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Re: Let's Discuss Ops

I am wondering, if the maps are at some point ( if they don't already ) set to feature hidden collectibles such as golden gnomes like GW2 or some other collectible item, then as things stand right now, it's going to be quite the chore to have to wait for the map rotation to feature the map you need to play on in order to obtain the item, it was nice in GW2 to just setup a round of Ops on the map you needed and trot off to obtain your collectible, if multiple people are off trying to obtain a collectible on the other end of the map instead of playing the match then this too will cause conflicts on maps as large as these.

As an aside, i have edited the original post to include information relevant to Ops mode that i failed to mention in my original post.

1 Reply

  • @mistincat@Iron_Guard8 @splash_damage I suspect that none of these or the turf maps will hide gnomes or anything - without options it would be too difficult to search the maps & disruptive to play.
    I agree with you all & @tristkiss that the maps are really nice but too big for ops. Idk if it was the same for all of you, but I had Z-Tech for zombies followed by Z-Tech for plants & I would've preferred a map change.
    The AIs having to be tracked down leaves the base relatively unprotected, means your team-mates scatter so each is more vulnerable. This is turn made autospawn almost inevitable @PuffinStuff88 I think, as when a player died all you saw was a very small revive circle & you had to look in every direction very carefully to spot it. THAT definitely needs changing, needs to be far more obvious where they are.
    I was playing with 2 friends & a random. My friends & I are seasoned Ops players so would wait instead of respawning but we found it way too difficult to spot & get to each other in time. Idk though if the respawns are limited though, as they were, or if team retry is still an option??
    I missed the final evacuation part as well & I also didn't like how the next round started again so quickly, leaving no real time for you to decide or discuss whether to do another round.
    Timer function on pots/bots in turf works well to stop floods of spawnables but in Ops you need more freedom I think, especially for heal stations that get destroyed quickly.
    I've seen on Twitter this morning a lot of discussion about this & info saying that this is Phase 1 of Ops & there'll be more changes phased in, the AIs having to be hunted down appeared to be 1 thing that they plan to address but not sure what else. Sorry, this was longer than I intended!!

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