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- EA_Cath10 months ago
Community Manager
Please add Giga-Football Zombie to 1.6.0 (updated adding depth and detail)
Hi, I think this zombie would be a great addition to the game, as it would be very entertaining for players looking for more difficulty or a balanced and fun challenge. As we all know, this zombie is a stronger version of the regular Football Zombie, boasting the health of a Gargantuar (3000 HP) and wearing a black athletic suit with spikes. This zombie was exclusive to the web version of the game, replacing the Gargantuar. I think it would be a great idea to bring it back to Plants vs. Zombies Replanted to add a fresh element to the difficulty and raise it for a more challenging and interesting experience. It also has a cool design; it's somewhat intimidating but also looks funny, just like the Gargantuar. When it appears, it will force you to be attentive and think of better strategies. This zombie could have the following stats and weaknesses: Health: 3000, Speed: Same as the normal Football Zombie, Weaknesses: Magnet-shroom: This would knock off the Giga Football Zombie's helmet, taking away almost all of its health. and only having the health of a common zombie, Chomper: The Chomper could eat the Giga Football Zombie in one bite, unlike the Gargantuar. Hypnoshroom: Also unlike the Gargantuar, the Giga Football Zombie could be hypnotized and would become the strongest zombie you can control, exterminating all the zombies it encounters like a lawnmower. Where could it appear? This zombie could appear in R.I.P. mode, making it very challenging and tense. It would also surprise players who initially think it's just a regular football zombie, only to discover it's a Mega version with significantly increased health. The Giga Football Zombie would replace its normal version in all the levels where it would normally appear, but obviously in smaller numbers and with increasing frequency as the levels progress. This would always be balanced and fair; I don't want the mode to become unfair or frustrating because of this zombie, just to add a touch of extra difficulty for greater enjoyment. This zombie could also appear in all the endless survival modes at advanced flags, such as the Giga version of Gargantuar. A fun detail would be that it would also appear in the almanac when you first see it, along with its stats and description. The same could even be done with the Giga Gargantuar. The almanac really adds a lot of personality to the game. Well, this is the improvement and update I made to the post, since I realized it was too simple and lacked detail. Now it's more in-depth and includes stats, weaknesses, and extra requests. Thanks for reading and responding to my suggestions, I appreciate it. Have a good day! 😄Solved377Views4likes6CommentsDear Development Team of Plants vs. Zombies Replanted & Players:
This feedback has been revised and updated with partial adjustments. Previous versions of this document may be discarded. We apologize for any inconvenience this may cause. As video files cannot be embedded directly into this document, I am unable to attach footage supporting the details below. However, you may easily find a thread posted by “AppleDisney” on the EA Forums containing these video attachments. We kindly ask for your help in locating this thread — it will greatly assist in verifying the issues described. Greetings! Thank you for taking the time to listen to the genuine thoughts of Chinese players regarding Plants vs. Zombies: Replanted. We deeply understand that the original Plants vs. Zombies is a classic IP cherished as a memory of countless players’ youth. Its core gameplay, nostalgic atmosphere, and control feel — preserved in their original, authentic form — are what make it irreplaceable. This essence must be firmly protected and must never be weakened by any changes. We wish to emphasize clearly: while most players hope to keep the original experience plus new content, a large number of core players strongly prefer a purely authentic experience with minimal new additions. Therefore, we formally and clearly propose: Please directly implement a dual-mode selection for all players: Pure Authentic Original and Balanced Original + New Elements, without the need for a voting survey. For players who choose the Pure Authentic Original mode, only highly conservative additions will be included: Overcast Levels, Rest Mode, basic PvP, China-themed levels, and co-op. These will fully align with the original tone, be far more restrained than the new plants and zombies in the alternate mode, and will not disrupt the core original experience. Additionally, all players will have access to online PvP and co-op regardless of their chosen mode, with support for private room codes and server-based random matchmaking. All future easter eggs will be unlocked for every player, including: PvZ2 Cabbage-pult Skin Headcrab Zombie Retro Zombie Retro Peashooter This balances social and gameplay convenience, ensuring both player groups feel respected and satisfied. Judging only by currently revealed content, this remake falls significantly short of many players’ expectations. Simply copying the original is an extremely risky approach! The true value of a “remake” is not blind replication, but injecting new life into the classic through innovation while upholding its authentic core — striking a careful balance between tradition and renewal. The best way to achieve this balance is to directly implement the dual-mode system mentioned above: offer conservative new gameplay for purist players, and unlock online features and all easter eggs for everyone, without neglecting either core audience. The most prominent issue right now is a lack of fresh content. The solution is to moderately add new content while preserving the classic framework — neither overhauling it to stray from the original spirit nor stagnating with no updates. All of this relies on player choice: Pure Authentic Original mode: minor supplementary content such as Overcast Levels, Rest Mode, and China-themed levels Balanced Original + Innovation mode: richer content including new plants and new zombies Players in both modes can play online and unlock all easter eggs. Those who enjoy innovation get freshness; those who cherish nostalgia keep the classic experience — both groups coexist without interference. For a classic IP like Plants vs. Zombies, a remake is not simple duplication. It means revitalizing the franchise while preserving core gameplay, feel, and atmosphere. We want original plants to remain fully intact in their original card forms, with new plants added via separate, dedicated slots so new content does not intrude on the classic experience. This is the purpose of the dual-mode system: to reassure nostalgic players, give exploratory players new content to enjoy, and let everyone share online play and easter egg fun. If the remake only copies the original with no content expansions, paying players will perceive poor value, the game will lose competitive edge, and reputation and sales will suffer. An excellent remake makes new elements a delight, not a burden. The core way to achieve this is to directly implement the dual-mode system: pair the pure original mode with conservative additions, the balanced mode with rich innovations, and open online play and all easter eggs to everyone. This is truly player-centered design. Players look forward to a remake not only for classic nostalgia but also for new experiences within the familiar framework: fresh strategies, new challenges, improved audiovisual quality, and the joy of playing with friends online. The best way to balance nostalgia and innovation, and serve all core players, remains directly implementing the Pure Authentic Original and Balanced Original + Innovation dual-mode system without a vote: Pure Original mode: only conservative content such as Overcast Levels, Rest Mode, basic PvP, China-themed levels, and co-op Balanced mode: richer innovative content including new plants and zombies Online play and all easter eggs will be shared equally, with no bias toward either group. To perfect the dual-mode experience, we hope the game will include restored classic content from various versions, such as: Exclusive plants, zombies, and Chinese-themed content from Plants vs. Zombies: Great Wall Edition and Journey to the West Edition The full, never-officially-released Kingdom Edition content The removed Level 6 and scrapped prototype units from the 2008 beta: Propeller Zombie, Floating Cherry Bomb, Stinger, Ice Lettuce-pult, Time Stopper, etc. The exclusive “Zombie Avatar” feature from the Game of the Year Edition, allowing custom zombie appearances that appear during flag waves and exportable for social profile pictures Popular plants, zombies, plant heroes, zombie heroes, and mechanics from PvZ2, PvZ3, and Plants vs. Zombies Heroes that fit the original’s gameplay Original new scenes, modes, sound effects, and visual improvements To ensure the dual-mode experience remains undisturbed, the team may follow these guidelines: All original plants and zombies retain their exact card designs, stats, logic, and control feel, upholding the pure original standard. New plants and zombies use separate extra slots, not replacing original ones, so they do not interfere with classic gameplay. The almanac clearly labels “Original” and “Added” content, with original slots prioritized in display order. Players may freely choose whether to bring new plants into levels, allowing seamless switching between classic and innovative play. Online features and all easter eggs (PvZ2 Cabbage-pult Skin, Headcrab Zombie, Retro Zombie & Retro Peashooter) are fully unlocked for all players unconditionally. Conservative new modes in the Pure Original version are optional, not mandatory, with the original core experience always prioritized. In summary, we respectfully ask the team to center development around player needs, uphold the authentic original while supporting reasonable innovation, and honor these four core requests: Directly implement the optional dual-mode system: Pure Authentic Original and Balanced Original + Innovation, without a survey or vote. Limit the Pure Original mode to highly conservative additions: Overcast Levels, Rest Mode, China-themed levels, PvP, and co-op. Unlock online PvP and co-op for all players, supporting private room codes and random matchmaking. Make all future easter eggs available to every player, including the PvZ2 Cabbage-pult Skin, Headcrab Zombie, Retro Zombie & Retro Peashooter. We hope the team will prioritize adding new plants, zombies, and diverse content to satisfy both purist and innovative players, making Plants vs. Zombies: Replanted a sincere, worthwhile remake worthy of anticipation and purchase. Thank you again for reading this feedback patiently. We sincerely hope the dual-mode system, conservative new content, online features, and full easter egg unlocks will be successfully implemented, allowing every player to enjoy nostalgia, surprises, and friendship in the ideal gameplay experience. Bugs that need priority handling Chinese Text Display Issues In the latest version of Plants vs. Zombies: Replanted, there are obvious visual inconsistencies in Chinese text display. This issue has affected the player experience, so some Chinese players even install third-party patches to make the visual effect of Chinese text consistent. For example: When entering the game's initial interface, the font style of the title "Plants vs. Zombies: Replanted" is significantly inconsistent with that of Plants vs. Zombies (Chinese Original Version) and Plants vs. Zombies 2 (Chinese Server). For example: In the game's main interface, two problems exist with Chinese text. First, the text sizes are inconsistent. Second, there are unnecessary line breaks, which damage the overall visual integrity of the interface. For example: Several plant names are incorrectly translated: Fume-shroom is mistakenly rendered as “Poison Bubble Mushroom”, and Spikeweed as “Thorn Grass”. While other in-game text is technically accurate, it still does not match the wording used in the official original Chinese version. We recommend fully aligning all Chinese translations in this build with the classic original Chinese localization. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 Display Issue in Mist Level Survival Mode In the mist level of Survival Mode, after completing the first round, zombies are completely obscured by the mist during the plant selection phase. Players cannot see which zombies will appear on the battlefield, and even if Clovers are used to disperse the mist, it quickly reappears. Display Issues of Plants Planted in Grid Front Within Levels Current Problems: When dragging a plant/zombie slot to plant, the texture of the plant/zombie in the slot remains static without a transition effect from transparent to fully opaque. If the static texture of the dragged plant/zombie is moved to an unplantable area, the texture will stay permanently. Even when moved to a plantable area, the static texture may still remain indefinitely. This is extremely tricky for touchscreen players. When selecting a plant/zombie slot, four 90-degree right angles do not appear around the slot—this causes significant discomfort for players with obsessive-compulsive tendencies. Under touchscreen operation, dragging a plant triggers a "cross" display, but dragging a shovel over grids does not activate the "cross" display. Optimization Suggestions: When dragging a plant/zombie slot to plant, add dynamic effects to the plant/zombie texture in the slot (i.e., maintain animation state). The farther the dynamic texture of the plant/zombie is from all slots, the higher its opacity. When the dynamic texture is moved to an unplantable area, it should disappear immediately after releasing the drag, without remaining. When the dynamic texture of the plant/zombie is moved to a plantable area, there should be no possibility of permanent retention. When clicking a plant/zombie slot, four 90-degree right angles should appear around the slot, consistent with the mobile version of Plants vs. Zombies (Original). Under touchscreen operation, dragging both plants and shovels over grids should trigger the "cross" display (no display required for non-touchscreen operation). Planting can only be completed after releasing the drag in both operation modes. 【Switch and some Windows PCs support touchscreen operations. It is recommended that the above features be applied across all platforms. For reference, this functionality can align with the design of Plants vs. Zombies 2.】 Display Issues with Item Usage Currently, under touchscreen controls, the shovel cannot remove plants by dragging within levels. In the Zen Garden, items such as the watering can, golden watering can, pesticide, fertilizer, phonograph, gardening glove, and wheelbarrow cannot be used on potted plants via swiping. In the Tree of Wisdom interface, tree fertilizer cannot be fed to the Tree of Wisdom via swiping. 【Switch and some Windows PCs support touchscreen operations; it is recommended that the above features be applied to all platforms.】 Display Issue in Cloudy Weather Mode Levels In the interface of cloudy weather levels without a swimming pool, there is an abnormality in the raindrop landing animation. According to the design logic, lanes 1, 2, and 5 should show the effect of raindrops falling on the ground, but currently lanes 3 and 4 display the water ripple effect as if raindrops are falling into a swimming pool. It is recommended to fix this display error so that the raindrop animation in pool-less scenes is consistent with the actual level environment. Fix the Issue of Darkened Colors When Shadows Overlap In the current version, when shadows of multiple zombies or plants overlap, the shadow color becomes darker, which affects the aesthetic quality and visual presentation of the game. It is recommended to fix this issue so that shadows maintain their normal color when overlapping, making the game interface clearer and more natural, and providing players with a better visual experience. Feasible Solutions: The shadows of plants and zombies are not limited to a single oval shape; instead, they appear as silhouettes that support real‑time changes. Set the shadow opacity to 50% and control the overall shadow transparency via layer opacity to prevent color darkening caused by overlapping semi‑transparent shadows. Fix the Visual Overlap Issue of Multiple Flame Effects Resolve the problem where the edge color of flames darkens when multiple flame projectiles or other forms of flames overlap. This ensures the normal visual effect of the game screen and enhances the player’s gaming experience. The fix can focus on optimizing the flame particle system: adjust the particle material’s blend mode to "Translucent" and properly set the opacity to avoid excessive occlusion . Enable depth testing and reasonable sorting modes (such as "View Depth") to ensure correct rendering of semi-transparent flame particles and prevent abnormal color mixing . Mini Zombie Level Sound Effect Residue Bug After completing the mini-game "Little Zombie Trouble" and the "Pool 3-5" level, when playing other levels, the zombie sound effects will be abnormally replaced by mini zombie sound effects, which affects the gameplay immersion. Abnormal Obstacle-Crossing Judgment of Dolphin Rider Zombie When a Tall-Nut is planted in Column 10 of the Pool, the Dolphin Rider Zombie can still jump over it, which violates the design logic of Tall-Nut's blocking function. "Zombie Nimble Zombie Quick" Level Speed Multiplier Function Fix It is recommended to limit the speed multiplier button in the "Zombie Nimble Zombie Quick" mini-game level to the range of 2x - 2.5x speed; currently, there is an abnormality where the actual running speed reaches 4x after adjusting to 2x speed, resulting in an imbalance in the level difficulty. Achievement "Enlightened" Difficulty Inconsistent with the Original Version The difficulty of completing the "Enlightened" achievement in the current version is seriously inconsistent with that of the original version. In the original version, players only needed to collect all plants across all scenes in the garden to unlock this achievement, even if the number of duplicate potted plants was controlled at no more than about 6 pairs. However, in this version, players are required not only to collect all plants across all garden scenes, but also to keep the number of duplicate potted plants at a minimum—an excessive number of duplicates will make this achievement unobtainable. It is recommended to lower the difficulty of unlocking the "Enlightened" achievement in this version and align it with the original version. Abnormal Display of Sun-shroom Size The size of Sun-shroom in the current version is displayed abnormally in both the Almanac and Zen Garden: In the Almanac, the size of Sun-shroom remains in its immature state at all times, which is inconsistent with the original version. In the Zen Garden, even if Sun-shroom is fully fertilized to its maximum growth stage, its size still stays in the immature state, which does not match the original version. The following feedback is presented in the form of suggestions, all of which can highlight the key significance of its remastering: I. System Adaptation and Interface Optimization Stand Painting Style It is recommended to upgrade the current high-resolution plant & zombie textures to a more three-dimensional and detailed Stand Painting Style based on the original textures, which is the classic art style used in the official posters and magazines of Plants vs. Zombies 1. This can highly restore the classic temperament of the original first-generation game and cater to the nostalgia of long-time players. It can also greatly improve the overall visual quality and grade of the HD version, making the characters more visually appealing, and making the overall art style more unified and official. 【The character art style from the beginning to the middle of the video is only for general reference. The character art style in subsequent versions must be highly consistent with the style shown at the end of the video — that is, the official character art style by PopCap. If you do not fully understand the description, please refer to the attached video!】 Optimization Suggestions for Dynamic Welcome Interface Upon launching the game, the "EA PopCap" logo is displayed with stunning, elaborate animations paired with background music that syncs perfectly with the animation’s rhythm, replacing the current lackluster static display of the logo alone. Additionally, the dynamic Plants vs. Zombies-themed artwork activates its animations in real time as the game loads, rather than only starting the dynamic effects after the green progress bar completes. The dynamic welcome interface supports custom positioning for all character sprites, with their animations expanded far beyond simple back-and-forth swaying. This revamp delivers a fresher, more vibrant visual experience for players and even helps attract new players to the game. 【Enhanced Dynamic Visual Proposals for Characters】: Running, flying, being knocked back, blinking, and a rich array of real-time facial expressions—character animations are no longer limited to basic swaying motions. Suggestions for Optimizing Level Camera Movements The camera switching logic for all levels in the current version is a direct pan from the left lawn to the zombie camp on the right. Despite the smooth transition curve of the camera animation, the overall presentation is rather monotonous and fails to deliver a more immersive visual experience for players. It is recommended that the subsequent versions retain the original basic camera path: after panning from the left lawn to the zombie camp on the right, the camera continues to extend a short distance to the right, presenting a broader scene view briefly to enhance the sense of space in the level. The card selection interface should pop up synchronously the moment the camera finishes panning right and starts panning back left immediately. Linking the card selection phase with the dynamic camera transition not only makes the interface pop-up more natural and smooth but also boosts players' operational immersion. The smooth transition curve of the camera animation in the current version should be retained. This is a better alternative to the current version, where the card selection interface only pops up after the camera movement is completely finished, resulting in a slow pacing. 【This feature can refer to Plants vs. Zombies 2 Chinese Server & International Server】 Level Camera Movement Optimization Suggestions In the current version, the camera switching logic for all levels directly pans from the left lawn to the zombie camp on the right. Although the camera animation features a smooth transition curve, its overall presentation is relatively monotonous and fails to deliver a more immersive visual experience for players. It is suggested that future versions retain the original basic camera path: after the camera pans from the left lawn to the zombie camp on the right, it should continue to extend a short distance to the right, briefly showing a wider scene view to enhance the sense of level space. A "whoosh" sound effect should be played synchronously during the camera movement to strengthen the visual impact. At the exact moment when the camera finishes moving right and starts to move back left, the card selection interface should pop up immediately with a sound effect similar to "Store". Connecting the card selection phase with dynamic camera transition makes the interface pop-up more natural and smooth, and improves players’ operational immersion. The smooth transition curve of the camera animation in the current version should still be retained, instead of popping up the card selection interface only after the camera movement is fully completed as in the current version, which results in slow pacing. 【This feature can refer to Plants vs. Zombies 2 (Chinese version & International version)】 "Choose Your Plants" Interface Function Expansion The "Choose Your Plants" interface is divided into two sections: Plants and Lineups. The Plants section allows normal plant selection, and also automatically supports reusing the previous round’s card slot lineup and clearing all currently selected plant card slots. The Lineups section supports customizing and saving card slot lineups, as well as setting custom lineup names. 【This feature can refer to Plants vs. Zombies 2 Chinese Version】 Optimization of Plant & Zombie Shadow Forms In the current version, when shadows of multiple zombies or plants overlap, the shadow color becomes darker, which affects the aesthetic quality and visual presentation of the game. It is recommended to fix this issue so that shadows maintain their normal color when overlapping, making the game interface clearer and more natural, and providing players with a better visual experience. Feasible Solutions: The shadows of plants and zombies are not limited to a single oval shape; instead, they appear as silhouettes that support real‑time changes. Set the shadow opacity to 50% and control the overall shadow transparency via layer opacity to prevent color darkening caused by overlapping semi‑transparent shadows. New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. And I believe the current setting of inconsistent color schemes is already outdated. Plant/Zombie Slot Visual Optimization It is recommended to optimize the visual design of all plant slots and zombie slots. Instead of displaying the full-body appearance of plants or zombies, their partial facial close-ups should be used as the slot background. 【This feature can refer to the design of Plants vs. Zombies 2】 Plant Selection Interface Visual Optimization During the plant selection phase before a level starts, the following optimizations are suggested for the plant slot interface at the top of the screen: Always keep the original brown background removed. Design the empty, unselected slots into a thicker dashed line style. When a plant is selected, simultaneously display the plant’s attribute information and its corresponding animation effect. 【This feature can refer to the design of Plants vs. Zombies 2.】 Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. Level Victory Effects When all levels are cleared, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear. This keeps the game interface cleaner while bringing players a sense of victory achievement and visual satisfaction. At the moment of victory in regular levels, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory through vivid gestures, allowing players to deeply immerse themselves in the scene and resonate emotionally. This effect is also adapted for the Versus Mode — the winning side celebrates enthusiastically, while the losing side shows a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle! Sunflower Visual Effect Optimization Adjust the orientation of the Sunflower's flower disc from facing forward to a slightly right-tilted style similar to the Marigold. This adjustment not only maintains visual coordination and unity between the two plants' flower disc orientations but also delivers a better overall visual experience. 【If you have trouble understanding the description, please refer to the attached images!】 Survival Mode Plant Visual Effect Optimization After completing the first round of battles in Survival Mode and Endless Mode, when the camera switches to the zombie camp on the right side of the lawn and the plant seed slot selection interface is active, plants must maintain dynamic effects at all times instead of appearing static. 【This feature can be referenced from Plants vs. Zombies 2.】 Optimization of Loading Interface Visual Effects The loading interface has been optimized to feature a dynamic effect in the original art style, where "the petals of the Marigold are plucked off one by one and then regenerated". The background remains pure white at all times, resulting in a more concise and unified visual experience. When entering the Zen Garden, 3 garden interfaces and 1 Wisdom Tree interface (a total of 4 interfaces) will be preloaded at one time. This can effectively avoid the problem of repeated interface loading in the current version and improve the entry efficiency and user experience. Optimization of Gold Coin Display Appearance In the current version, a money bag with a "US Dollar" icon is displayed next to the gold coins accumulated by the user. This may mislead users into thinking that these are real, withdrawable US Dollars. To prevent this situation, it is recommended to replace the money bag with the "US Dollar" icon with the stacked gold coins from the original mobile version of Plants vs. Zombies. Simplified operation logic of the main interface In the main interface, it is recommended to integrate “Mini Games", "Survival" and "Puzzle" into the "More Ways To Play" module, so that they can be accessed within this module. This will simplify the visual effect of the main interface. Additionally, there is a blinking regular zombie next to the tombstone and falling leaves. After clicking the "More Ways To Play" module, all level selection interfaces and dynamic effects should be consistent with those of the current version's "Adventure" and "Rest in Peace". 【This interface can refer to the mobile version of the original Plants vs. Zombies】 Optimization of the "Zombies" Module Display in the Almanac Currently, in the "Zombies" module of the almanac, the size and appearance of each zombie corresponding to the square button icons are uneven. Players with obsessive-compulsive tendencies find this quite uncomfortable. It is recommended to fully unify the size and appearance of each zombie corresponding to the square button icons, which can optimize the visual effect while eliminating the negative sense of disharmony. Optimization of Potted Plant Interaction Experience in Zen Garden In the Zen Garden, it is suggested that when watering a potted plant, the plant triggers a pleasant animation effect and immediately produces 6 Silver Coins the moment water is applied. Afterwards, you only need to use one of the following items on the potted plant: Fertilizer, Bug Spray, or Phonograph. Using any of these three items should also generate benefits instantly upon contact. In the current version, potted plants show no animation when watered, produce Silver Coins only after watering is completed, and require multiple watering sessions—this is quite cumbersome. Simplifying the operation not only saves time and effort but also makes the plants appear more lively and vivid! 【This feature can be referenced from Plants vs. Zombies 2 International Version】 Optimization Suggestions for Potted Plant Interaction in Zen Garden In the Zen Garden, for items such as the regular watering can, golden watering can, fertilizer, pesticide, and gramophone, no extra button clicks are required—simply move the item to the potted plant area to perform the corresponding action, streamlining the interaction steps. Optimize the display style of plant demand prompts: remove the white dialogue box and retain only the core demand icons, making the interface cleaner and demand information more intuitive. Add interactive animation effects for potted plants: triggering a pleasurable dynamic effect for the plant when watering it, applying fertilizer, using pesticide, or playing the gramophone. This enhances the interactive experience between players and potted plants, making the plants appear more vivid and lively. Adjust the watering reward mechanism: 6 silver coins are generated instantly upon watering, eliminating the need for repeated watering actions. After applying fertilizer, using pesticide, or playing the gramophone, the potted plant will brighten up to generate rewards while simultaneously triggering the pleasurable animation. This resolves the issues in the current version—no animation for watering, delayed silver coin generation, and tedious repeated operations—saving players' time and effort and optimizing the overall operational experience. 【This feature can refer to Plants vs. Zombies 2 International Version】 Expansion of Level Selection Interface Operation Logic in Adventure Mode It is suggested to add separate level selection interfaces for "First Playthrough" and "Second Playthrough" in the Adventure Mode level selection screen. Levels that have been successfully cleared should be permanently unlocked, instead of the current version where all levels except 1-1 are re-locked after completing Adventure Mode. The Rest in Peace mode can remain unchanged. However, we strongly dislike having the failure records of Rest in Peace mode saved, and we are even more worried about them being permanently stored! It is recommended to add an option to "Delete All Failed Clearance Records" in the "Clearance Records" section of Rest in Peace mode. Optimization of Sun Drop Movement Speed In all custom mode levels at present, the movement speed of falling suns remains constant, resulting in a monotonous visual effect. It is recommended that in future versions, the falling movement speed of "Normal-form Suns" and "Future World Explosive Suns" be optimized to a non-streamlined curve—specifically, adjusting the speed from fast to slow—to enhance the layering of animation effects. When players collect suns and fill the sun meter, the meter will flash once. 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Customizable Sun Fall Speed Currently, the falling speed of sun is uniform in all optional mode levels, resulting in a relatively monotonous visual effect. It is suggested that in future versions, the falling speed of Regular Sun and Future World Explosive Sun can be independently optimized to a non‑linear speed—that is, the sun falls from fast to slow, enriching the layered animation effects. Of course, users shall have the right to keep the original sun fall speed unchanged. Optimization of All-Scene Interfaces Add exquisite and realistic lighting and shadow effects to all scenes, including the main interface, level selection interface, in-game interface, and achievements interface. The clouds in all scenes will float slowly with the wind to add dynamic vitality, and the visual appearance of these clouds will be highly consistent with that in the Plants vs. Zombies HD version for iPad. Lawn Terrain It has been optimized into a neat rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged grids. The grids use green colors of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as the original version. The white fences beside the lawn maintain a uniform vertical shape, with evenly spaced gaps between each fence to avoid an uneven visual effect. Each white fence features a unique wood grain, preventing a "copy-pasted" appearance and creating an orderly and clean look overall. Pool Terrain The lawn part of the pool terrain is optimized into a neat rectangular structure similar to that in Plants vs. Zombies 2, made up of neatly arranged grids. These grids use green colors of different shades, forming an alternating pattern of light green and dark green, and retain the same color tone as the original version. The water in the pool part has a rippling effect as if blown by the wind. It is clear and transparent, allowing visibility of the水底 (bottom of the pool) which is composed of neatly arranged grids. These grids use blue colors of different shades, similar to the sea level in the "Big Wave Beach" scene from Plants vs. Zombies 2. Roof Terrain The left slope has a standard parallelogram structure, and the right flat part has a neat rectangular structure, both composed of neatly arranged tile grids. The grids are uniformly orange-red, with no cracks or other defects, and the overall color tone remains consistent with the original orange-red. Each tile grid is separated by dark orange-red lines. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 II. Game Content Expansion Addition of "Daily Check-In" Mechanic to It is recommended that this version add a reward mechanism via daily check-in. For users who forget to check in, they may complete a specific level or a designated task to retroactively claim the missed check-in rewards. Rewards include: Coins, Diamonds, and the following items: 500 Sun Refill 1000 Sun Refill 2000 Sun Refill Wooden Mallet Missing Lawnmower Supply Limited-Time Obstacle Attack Access Auto-Pickup Resources Addition of "Cumulative Login Days" Mechanic to It is recommended that this version introduce a cumulative login day reward system, where players can claim corresponding rewards based on the total number of days logged in. Rewards include coins, diamonds, and various items, achieving a win-win situation of entertainment + rewards. Examples: 100 cumulative login days: 20,000 Coins + 20 Chocolates + 50 Insecticides + 30 Auto-Pickup Resources uses + 30 Wooden Mallet uses + 15 500 Sun Refill uses… 200 cumulative login days: 50,000 Coins + 30 Chocolates + 60 Insecticides + 50 Auto-Pickup Resources uses + 50 Wooden Mallet uses + 10 1000 Sun Refill uses… 300 cumulative login days: 80,000 Coins + 40 Chocolates + 70 Insecticides + 60 Auto-Pickup Resources uses + 60 Wooden Mallet uses + 20 1000 Sun Refill uses… 500 cumulative login days: 100,000 Coins + 50 Chocolates + 80 Insecticides + 80 Auto-Pickup Resources uses + 80 Wooden Mallet uses + 25 1000 Sun Refill uses… 1000 cumulative login days: 500,000 Coins + 100 Chocolates + 180 Insecticides + 100 Auto-Pickup Resources uses + 100 Wooden Mallet uses + 30 2000 Sun Refill uses… Expansion of Coin Collection Methods in the Zen Garden After feeding Stinky the Snail in the Zen Garden chocolate, Stinky the Snail will continue to collect coins produced by the potted plants even if you exit the Zen Garden. When you return to the Zen Garden again, a line of text will appear: "While you were away, Stinky the Snail collected XXX coins!" This allows you to gain benefits without staying on the Zen Garden interface continuously. We also hope that chocolate can be obtained by watching ads and completing various tasks—each ad watched grants 1 chocolate. We strongly recommend implementing this suggestion! 【This feature can refer to Plants vs. Zombies (Original Mobile Version)】 Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!Solved3KViews7likes7CommentsDear Development Team of Plants vs. Zombies International Version & Players:
The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. Hello! Wishing you all the best, may we have a wonderful time together, and may you be free from worries and negative feelings! Happy New Year! Thank you for reading my feedback and for being willing to listen to the genuine thoughts of Chinese players about Plants vs. Zombies International Version. Due to my limited English, the following content is translated by AI and may have some minor inaccuracies. As a loyal Chinese player, I have really enjoyed playing the game. At the same time, I have identified some areas that could be optimized, and I hope to contribute to the game’s further improvement. I would be extremely grateful for your support and approval if you would like to leave a like or vote. Even if you don’t support it, that’s completely fine—please feel free to read my feedback or other players’ feedback as you wish. 😊😊😊🌹🌹🌹 【We really, really need these optimizations! It should be appropriately centered on users. Thank you very much for taking the time to read my feedback. I look forward to continuous improvements in the future to bring a more excellent experience to users. Thank you!】 Bugs that need priority handling In Plants vs. Zombies 1 HD for iPadOS, I encountered such an issue: when entering the game with an internet connection, it crashes and fails to launch. I have to disconnect from the network first to enter the game, then reconnect to the internet to play. In the iPadOS version of Plants vs. Zombies 1 HD, I encountered another problem: under a stable network connection, the data of the unlocked "Diamond Beghouler" achievement and "Smashin" achievement are saved locally, but they can never be automatically synced to the Apple server. As a result, these two achievements are shown as unlocked in the local game but remain in the "unlocked" state in the achievement list of this game in Apple Game Center. I have tried two solutions: first, recreating the game account; second, uninstalling the game, reinstalling it, and playing from the beginning. However, even if I unlock these two achievements again in a stable network environment, the relevant data still cannot be synced to the Apple server. I have contacted Apple customer service before, and they said they couldn't solve the problem and suggested that I contact the game developer. It's worth noting that all achievements in the iPhone version of PvZ 1 can be synced to the Apple server normally, and in the iPad version of PvZ 1 HD, all other achievements except the two mentioned above can also be synced normally. Therefore, I judge that this problem may be caused by the software itself, not by Apple. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 In the Android and iOS versions of Plants vs. Zombies 1, issues such as lag, frame drops may occur after connecting to the Internet, and problems like missing music and sound effects may appear after watching ads. In the iOS version of Plants vs. Zombies 1, there is an error in the display of an achievement icon on Apple's server: Apple's server incorrectly displays the icon of "The Stuff Of Legends" achievement as that of the "Smashing" achievement. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 I. System Adaptation and Interface Optimization New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Multi-language Adaptation Currently, there are a large number of players from different countries and regions in the international version, especially a huge Chinese player group. To meet the needs of global players, it is recommended to add support for multiple languages, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. This can not only eliminate language barriers, enable players to better understand the game content and instructions, but also significantly enhance the game's attractiveness and competitiveness in the international market and promote the globalization development of the game. Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. "Choose Your Plants" Interface Function Expansion The "Choose Your Plants" interface is divided into two sections: Plants and Lineups. The Plants section allows normal plant selection, and also automatically supports reusing the previous round’s card slot lineup and clearing all currently selected plant card slots. The Lineups section supports customizing and saving card slot lineups, as well as setting custom lineup names. 【This feature can refer to Plants vs. Zombies 2 Chinese Version】 Optimization of the "Zombies" Module Display in the Almanac Currently, in the "Zombies" module of the almanac, the size and appearance of each zombie corresponding to the square button icons are uneven. Players with obsessive-compulsive tendencies find this quite uncomfortable. It is recommended to fully unify the size and appearance of each zombie corresponding to the square button icons, which can optimize the visual effect while eliminating the negative sense of disharmony. II. Visual Effect Optimization Solve the Problem of Darkened Color When Shadows Overlap When the shadows of multiple zombies or plants overlap, the color of the shadows will be darkened, which affects the beauty and visual effect of the game screen. It is recommended to fix this problem so that the shadows maintain a normal color display when overlapping, making the game screen clearer and more natural, and presenting a better visual experience for players. Handling of Obstacles After Level Victory When the level is won, all obstacles, such as tombstones, arcade game machines, ice blocks, etc., should automatically break and disappear. This can make the game interface cleaner, highlight the players' sense of achievement after victory, and also make more clear preparations for the next game, improving the players' gaming experience and feelings. Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. Additionally, when dragging a plant card slot onto the grid, a white "cross" marker will appear on the interface. Currently, although this marker can cross normally, the grid cell at the intersection has a significantly darker white tone. It is recommended to adjust the white tone of the grid cell at the intersection to match that of the non-intersecting grid cells, so as to enhance visual comfort. 【This feature can be referenced from Plants vs. Zombies 3】 Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. Additionally, when dragging a plant card slot onto the grid, a white "cross" marker will appear on the interface. Currently, although this marker can cross normally, the grid cell at the intersection has a significantly darker white tone. It is recommended to adjust the white tone of the grid cell at the intersection to match that of the non-intersecting grid cells, so as to enhance visual comfort. 【This feature can be referenced from Plants vs. Zombies 3】 III. Optimization of Game Operation and Functions In-level Sun Purchase Feature Addition During a level, players are allowed to turn the tide of the battle by purchasing sun through watching ads or using coins. The purchase button will appear as a "plus sign" icon next to the sun value, enabling players to reverse the situation in critical moments. Below is the sun price list: 1st ad watched: Grants 500 sun 2nd ad watched: Grants an additional 700 sun (on top of the 1st ad’s reward) 3rd ad watched: Grants an additional 1,200 sun (on top of the 2nd ad’s reward) 3,000 sun: Costs 1,000 coins 7,000 sun: Costs 2,000 coins 12,000 sun: Costs 3,000 coins "Mallets" Function Optimization During a level, the method to obtain "Mallets" (for turning the tide of battle) is not limited to coin purchases—players can also gain Mallet uses by watching ads. A purchase button in the form of a "plus sign" icon will appear next to the "Mallets" button, allowing players to reverse the situation in critical moments. Additionally, Mallet uses can be acquired in the in-game shop either by watching ads or using coins. Below is the Mallet price list: Each ad watched: Grants 1 Mallet use (players can select the desired Mallet type); a maximum of 10 ads can be watched daily to obtain this reward. Discount rules for bulk Mallet purchases: Purchasing 2 Mallets uses: 15% overall discount Purchasing 3 Mallets uses: 25% overall discount Purchasing 4 Mallets uses: 30% overall discount Purchasing 5 Mallets uses: 40% overall discount Note: There is an inconsistency in the original text (stating both "2 uses = 15% discount" and "2 uses = 50% discount"). If following the original intent strictly, retain the 50% discount for 2 uses and adjust other tiers accordingly to avoid contradictions. Under the acceleration state within the level, the duration of using the "Mallet" will not decrease due to the acceleration effect, which makes the player's experience of using the "Mallet" during acceleration more in line with reasonable logic. When the "Mallet" is used, all zombies are in a static state, while plants can still attack zombies normally until the effect ends. Experience Optimization of the "Speed Up" Button When tapping the 「Speed Up」 button, add the same interface animations and audio feedback as in the international version of Plants vs. Zombies 2 to make the level experience more engaging and eliminate monotony. When zombies approach the house, nearby zombies will trigger a red flashing alert visual effect, and the 「Speed Up」 button will automatically reset to 1x speed, further amplifying the tension! Mechanism for obtaining Lawn Mowers by watching advertisements After the user finishes watching the advertisement for the supply Lawn Mower, the Lawn Mower for the corresponding row will be replenished and placed back in its original position in that row. This ensures that the Lawn Mower is only activated when a zombie comes into contact with it, rather than being activated directly in the row. Achievement Function Expansion By completing and activating the corresponding achievements, you can unlock exclusive rewards, adding a stronger sense of ritual to every accomplishment. The above are some of my suggestions and feedback on Plants vs. Zombies International Version. I hope the development team can seriously consider them. I believe that through continuous optimization and improvement, the game will become more exciting, attract more players, and bring a better gaming experience to everyone. Optimization of Hypnotic Mushroom Tactics After a zombie finishes eating the Hypnotic Mushroom, the zombie will be healed to full health. The above are some of my suggestions and feedback on Plants vs. Zombies International Version. I hope the development team can seriously consider them. I believe that through continuous optimization and improvement, the game will become more exciting, attract more players, and bring a better gaming experience to everyone. Thank you, the development team, for bringing us such an interesting game. I look forward to the game getting better and better!Solved2.4KViews4likes2CommentsDear Development Team of Plants vs. Zombies 2 International Version & Players:
The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. Hello! Wishing you all the best, may we have a wonderful time together, and may you be free from worries and negative feelings! Happy New Year! Thank you for reading my feedback and for being willing to listen to the genuine thoughts of Chinese players about Plants vs. Zombies 2 International Version. Due to my limited English, the following content is translated by AI and may have some minor inaccuracies. As a loyal Chinese player, I have really enjoyed playing the game. At the same time, I have identified some areas that could be optimized, and I hope to contribute to the game’s further improvement. I would be extremely grateful for your support and approval if you would like to leave a like or vote. Even if you don’t support it, that’s completely fine—please feel free to read my feedback or other players’ feedback as you wish. 😊😊😊🌹🌹🌹 【We really, really need these optimizations! It should be appropriately centered on users. Thank you very much for taking the time to read my feedback. I look forward to continuous improvements in the future to bring a more excellent experience to users. Thank you!】 Core Pain Points & Optimization Suggestions 1. Core Pain Points of Plants vs. Zombies 2 International Server (Actual Mechanics) Bottomless Progression Pit: Extreme scarcity of coins, gems and seed packets. Although plant leveling does not require gems, the system still imposes the most unreasonable progression burden in the entire franchise. The latest version of the international server is 13.0.1, with a total of 297 plants. Leveling a single plant from Level 1 to Mastery 200 requires 972,750 coins and 30,000 seed packets. Maxing out all plants requires a staggering 288,906,750 coins and 8,910,000 seed packets in total. Daily resource output for free-to-play players, including coins, seed packets, and Gauntlet, is extremely meager. Daily rewards from levels, Endless Zones, and events only amount to a few thousand coins at most, which is a drop in the bucket against the massive upgrade costs. Even after playing consistently for a year or more, it is practically impossible to fully master any plant. Players are completely overwhelmed by unrealistic progression barriers. Extremely Harsh Seed Packet Acquisition Seed packets for new plants are only available through limited-time events, Seasons, and Arena. They are never truly unobtainable, but their return schedules are extremely long, often taking months or even seasons. Free-to-play players struggle to accumulate them steadily; waiting half a year or more for one plant is common. This severely disrupts progression and creates a huge gap between new and veteran players. Vicious Cycle Low level → cannot clear high-difficulty stages → cannot obtain high-value resources → cannot upgrade plants → even less able to challenge difficult content. Legitimate players lose hope over time, suffer constant frustration, and see their progress stall, while the gap between free and paying players widens continuously. Widespread Cheating Forced by Broken Mechanics Legitimate players struggle for years without fully upgrading plants, while mods, cracked versions, and hacked saves grant maxed plants, max levels, and unlimited coins/seed packets instantly. Many players resort to hacks just to keep up, only to get their EA accounts banned. Cheating, save-editing, and hacking are extremely widespread on the international server — far more common than on the Chinese server. Players do not cheat by choice; unfair progression mechanics and unrewarded legitimate effort force them into cheating. 2. Comparison with Other Plants vs. Zombies Series Titles (F2P Experience) Plants vs. Zombies: Remastered Pay-once purchase with no in-app purchases, no excessive grinding, no pay-to-win pressure. Purely strategy-based, offering the purest and most balanced experience. Plants vs. Zombies Heroes All cards can be collected for free via quests, coins, and events. Balance focuses on strategy, not spending or heavy grinding. Entry barriers are reasonable, nowhere near as extreme as PVZ2 International. Plants vs. Zombies 2 Chinese Version Although it includes various progression systems, long-term free-to-play players can obtain extremely generous currencies, abundant plant fragments, costume fragments, targeted fragments, level-up books, and nutrient solutions — all for free. This allows players to unlock abundant max-level plants, regular costumes, charms, super costumes, relics, and plant families. Players can build strong lineups and clear all content. Effort is rewarded extremely generously. Cheaters are extremely rare, and the game environment is far healthier. Plants vs. Zombies 3 Chinese Version Despite its progression systems, long-term free-to-play players can gain generous currencies, abundant plant fragments, plant box coupons, star-up fertilizers, potential potions, skill fruits, level-up potions, empowerment potions, costume fragments, lucky coins, and more — all freely available through multiple channels. This enables players to raise abundant max-star plants, unlock charms, costumes, and powerful potential bonuses that greatly boost plant stats. Players can build strong lineups and clear all content. Rewards are abundant, with sufficient long-term progression space. Plants vs. Zombies 3 International: Evolve No gacha, no fragment system. While it includes plant progression, long-term free-to-play players can earn fairly generous currencies, abundant max-level plants, and evolution recipes. It focuses on strategy and level design, and free players can enjoy the full game. All of the above titles have far lower progression pressure than PVZ2 International. Likewise, all have far lower cheating rates than PVZ2 International. 3. Conclusion: PVZ2 International Has the Worst Progression Design in the Entire Series Other titles: Free players can play, collect, fully upgrade, enjoy the game, and feel rewarded for their effort. Only PVZ2 International: Free players can play, but can barely build strong lineups, and full Mastery is nearly impossible. Its cost, grind, acquisition difficulty, and progression pressure exceed every other title in the series. It directly causes the most severe and widespread cheating problem in the franchise, pushing legitimate players into using hacks out of desperation. 4. Sincere Suggestions Greatly expand permanent, reliable sources for all in-game currencies, Gauntlet, and seed packets. Allow long-term legitimate players to steadily accumulate extremely generous amounts of coins, seed packets, Gauntlet, and other resources, so they can realistically raise abundant plants to max level. Add a One-Tap Upgrade feature in the leveling interface, which instantly raises a plant to the highest level possible with available seed packets and coins, greatly reducing repetitive, inefficient actions and improving the progression experience. Make missed seed packets much easier to obtain and return more frequently, so players no longer face endless waiting. Drastically and meaningfully reduce coin costs for plant upgrades and Mastery 200, directly easing player burden and making upgrades reasonable and achievable. By lowering costs and progression difficulty, allow legitimate players to upgrade plants normally instead of being forced to use hacks. Increase daily free-to-play resource output so that effort is rewarded extremely generously, rather than leaving players feeling more hopeless over time. Only when legitimate gameplay feels fair and progression is reasonable can the widespread cheating on the international server be truly reduced. We sincerely hope the developers will address the mechanical issues in Plants vs. Zombies 2 International and return it to the franchise’s original vision: strategy-first, free-to-play friendly, and true to the spirit of Plants vs. Zombies. Bugs that need priority handling Issues with Username Management in the New Version On the game's initial welcome screen, many users are unable to delete extra usernames and cannot edit any username at all. This is a tricky core issue, and it is recommended to fix it immediately. Issue of Background Music Repeating Across All Scenes The background music in all scenes of the client (including the game's initial interface, in-level gameplay, illustration gallery, map, etc.) will start repeating when the user returns to the client after triggering actions such as exiting the game, switching to the device background, or locking the screen, resulting in two overlapping audio tracks. Animation display issues When plants or zombies are affected by slowdown effects, it causes frame drops. Issue of attacks by Photinia Explorer and zombies summoned by Dr. Zomboss Address the problem that Photinia Explorer cannot attack ice blocks, as well as the issue that incompletely emerged zombies summoned by Dr. Zomboss cannot be attacked. This will improve the game's attack mechanics and avoid unreasonable immunity situations. Problem of the Excessively High Attack Delay of the Melon-Pult and the Winter Melon-Pult Currently, the delay from the moment when the Melon-Pult and the Winter Melon-Pult raise their heads to the moment when they throw bullets is too high, which seriously affects the efficiency of defeating zombies. It is recommended to reduce the delay by referring to the first generation of the game. At the same time, the action of raising their heads before throwing should be retained to maintain the rhythm and predictability of the attacks. Overlapping Shadow Problem of Zombies and Plants Fix the problem that when the shadows of multiple zombies or plants overlap, the shadow color will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience. Visual Overlapping Problem of Multiple Fire Effects Fix the problem that when multiple fire bullets or other forms of fire overlap, the color of the fire edge will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience. Level Music Problems in Different Worlds Previously, in the Chinese version, each world only had the standard level music, without special level music and mini-level music; now it is the opposite. The Chinese version has fixed this problem, but in the international version, each world only has the standard level music, without special level music and mini-level music. It is recommended to fix this bug immediately. Pausing Unable to Be Used Continuously When the pause button is clicked in a level, in the current version, it is not possible to click the same pause button again to continue the game like in the old version. Problem of the Disappearance of the Treasure Yeti Even after connecting to the Internet, the Treasure Yeti still cannot appear in any level, so it is impossible to obtain the rewards and achievements for defeating the Treasure Yeti. Problem with the Display of the Plant Selection Interface For example: In the Rock Age, the Lily Pad should not be recommended for use, but the Lily Pad can still be selected and planted on terrain that is not suitable for the Lily Pad itself. For example: In the Pirate Seas, the Grave Buster should not be recommended for use, but the Grave Buster can still be selected... Abnormal situations that may occur after watching an advertisement The Android & iOS versions of Plants vs. Zombies 1 may have problems such as stuttering, frame drops, or missing music and sound effects after watching an advertisement. I. Language and System Adaptation Multilingual Support It is recommended to add more language adaptations, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. Currently, there are a large number of Chinese players in the international version. Adapting to Chinese can significantly enhance their gaming experience and also attract more players from different regions. Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. II. Interface and Visual Optimization New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Optimization Suggestions for Dynamic Welcome Interface Upon launching the game, the "EA PopCap" logo is displayed with stunning, elaborate animations paired with background music that syncs perfectly with the animation’s rhythm, replacing the current lackluster static display of the logo alone. Additionally, the dynamic Plants vs. Zombies-themed artwork activates its animations in real time as the game loads, rather than only starting the dynamic effects after the green progress bar completes. The dynamic welcome interface supports custom positioning for all character sprites, with their animations expanded far beyond simple back-and-forth swaying. This revamp delivers a fresher, more vibrant visual experience for players and even helps attract new players to the game. 【Enhanced Dynamic Visual Proposals for Characters】: Running, flying, being knocked back, blinking, and a rich array of real-time facial expressions—character animations are no longer limited to basic swaying motions. Customizable Sun Fall Speed Currently, the falling speed of sun is uniform in all optional mode levels, resulting in a relatively monotonous visual effect. It is suggested that in future versions, the falling speed of Regular Sun and Future World Explosive Sun can be independently optimized to a non‑linear speed—that is, the sun falls from fast to slow, enriching the layered animation effects. Of course, users shall have the right to keep the original sun fall speed unchanged. Suggestions for Optimizing Level Camera Movements The camera switching logic for all levels in the current version is a direct pan from the left lawn to the zombie camp on the right. Despite the smooth transition curve of the camera animation, the overall presentation is rather monotonous and fails to deliver a more immersive visual experience for players. It is recommended that the subsequent versions retain the original basic camera path: after panning from the left lawn to the zombie camp on the right, the camera continues to extend a short distance to the right, presenting a broader scene view briefly to enhance the sense of space in the level. The card selection interface should pop up synchronously the moment the camera finishes panning right and starts panning back left immediately. Linking the card selection phase with the dynamic camera transition not only makes the interface pop-up more natural and smooth but also boosts players' operational immersion. The smooth transition curve of the camera animation in the current version should be retained. This is a better alternative to the current version, where the card selection interface only pops up after the camera movement is completely finished, resulting in a slow pacing. 【This feature can refer to Plants vs. Zombies 2 Chinese Server & International Server】 Optimization of Plant & Zombie Shadow Forms The shadows of plants and zombies are not only no longer simple oval shapes, but also presented in the form of silhouettes, supporting real-time dynamic changes. Optimization of Sun Drop Movement Speed In all custom mode levels at present, the movement speed of falling suns remains constant, resulting in a monotonous visual effect. It is recommended that in future versions, the falling movement speed of "Normal-form Suns" and "Future World Explosive Suns" be optimized to a non-streamlined curve—specifically, adjusting the speed from fast to slow—to enhance the layering of animation effects. When players collect suns and fill the sun meter, the meter will flash once. 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. Additionally, when dragging a plant card slot onto the grid, a white "cross" marker will appear on the interface. Currently, although this marker can cross normally, the grid cell at the intersection has a significantly darker white tone. It is recommended to adjust the white tone of the grid cell at the intersection to match that of the non-intersecting grid cells, so as to enhance visual comfort. 【This feature can be referenced from Plants vs. Zombies 3】 Expansion and Optimization of the "Acceleration" Button within the Level It is recommended that the "Acceleration" button within the level supports enabling and disabling even when the level is paused, making it more user-friendly. Innovative Dynamic Visual Solutions Each time the game is launched, the dynamic welcome interface is always loaded before "EA PopCap". It features animations such as running, flying, being knocked into the air, opening/closing eyes, and a variety of real-time changing expressions. Character animations should not be limited to swaying back and forth; instead, they should move and change their positions to avoid monotony. Optimization of Obstacle Appearance It is recommended that all tombstones appear simultaneously when entering the level to achieve a more unified and coordinated visual effect. It is suggested that when all tombstones and other obstacles are attacked, the flickering white light should be changed back to the fade-in and fade-out visual effect. Level Victory Special Effects When any level is won, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear, making the game interface cleaner. At the same time, it brings players a sense of victory accomplishment and visual satisfaction. At the moment of winning a regular level, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory with vivid gestures, allowing players to deeply immerse themselves in the scene and generate emotional resonance. In the battle mode, this effect is adaptively synchronized — plants on the winning side cheer enthusiastically in celebration, while those on the losing side show a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle! "Choose Your Plants" Interface Function Expansion The "Choose Your Plants" interface is divided into two sections: Plants and Lineups. The Plants section allows normal plant selection, and also automatically supports reusing the previous round’s card slot lineup and clearing all currently selected plant card slots. The Lineups section supports customizing and saving card slot lineups, as well as setting custom lineup names. 【This feature can refer to Plants vs. Zombies 2 Chinese Version】 Visual Optimization of Scaredy-shroom The current appearance of Scaredy-shroom in Plants vs. Zombies 2 International Version does not align with the general aesthetic preferences of players. It has even been criticized on social platforms unique to China. It is suggested that the appearance of Scaredy-shroom in the International Version be adjusted to be more in line with its design in the Chinese Version: optimize its eyes to a more lively black style, make the thickness of its stipe uniform, refine the design of its mouth, and retain its original eyebrow details. 【If you don't quite understand the content of the description, you can refer to the attached video!】 Doom-shroom Appearance Optimization It is recommended to enhance the appearance layering of the Doom-shroom. For example, keep the color of its stipe lighter at all times. In the 3rd stage (i.e., the largest size form), the stipe can be slimmer while the cap remains unchanged to improve visual expressiveness. 【This appearance can refer to the Doom-shroom in Plants vs. Zombies 1】 Optimization of Animation Effects for Wall-Nut & Explode-O-Nut In the old version, the animation effects of Wall-Nut were more vivid than those in the current version, featuring a pseudo-3D effect — it would occasionally turn around actively to observe the situation behind it. However, the current version has simplified this animation to only eye-rolling for observation. It is recommended to optimize and adjust this: enable both Wall-Nut and Explode-O-Nut to not only roll their eyes but also turn around synchronously with the direction of their gaze, restoring a more lively animation performance. Optimization of "Z Corp" Terrain Textures In the current version, there is a meaningless pile of feces on the far right of the terrain texture in the "Z Corp" level; failing to remove it is likely to severely negatively impact the player experience. It is also recommended to repair the broken glass on the far right of the terrain texture in the "Z Corp" level to intact glass. III. Optimization of Plant and Zombie Mechanisms Sound Effect Optimization for Pea-type Plants’ Projectile Firing When any pea-type plant (e.g., Peashooter & Gatling Pea & Threepeater & Fire Peashooter…) is planted in a level and fires pea projectiles, it will trigger a “pop!” sound effect instead of the “fwoosh!” sound effect used in the current version. This adjustment will unify the sound effects for both normal attacks and ultimate skills of pea-type plants! 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Optimization of the Linkage of Tile Turnip When the Tile Turnip triggers a joint special move, if some tiles are empty (without plants), when a plant is planted in this state, the plant should automatically obtain the special move effect to avoid the waste of special move resources; at the same time, ensure that there is no delay in the joint special move of the Tile Turnip, so that the player's operation can take effect in a timely manner, improving the smoothness and strategic nature of the game. Adjustment of the Characteristics of Gatling Pea When using Chlorophyll, the Gatling Pea can fire a large number of peas in three rows: the row above its position, the row below its position, and its own row (refer to the characteristics of the Machine Gun Pea in the Chinese version) to enhance its attack range and firepower. Retain the characteristic of the Gatling Pea's own special move that it can fire a large number of peas in its own row, enabling it to have a unique attack method in different situations. All Gatling Peas at Level 1 on the field will fire a large number of peas in their own rows at a unified time every 50 seconds, and a clear mark will be made when they are about to trigger the joint special move, allowing players to better grasp the attack rhythm and timing. At the same time, the higher the level of the Gatling Pea, the shorter the waiting time for its own joint special move should be, reflecting the advantages of high-level plants. Gatling Pea Performance Expansion Gatling Pea supports fusion with other elemental peas through the "stack-planting" method at all times, and this applies regardless of the planting order (whether Gatling Pea is planted first or other elemental peas are planted first). The pea types that can be fused include: Fire Peashooter, Snow Pea, Electric Pea, Goo Peashooter, Shadow Peashooter, Primal Peashooter, Piranha Pea, and Threepeater. In the future, the game design team can further expand its fusion possibilities by developing and adding new elemental pea types! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Optimization of Hypnotic Mushroom Tactics After a zombie finishes eating the Hypnotic Mushroom, the zombie will be healed to full health. Coconut Cannon Tactical Optimization The Coconut Cannon can be as tough as the Nut & Peashooter. Moreover, the cannonballs it fires can knock back zombies, but there is a prerequisite: the cannonball will only explode after pushing the zombies a short distance to the right. It will not explode immediately upon contact with the zombies, which would otherwise cause the zombies to be knocked back right away. Compatibility of Garlic & Chard Guard with Nut Bind Currently, there are certain limitations to the combined use of Garlic & Chard Guard and Nut Bind, which prevents their synergistic effects from being fully utilized. To further enrich the strategic dimensions within the game, enhance the diversity and fun of gameplay combinations, it is recommended to optimize the mechanism to allow Garlic to be applied in "Nut Bind," thereby creating more tactical matching space for players. Optimization of Palm Tree of Doom & Sweet Potato's Special Ability Effects When the special ability is activated, both Palm Tree of Doom and Sweet Potato will be covered with a layer of armor, which significantly enhances their resistance to being gnawed. This effectively extends their on-field crowd-control duration and creates more opportunities for other plants to deal damage. As a unique advantage of Palm Tree of Doom, when its armor is completely gnawed away by zombies, it will additionally trigger a Jalapeno-style area burning effect. This is similar to the mechanism of the "Armor-equipped Explode-O-Nut" — while the protection fails, it completes secondary crowd control and damage supplementation, further enhancing its combat value. Optimization of Explorer Zombie's Mechanism After the torch of an Explorer Zombie is extinguished, it cannot be re-ignited in any form. Otherwise, fire-element plants would be forced to become "traitors"—and they certainly don’t want to be "traitors"! This optimization (preventing the torch from being re-ignited in any way) allows plants to avoid becoming traitors as they wish; instead, they can serve as reliable helpers in defeating the evil zombies! Adjustments to Flame Projectile Effects Regarding the issue that flame projectiles (such as the fireballs launched by Peashooters or Meteor Flowers) have no effect on Hot Date Imp Zombies, it is proposed that flame projectiles should deal the same damage to Hot Date Imp Zombies as their non-flame counterparts, while their burning effects will be nullified. This change eliminates the unreasonable immunity mechanism while maintaining the balance of gameplay. Improvements to the Effects of Iceberg Lettuce and Tangle Kelp For Iceberg Lettuce, its freezing effect should be changed from single-target freezing to group freezing within a single grid. This enhancement to its crowd control ability would make it more effective against hordes of zombies. For Tangle Kelp, its damage effect should be adjusted from single-target damage to area damage within a single grid, similar to that of the Squash. This change would improve its practicality and value in the game. The armor mechanisms of Parasol Zombie and Excavator Zombie The armor of both Parasol Zombie and Excavator Zombie can be shot down. Additionally, the shovel of Excavator Zombie can be absorbed by Magnet-shroom. These features enhance the strategic depth of the game, allowing players to reasonably select plants to counter these zombies based on their weaknesses. Expanded Functions of Torchwood When Torchwood is defeated or shoveled, it triggers the effect of a Jalapeno. It also has high health. When zombies approach, it can attack zombies within a close 1×3 area and can ignite more types of projectiles! For example: it can ignite projectiles from Puff-shroom, Fume-shroom, Sea-shroom, Scaredy-shroom, Laser Bean, Coconut Cannon, Magnifying Grass, Bowling Bulb, Rotobaga, Cactus, Starfruit, Goo Peashooter, Shadow Peashooter, and Heath Seeker with yellow flame, blue flame, or purple flame! As long as there is a Torchwood on the battlefield, Heath Seeker will automatically pass through the Torchwood with the highest damage flame first, then deal damage to zombies on the field! 【Purple flame is an exclusive element from the Chinese version of Plants vs. Zombies 2.】 Improved Effects for Explode-O-Nut, Date Palm and Torchwood When Explode-O-Nut or Date Palm is shoveled up, it will automatically trigger an explosion effect. The explosion effect will also be activated when the Nut Heal ability is used. Even if they are burned down by the flames of Flame Zombies, the explosion effect can still be triggered. These improvements enrich their usage methods and tactical value, allowing players to have more strategic choices in the game. Explode-O-Nut, Palm Tree of Doom, and Torchwood now feature enhanced explosion effects Automatic Explosion Trigger: When removed (either by zombies, player action, or other means), they will detonate, dealing damage to nearby zombies. Bandage Bomb Bonus: Applying the "Nut Bandage Technique" (or similar healing/boosting abilities) triggers an additional explosion, providing tactical opportunities for area damage. Fire-Resistant Detonation: Even if burned by a Torch Zombie's flames, these plants will still explode upon destruction, ensuring their defensive value is maintained. Improvement of Durian's Effect Considering that consuming durian may cause diarrhea, it is suggested to set zombies as a group allergic to durian pulp. When a zombie finishes eating the durian shell, 3 pieces of durian pulp with eyes and a mouth will be left. When each piece of durian pulp is completely eaten, it will trigger an effect similar to that of "Chili Bean". Adjustment to Potato Mine's Mechanism When the Potato Mine is unearthing, it will be ignored by zombies. Moreover, zombies will automatically stay on the grid where the Potato Mine is planted, waiting for it to fully emerge. Once the Potato Mine is unearthed, the zombies will show the frightened animation and sound effects similar to those of the Jack-in-the-Box Zombie. Finally, the Potato Mine will explode, turning the zombies into ashes. This adjustment will make the whole process more vivid and lively. Optimization of Citron's Projectiles After the complete plasma sphere launched by Citron eliminates zombies, remaining plasma spheres can stay on the field to damage subsequent zombies until they exit the 场外 (playing field) or are completely consumed. This fully utilizes projectile resources and enhances its attack effectiveness. If Citron is shoveled away or eliminated midway through charging, it can still launch the remaining plasma spheres, accompanied by a death animation similar to that of the Torchwood, making the game's operations and combat performance smoother and more natural. Comprehensive Performance Optimization of the Magnifying Grass When the bullets fired by the Magnifying Grass fly out of the field and do not cause any damage to any objects, each corresponding bullet supports the refund of 50 suns. And after the Magnifying Grass eliminates a zombie, the zombie will turn into ashes. Expansion of target range for various plants Threepeater, Applemortar: If placed in an edge lawn grid, they will fire 2 projectiles in the middle row of their own range, and 1 projectile in the 1st or 3rd row of the range. This optimization can effectively reduce resource waste. Lava Guava's damage is increased When zombies approach Lava Guava, it will immediately explode, causing 1,800 damage to a 3x3 area (similar to the effect of Cherry Bomb), and leave lava that inflicts secondary damage on zombies. 【This feature can refer to the Intensive Carrot in Plants vs. Zombies 2 Chinese version.】 Expansion of the Function of Intensive Carrot Intensive Carrot can revive plants that have been uprooted, plants carried away by parrots, and one-time-use plants that have been used. If Intensive Carrot is used to revive a plant with a sun cost lower than its own, the sun cost for reviving via Intensive Carrot shall be equal to the sun cost of that plant (the plant with a sun cost lower than Intensive Carrot). If Intensive Carrot is used to revive a plant with a sun cost higher than its own, the sun cost for reviving via Intensive Carrot shall be based on its own sun cost. For example: When reviving Gold Bloom, the sun cost is 0. For example: When reviving Gatling Pea, the sun cost is Intensive Carrot’s own sun cost. 【This feature can refer to the Intensive Carrot in Plants vs. Zombies 2 Chinese version.】 Optimization of the bullet tracking of the Homing Thistle After the Homing Thistle eliminates a zombie, the remaining bullets should automatically attack the next target instead of flying out of the field. This can make full use of the Homing Thistle's attack resources, improve its attack efficiency, enhance its in-game performance, and meet players' expectations for high-efficiency attacking plants. 【This feature can refer to the Homing Thistle and Cattail in Plants vs. Zombies 2 Chinese version.】 Tactical Optimization After Zombie Elimination Once a zombie’s head is blown off, its body should collapse immediately. This not only reduces the waste of already-fired projectiles, but also allows pitcher-type plants to target the next zombie, helping to improve combat efficiency. When a zombie is eliminated by the projectiles of a Fire Peashooter, its body should turn to ashes instead of losing its head. Standardize the animation duration for all zombies turning to ashes simultaneously to ensure more coordinated and comfortable visual effects. When any zombie carrying Chlorophyll turns to ashes, the Chlorophyll should drop immediately—there is no need to wait until the zombie has fully turned to ashes and the ashes have disappeared before the Chlorophyll is dropped. Optimization of actions after eliminating zombies Once the zombie's head is knocked off, its body should immediately fall down. This can not only reduce the waste of fired bullets, but also enable pitcher-type plants to attack the next target instead of attacking the zombie's body, which is beneficial for improving efficiency. After a zombie is eliminated by the bullets of Fire Peashooter, its body should turn into ashes instead of losing its head. Standardize the animation time period for each zombie that turns into ashes simultaneously, making the visual effects more coordinated and comfortable. Behavior Expansion of Controlling the Boos When the aiming reticle of the Boos' upcoming cannonball throw appears on the grid, by using the aiming reticle of chlorophyll acting on the plant, or the aiming reticle of the shovel placed on the plant, or the aiming reticle of the shovel and chlorophyll placed on an empty grid, this aiming reticle can be immediately eliminated, thus preventing the plants from being damaged. In addition, when the shovel eliminates the aiming reticle, it will not uproot the plant. After eliminating the aiming reticle through the above two methods, you can control the Boos and make it stunned. After the symptoms of being stunned subside, the Boos can continue to engage in the battle. Optimization of the Functions of Sun-producing Plants It is hoped that Twin Sunflower and Gold Bloom can have no cooldown time at the start of a level, just like Sun-shroom and Sunflower, allowing immediate use. It is also hoped that, similar to the Chinese version, in levels of the "Endless Siege" type, a large number of Gold Blooms can be used as sun sources before clicking "Start Battle". After "Start Battle" is activated, the planted Gold Blooms can release a large amount of sun, with no limit on the number of Gold Blooms planted. This feature has been highly praised by many players of the Chinese version! In levels of the "Endless Siege" type, a large number of sun-producing plants such as various types of Sunflowers, Sun-shrooms, and Solar Sages can also be used as sun sources before "Start Battle". There is no need for any waiting after all plants are planted — once "Start Battle" is clicked immediately, all Sunflowers on the battlefield will produce sun right away, while Sun-shrooms will first produce 25 sun and then grow up instantly afterward. This feature is also sure to be loved by players and will improve gameplay efficiency! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Optimization of the Functions of Sun-producing Plants It is hoped that Twin Sunflower and Gold Bloom can be exempt from the cooldown time at the start of a level, just like Sun-shroom and Sunflower, and can be used directly. It is hoped that, similar to the Chinese server, a large number of Gold Blooms can be used as a sun source before "Starting Battle" in "Indestructible"-type levels. After "Starting Battle," the planted Gold Blooms can release a large amount of sun, and there is no limit on the number of plantings. This feature has received a lot of praise from many Chinese server players! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Suggestions on Introducing the "Fast Clear" Feature Characteristic of the Chinese Server into the International Server In the Chinese server version of Plants vs. Zombies 2, there exists a unique mechanism that is deeply loved by players: by quickly clicking the "Next Wave" button, players can efficiently annihilate a large number of zombies in a short period of time and achieve a quick level clearance. This gameplay not only brings players an exhilarating gaming experience and a strong sense of accomplishment, but it has also been officially confirmed to be a compliant operation that will not affect the game's balance. Since its launch, this feature has received widespread praise and high recognition from Chinese. players.Considering the significant advantages of this gameplay in enhancing the game's excitement and strategic diversity, it is recommended to introduce it into the international server version. It is believed that the addition of this feature will not only bring new gaming fun to international server players, but also help to enhance the overall attractiveness of the game and the activity level of global players, further enriching the diverse gaming ecosystem of Plants vs. Zombies 2. 【If you don't quite understand the content of the description, you can refer to the attached video!】 Optimization of Penny's Pursuit mechanism Even if you fail in Penny's Pursuit, the spent batteries will not be deducted. Even if you fail in the Boss level of Penny's Pursuit, you can still re-challenge it. The right to challenge the Boss level will not be ruthlessly deprived, making the mechanism more reasonable. IV. Addition of New Game Modes and Content Resource Collection Method Expansion It is suggested that the following functions can be independently toggled on or off, just like the "Speed Up" button is unconditionally available to free users: Regular sun can be automatically collected before landing, i.e., immediately when it appears, without waiting for it to fall to the ground. Explosive sun in the Future world will be collected instantly the moment it lands. Automatic collection of Plant Food. Automatic collection of virtual currencies such as coins, silver coins, diamonds, and plant fragments. Addition of Limited-time Secret Realm & Stalemate Escape The global version focuses on time travel and diverse levels. You can refer to the logic of Time-space Secret Realm and Stalemate Escape, and add suitable limited-time and permanent secret realms. The permanent secret realms can refer to the model of Company Z in the Chinese version, designing exclusive mechanics combined with various time-spaces, matched with plant upgrade materials. Limited-time secret realms draw on the thematic design of Fairy Tale Secret Realm and Time-space Secret Realm in the Chinese version to launch various themes, control the cycle and task volume, and fit the plant energy system of the global version. Learn from the interesting mechanics of other secret realms and Stalemate Escape in the Chinese version to make the gameplay deeply adapted and boost player activity. Launch of the "2v2 Showdown" Game Mode in the “Arena" A brand-new game mode named "2v2 Showdown" is added to the "Arena". Centered on strategic gameplay of two-way offense and defense, the "2v2 Showdown" coexists with the Arena’s existing traditional faction-based confrontation mode. The two modes are equipped with separate entrances to avoid player confusion. Battle Objectives Two players each deploy their plant defense lines and can simultaneously send zombies to the opponent’s territory. The first player to break through the opponent’s fixed 20-point core defense line wins the match. If no winner is determined within 15 minutes, the match is declared a draw. Sun Mechanic Sunlight is independently owned by each player. In this mode, Sunflowers adopt an automatic charging mechanic similar to that in Plants vs. Zombies 3 (Old Beta), and their levels can be upgraded by consuming sunlight. The specific rules are as follows: Lv. 0: Initial sunlight of 650 points; automatically regenerates 100 points of sunlight every 10 seconds; upgrade costs 300 points of sunlight. Lv. 1: Automatically regenerates 200 points of sunlight every 10 seconds; upgrade costs 500 points of sunlight. Lv. 2: Automatically regenerates 300 points of sunlight every 10 seconds; upgrade costs 1,000 points of sunlight. Lv. 3: Automatically regenerates 400 points of sunlight every 10 seconds; upgrade costs 2,400 points of sunlight. Lv. 4: Automatically regenerates 500 points of sunlight every 10 seconds; upgrade costs 3,000 points of sunlight. Lv. 5: Automatically regenerates 700 points of sunlight every 10 seconds; upgrade costs 4,000 points of sunlight. Lv. 6 (Max Level): Automatically regenerates 1,200 points of sunlight every 10 seconds; no further upgrades required. Both planting plants and spawning zombies consume sunlight, so players must balance the costs of both sides. For example: Planting one Tall-nut costs 125 points of sunlight, while spawning one Gargantuar costs 300 points of sunlight. Plant Enhancement Rules: Unplanted plants in the item slots, as well as all planted plants on the field corresponding to their slots, can be enhanced and upgraded. A single enhancement effect can be stacked up to 2 times, and the slot level can also be increased. The specific enhancement options are as follows: Cost: 500 points of sunlight: Reduces the cooldown time of the corresponding plant slot and all plants of that type on the field by 20%. Cost: 500 points of sunlight: Increases the attack speed of the corresponding plant slot and all plants of that type on the field by 20% (animation playback speed remains unchanged). Cost: 500 points of sunlight: Increases the health points of the corresponding plant slot and all plants of that type on the field by 30%. Cost: 500 points of sunlight: Offensive plants gain bonus effects such as "Knockback", "Stun", and "Venom" (animation playback speed remains unchanged). Level Upgrade Path Consume 500 points of sunlight to upgrade from Level 1 to Level 3; Consume 1,000 points of sunlight to upgrade from Level 3 to Level 6; Consume 2,000 points of sunlight to upgrade from Level 6 to Level 10; Consume 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consuming Plant Food can trigger a plant’s ultimate ability. Zombie Enhancement Rules Enhancement Options: Consume 500 Brains to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 30%. All zombies can additionally gain bonuses such as "Attack Speed Boost", "Health Increase", and "Control Immunity". A single enhancement can be stacked up to 2 times, and the slot level can be upgraded up to 3 times. Obstacle Traps: Players can deploy Spike Traps and Slow Mucus to interfere with the opponent. Level Upgrade Path: Consume 500 Brains to upgrade zombies from Level 1 to Level 3; Consume 1,000 Brains to upgrade from Level 3 to Level 6; Consume 2,000 Brains to upgrade from Level 6 to Level 10; Consume 200 Brains to upgrade from Level 10 to Mastery 200. In addition, consuming an item similar to Plant Food can trigger a zombie’s ultimate ability. Matching & Social Features Matching Methods: Supports two modes—"Create Room" (with room code/privacy settings) and "Quick Match”. Social System: Text chat is available in the game room. Reconnection Mechanism: If a player disconnects, they are given a 30-second reconnection window. Failure to reconnect within the time limit results in a loss. The winning player receives full rewards, while the losing player does not lose any items or rank points. Reference Version: Plants vs. Zombies 2 (Chinese Server). It is expected that this mode will simultaneously implement online multiplayer and friend-adding functions. If there are any questions about the gameplay description, please refer to the attached video. Note that this feedback content slightly differs from the video details. Launch of the "1v1 Duel" Game Mode in the "Arena" The "1v1 Duel" mode has been upgraded with new content, breaking the inherent limitation of "plants only being able to fight against zombies". Three core confrontation dimensions—"Plant vs. Plant", "Zombie vs. Zombie", and "Plant vs. Zombie"—are added to enrich battle strategies and gameplay diversity. Plant vs. Plant Confrontation Dimension Core Mechanic Two players both control the plant faction, engaging in battles centered around "competing for core battlefield resource points" and "destroying 2–5 of the opponent’s defense lines". The number of defense lines can be freely customized by both players, and they must agree on the same number of defense lines for victory judgment. Plant Roles & Gameplay Plant lineups are categorized into three types: Offensive, Defensive, and Functional. Offensive Plants (e.g., Peashooter, Kernel-pult): Responsible for breaking through the opponent’s defense lines. Defensive Plants (e.g., Tall-nut, Pumpkin): Responsible for protecting the player’s own lineup and defense lines. Functional Plants (e.g., Magnet-shroom, Coffee Bean): Responsible for interfering with the opponent’s operations and enhancing the player’s own lineup. Resource & Enhancement Rules Sun Mechanic Sunlight is independently allocated to each player. Players can choose between two options: "Plant Sunflowers to boost sunlight production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)". Random Bonuses Bonus items (e.g., temporary attack speed boost, double sunlight production, slot cooldown reduction) randomly spawn on the battlefield. Players can obtain these bonuses either by competing for them or consuming extra sunlight. Bonus effects cannot be stacked. Level Upgrade Path Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash a plant’s ultimate ability. Zombie vs. Zombie Confrontation Dimension Core Mechanic Two players both control the zombie faction, with head-on confrontation as the core gameplay. Each player selects a combination of zombies from different factions, and the first player to get their zombies to reach the opponent’s base endpoint wins the match. Resource & Enhancement Rules Brain Mechanic Brains are independently allocated to each player. Players can choose between two options: "Plant Gravestones to boost brain production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)". Random Bonuses Bonus items randomly spawn on the battlefield. Players can obtain these bonuses either by competing for them or consuming extra brains. Bonus effects include "movement speed boost", "health increase", "control immunity", etc., and cannot be stacked. Obstacle Traps Players can deploy obstacle traps such as Spikes and Slow Mucus in the opponent’s base. The opponent must flexibly adjust their zombies’ movement routes to avoid these hazards. Level Upgrade Path Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability. Plant vs. Zombie Confrontation Dimension Core Mechanic Player A (Plant Side): Controls the plant faction, with objectives of "competing for core resource points + destroying 3 of the opponent’s defense lines”. Player B (Zombie Side): Controls the zombie faction, with the objective of "getting zombies to reach the opponent’s base endpoint first". Rules for Player A (Plant Side) Plant Roles: Follows the three-category system (Offensive, Defensive, Functional) with clear division of responsibilities. Sun Mechanic: Two-option mode (Plant Sunflowers / Automatic Charging Mechanic). Random Bonuses: Bonuses can be obtained by competing or consuming sunlight (effects cannot be stacked). Enhancement & Upgrade: Enhancement Options: Consume 500 points of sunlight to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 15% health increase. Offensive plants can additionally gain bonuses like "knockback/stun/venom". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers. Level Upgrade Path: Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash a plant’s ultimate ability. Rules for Player B (Zombie Side) Brain Mechanic: Two-option mode (Plant Gravestones / Automatic Charging Mechanic). Random Bonuses: Bonuses can be obtained by competing or consuming Brains (effects cannot be stacked). Enhancement Options: Consume 500 Brains to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 30% health increase. All zombies can additionally gain bonuses like "attack speed boost/health increase/control immunity". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers. Obstacle Traps: Can deploy Spikes and Slow Mucus to interfere with the opponent. Level Upgrade Path: Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability. Additional Settings New Unique Terrains: Two unique terrains—Roof Terrain and Right-side Sea Level Terrain—can be added. Exclusive plant slot configurations are required for these two terrains, expanding the number of plant slots to 8. Among them, the Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default. Neither Flower Pots nor Lily Pads occupy slot positions. Mode Entrances: The three confrontation dimensions can be set as independent battle entrances, or unlocked as advanced gameplay of the original "1v1 Duel" mode. New Terrains: Add Roof Terrain and Right-side Sea Level Terrain, with exclusive 8-slot plant configurations for both. The Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default, with neither occupying slot positions. Ranks & Rewards: An exclusive ranking system and reward mechanism are added to enhance the gameplay’s replayability and competitiveness.Matching & Social Features: Follows the same rules as the "2v2 Duel" mode, supporting room creation/quick match (rank difference within ±1 tier), friend system, text chat (with sensitive word filtering), and disconnection reconnection mechanism. We suggest that all plants in future updates should be accessible through free-to-play means, such as completing in-game quests or purchasing them with virtual currency. Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!Solved3.1KViews8likes8CommentsDear EA, will you fix PvZ's problem or not?
A lot of people having connection issues from different countries. We all wants to play it again! GW 1, GW 2, BfN... Why if you are own PopCap and PvZ, why you do nothing with this problem? And even no where any news about this problem? Why its so silent from you?? Do you really buried PvZ down? Is it the end for us? What about newbies who just bought the game and they see it?? EA, its awful <:( Here never was that big problem... That it continues for a days!SolvedGame Softlocks at Zen Garden — No Way to Continue (v1.5.0)
Zen garden has me locked out CM title editSolved21KViews52likes444CommentsPlease make the space in the garden in versus mode bigger
Hi, I've already said almost everything I'd like you to add in future updates, but I have one suggestion that would make my gaming experience perfect. My brother and I love this game; it's definitely our favorite video game, and we love the versus mode. However, we feel like the space in that mode is too small, and we'd like the yard to be bigger. We'd like to do something like: I'll place my plants and have to survive huge waves of zombies, like in an endless survival game, while my brother chooses the zombies. But with so little space, that's not possible. We'd love for me to have my army of plants, and for my brother to place all the zombies he wants in a bigger space to create fun strategies. That's the suggestion we'd love to see in the game. You can't imagine the hours we'd spend happily laughing with my brother if the space were bigger to do really fun and epic things. Well, that's all. Again, thank you for making such a beautiful and amazing game. Have a wonderful day! 😄Solved97Views3likes1CommentAdd the rare death animation of the zombie allergic to nuts.
Hi, I'm not really sure why, but I love easter eggs in video games. They're great to see and make you feel special. Plants vs. Zombies Replanted also has some easter eggs! For example, when you plant a cabbage-pult, it has a chance of having the appearance of a cabbage-pult from Plants vs. Zombies 2. Or, when a dancing zombie summons its dance partners, there's a chance that one of them will have the appearance of how the dance partners originally looked. But there's a missing easter egg that's only in some console versions, which is an animation of a zombie dying from an allergic reaction after eating a nut. It would be great if you could add it back to Replanted. I know it's just a small detail and doesn't change much in the game, but it would be really fun and cool to see in your playthrough. That's all, I hope you like my suggestion 😄, have a good day!Solved233Views7likes2CommentsUnable to link/sign in to EA
Hello Dev, I'm from Indonesia. I'm unable to sync my game progress with EA. I can access any EA websites with VPN only, is this going to be temporary or..? Please, I need an answer, because I'm afraid that my game progress never get saved on the cloud server. Thank you.Solved61Views0likes2CommentsUnban from Save Corruption (Ban Exploit) in PvZ: Garden Warfare 1
Hello everyone, If you’ve encountered the "ban exploit" issue in Plants vs. Zombies: Garden Warfare 1, you’re not alone. This problem has been known since at least 2021 and is caused by malicious players corrupting your cloud save data on EA servers. What does the ban exploit look like? For EA: Hackers inject corrupted data into the cloud save of a player. When the game client tries to read that corrupted save, it crashes due to an invalid response from the EA server. For players in GW1: When launching the game, it freezes at the "Connecting to EA servers" screen and never loads. You can only close it through Task Manager. Example video showing the bug: https://www.youtube.com/watch?v=suVhZ9P5mMc How can you fix it / get unbanned? We need only one thing: your EA ID. You can post your EA ID here on the forum, but there’s a risk it might be overlooked due to the volume of posts. To help victims more efficiently, we’ve created a dedicated Discord server where you can drop your ID. Once the unban (save fix) is done, your ID will be removed from our list. Join the Discord server here: https://discord.gg/ZYqS5AE9n8 Note: Unbanning may take a couple of days depending on the queue, so please be patient. Please help us spread the word! If you know other players affected by this issue, share this link and invite them to the server. The more attention this gets, the more players we can help. Thanks for reading, and stay strong out there. We’re doing this for the community.Solved950Views2likes10Comments- 77Views1like1Comment
No wonder people say EA is the worst.
With my message I also included the screenshot of my cases and was wondering about the status. Maybe they wanted to reach out to me, maybe not. That's what I wanted to find out. But even that is not possible to get an answer on. Honestly, this is among the worst customer service I've ever experienced.Solved114Views3likes1CommentPVZ: BFN Upgrades Won't Unlock
Help.ea.com sent me here. Please help. It's been many days. I've made multiple cases because nothing happens. My questions never get answered by the support team and it feels like this game has been 100% abandoned by everyone that could fix bugs. Yes, the 2020 update was the last one, but if you've paid for a product, shouldn't it at least work properly? So far my experience has been poor to get help with this issue. I have a feeling this will never get solved. Product: Plants vs. Zombies: Battle for Neighborville Platform: Sony Playstation 4 Please specify your platform model: Sony PlayStation 4 Pro Please provide your Xbox gamertag or PSN ID: SankyuFox In what game mode did the bug occur? Main Hub Summarize your bug: When I promoted my Sunflower to elite, I did not get my upgrades for it, when I promoted it to super elite, I got the upgrades. I'm missing Full Bloom and Blossom upgrades.Solved136Views3likes1Commentfestive digital upgrade missing
I bought the festive digital upgrade for Garden Warfare 2, expecting to get the two legendary characters, a festive customization pack, and 200,000 coins. Upon my return to the game I went to claim my items through the vending machine to my surprise I did not receive my items, so I closed out of the game, expecting to receive them after that after I launched gw2 I did not receive my items for the second time so that is the reason I am making the post if anyone has a fix for this let me know.SolvedLooking for a Honkai: Star Rail Forum or Dedicated Board — Any Suggestions?
I’m hoping someone here can point me in the right direction. I’ve recently gotten really into Honkai: Star Rail, and it honestly surprised me how much I enjoy it—not just the gameplay, but also the worldbuilding, characters, and the strong Chinese influence behind the game. The thing is, I’ve been trying to find a dedicated forum or a specific board focused on Honkai: Star Rail (outside of general social platforms), and I’m not having much luck. I’ve checked a few general gaming forums and communities, but most discussions seem scattered or mixed in with other games. I was hoping to find a place where players actually start longer discussions—lore, updates, character analysis, even small things like in-game names and how people choose them. As a foreign player, that part especially caught my interest, because I’ve been thinking about whether using a Chinese-style in-game name helps you blend in more with Chinese players. While searching around, I stumbled upon a site called https://chinesenamehub.com/, which made me realize that a lot of players outside China are curious about this too, but I still haven’t found a proper forum where these topics are regularly discussed. So I wanted to ask: Is there an official or semi-official Honkai: Star Rail forum I might have missed? Or is there a specific gaming forum where this game has an active section or thread community? I’d really appreciate any recommendations. Thanks in advance to anyone who takes the time to reply.Solved134Views0likes1Comment
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