant Cab-Barrage to clear levels. Players who do not own this plant will lose 500 XP in the first week. Without this XP, we can only get 2915 XP in the first week, which is far from the 4000 XP needed for Pass Level 10 (this level unlocks the seasonal plant). The diamond purchase system for Pass levels is also extremely unfair. It always costs 170 diamonds to unlock the next level, no matter how much XP you are missing. For example, you pay 170 diamonds for 395 missing XP, or the same 170 diamonds for just 5 missing XP. This pricing model is totally unreasonable. I sincerely put forward three suggestions: Reduce the XP required per Season Pass level to 200 (cut the original requirement in half). Lower the diamond cost for purchasing Pass levels. I suggest setting it to 80 diamonds per level. The pricing can follow a proportional rule: 2 diamonds for every 5 XP. Revise the diamond purchase mechanism. Charge diamonds based on the actual amount of XP you lack, instead of using a fixed price for all cases.29Views1like0Comments[Feedback] Optimized textures in PvZ3E
When it comes to the overall textures, for optimization purposes have the textures be in their almost full quality when viewing them in the almanac, but in-game it uses a lower quality. This would be great, especially on lower-end devices19Views0likes0CommentsMissing seeds reward after reaching a waypoint in the arena.
It shows that I've got over 600 crowns but I still don't have the electric dragon unblocked, how's so. [Thread moved from PVZ IT to PVZ 2 EN, please review the guidelines to find the right language board for your post. EA_Claus]10Views0likes0Comments
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