Forum Discussion

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AppleDisney
New Scout
8 months ago
Solved

Dear Development Team of Plants vs. Zombies 2 International Version:

The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game.

【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!】

Plant Upgrade Issues to Be Addressed First

As a long-term legitimate player of the entire Plants vs. Zombies franchise, I hope the official team will address the progression and acquisition mechanics in PvZ 2 International.

It has become the least player-friendly entry in the entire series, and one that actively pushes legitimate players toward cheating.

I. Core Pain Points in PvZ 2 International (Actual Mechanics)

  • Extremely Strict Seed Packet Acquisition

New plants are only available through limited-time events, seasons, and Arena.

Once missed, they are often unobtainable long-term.

It is nearly impossible for free-to-play (F2P) players to collect all plants.

  • Unreasonable Mastery 200 Upgrade Costs

A single plant requires nearly 1,000,000 coins to reach max Mastery.

Daily F2P coin income is extremely low.

Even after a year of regular play, maxing any single plant is practically impossible.

  • A Vicious Cycle

Low level → cannot beat high-difficulty content → cannot earn resources → cannot level up further.

Legitimate players see no hope of progression.

  • Directly Encourages Cheating

Legitimate players take years to progress, while cheats instantly unlock all plants, max levels, and unlimited currency —

often resulting in banned EA accounts.

  • Players do not want to cheat.

The mechanics are forcing them to cheat.

II. Comparison with Other PvZ Titles (F2P Experience)

  • Plants vs. Zombies Remastered

Premium purchase, no in-app purchases

No forced grind, no pay-to-win

Pure strategy, the most authentic and fair experience

  • Plants vs. Zombies Heroes

F2P players can collect all cards via quests, coins, and events

Balanced around strategy, not spending or grinding

Reasonable entry barrier, nowhere near as extreme as PvZ 2 International

  • Plants vs. Zombies 2 Chinese Version

Although it features progression systems, long-term F2P players can obtain

extremely generous amounts of various currencies,

abundant plant fragments, costume fragments, targeted fragments,

leveling books, and nutrient solutions — all free through multiple sources.

This allows players to unlock many max-level plants,

plenty of regular costumes, charms, sufficient super costumes, sufficient relics, sufficient plant families, etc.

Players can build strong loadouts and clear all content.

Effort yields extremely generous rewards, and cheaters are very rare.

  • Plants vs. Zombies 3 Chinese Version

Although it includes progression systems, long-term F2P players can gain

extremely generous amounts of various currencies,

abundant plant fragments, plant coupons,

fertilizer for star upgrades, potential potions, skill fruits,

sufficient level-up potions, empowerment potions, costume fragments, lucky coins, and more — all free.

This allows unlocking many max-star plants, plenty of charms, sufficient costumes,

and sufficient potential upgrades that greatly boost plant stats.

Players can build strong loadouts and clear all content.

Rewards are abundant, with more than enough long-term progression space.

  • Plants vs. Zombies 3 International: Evolved

(I have not played it yet, but I played the previous international beta and have some understanding of the latest Evolved version.)

No gacha, no fragment system

Although plant progression exists, long-term F2P players can obtain

moderately generous currency,

many max-level plants, plenty of plant evolution recipes, etc.

Focused on strategy and level experience

F2P players can enjoy the full game

All the versions in the above series have much lower progression pressure than Plants vs. Zombies 2 (International Edition).

III. Conclusion

  • Plants vs. Zombies 2 International has the worst progression design in the entire franchise.

 

  • All other versions: F2P players can play, collect, complete progression, and have fun.

 

  • Only PvZ 2 International: F2P players can play, but can barely build strong loadouts, and maxing plants is nearly impossible.

 

  • Cost, grind, and acquisition difficulty far exceed every other title in the series —

directly pushing legitimate players to cheat.

IV. Sincere Suggestions

  • Add permanent sources for all in-game currencies, Z-Keys, and plant seed packets.

Long-term play should reward players with extremely generous amounts of various currencies,

extremely generous seed packets, abundant Z-Keys, etc.,

allowing players to upgrade many plants to max level.

  • Also replace the current “level up once per tap” with a One-Touch Upgrade

that raises a plant to the highest level possible with available seed packets.

No more limited-time exclusive rewards.

  • Greatly reduce the coin cost of Mastery 200,

and give legitimate players reasonable room to progress.

  • Increase daily F2P resource output,

so that effort delivers extremely generous rewards.

  • Only when legitimate players can enjoy the game comfortably

will cheating truly decrease significantly.

We hope the official team will address the mechanical issues in Plants vs. Zombies 2 International

and restore the franchise’s original vision: strategy-first, F2P-friendly fun.

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!

  • 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.

  • Improvements to the effects of Exploding Walnut, Spicy Date, and Torchwood

When Exploding Walnut, Spicy Date, or Torchwood is shoveled up, an explosion effect will automatically occur. The explosion effect will also be triggered when "Nut Bind" is used. Even if they are burned down by the fire of Fire Zombie, the explosion effect can still be activated. 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.

  • 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!

8 Replies

  • won't happen, MONEY ALWAYS 🤑🤑🤑🤑 how about instead learn to make a modification(mods like Reflourished AltverZUniverse Shuttle Gardendless and other) of the game in your preferences.

  • AppleDisney's avatar
    AppleDisney
    New Scout
    3 months ago

    It’s totally fine! No need to be so absolute about this. After all, the official team really values user experience—improving it helps keep players around and prevent losses, and user experience is the cornerstone of game operations. Besides, the Chinese version of Plants vs. Zombies 2 actually adopted some of my suggestions and put them into practice, so we should still look at it with an optimistic mindset.😹😹😹

  • josPVZ2's avatar
    josPVZ2
    Seasoned Veteran
    3 months ago

    EA_Cath​ long time no respond in this forums.. since EA has sold to other company.. many crushing, freezer, force quit game.. specially IOS operation, maybe EA_Cath​ has sold too.. there many EA, like EA_Claus​  , EA_Kent​ , etc EA.. don't know still alive or not

    • Expansion of Co-op Mode Features

     

    The co-op mode should no longer be limited to local multiplayer. A new online matchmaking feature should be added, allowing players to team up with teammates via the internet to complete co-op levels together. Players can send friend requests to their co-op partners, and afterwards, they can team up to participate in the 2v2 Offense and Defense Mode, the existing 2v2 Battle Mode, as well as various online co-op challenges to be launched in the future.

    • Each Plant Costume Grants Additional Attributes

     

    When a plant is given a costume, it will also receive a unique additional attribute corresponding to that plant—costumes are not just for decoration.

    For example: A specific costume for Iceberg Lettuce allows it to freeze zombies within a 1x3 area in its normal state. When using its ultimate move (activated by Plant Food), it not only freezes all zombies on the entire screen but also shoots a volley of ice bullets from the left side of the screen to damage zombies. These bullets are the same ice bullets from "Power Snow".

    Another example: A specific costume for Cactus lets it fire ice-element spike bullets in its normal state. When using its ultimate move, it not only upgrades to more powerful super ice-element spike bullets but also scatters a large number of these super ice-element spikes forward to damage zombies!

    In the future, the game design team can create entirely new plant costumes with additional attributes to further expand practical combat capabilities!

    【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】

    • Introduction of Plant Accessories with Additional Attributes

     

    When a plant is given a costume, it will also receive a unique additional attribute corresponding to that plant. Some plant accessories can even be displayed during battles, and accessories can be upgraded—higher-tier accessories provide better in-combat effects!

    Rubber Duck Floatie Accessory: Allows plants to be planted directly on water.

    Speed Planter Accessory: Reduces the planting cooldown of plants by 30%.

    Energy Saver Can: Reduces the sun cost of planting a plant by 10 points.

    Small Clock: Has a 10% chance to reset a plant’s planting cooldown and also reduces the planting cooldown by 10%!

    In the future, the game design team can create entirely new plant accessories with additional attributes to further expand practical combat capabilities!

    【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】

    • Newly Added "Creative Courtyard" Game Mode

     

    The "Creative Courtyard" is a highly flexible game mode for custom level creation and sharing. It supports the creation of multiple level types, including "I, Zombie", "Conveyor Belt", "Card Slot Selection", "Boss Challenge", and "Jar Smashing". Players can link their self-created levels to the terrain style of any world, and also deeply customize scene elements: these include adding mold, tiles, Chlorophyll Tiles, movable minecarts, bounce boards to grids, as well as zombie-enhancing potions, exclusive giant metal ball mechanisms from Lost City, mechanisms that clear flames in a row, and ice floes and slider tiles that change zombies' movement paths. There is no limit on the number of these scene elements that can be placed.

    In addition, players can customize the tiers of plants and zombies, set special zombies that carry Chlorophyll, and add level events such as sandstorms. A player must clear their self-created level by themselves before they can publish it for other users to play; when other users play the level for at least 30 seconds, they can automatically receive Gameplay Coins, and failing the level does not affect the acquisition of this reward.

    【This feature can refer to the Chinese server of Plants vs. Zombies 2】

    • Gameplay Expansion: Blowing Away Unlanded Zombies

     

    When Bonk Choy or Kiwibeast activates their ultimate move (at the moment they jump up and before they land), immediately use Hurrikale or Blover at the position where the zombies are knocked into the air. If timed correctly, the zombies will be blown away directly. You can also first gather zombies into specific lanes (e.g., Lanes 2 and 4) using plants like Sweet Potato and Pineapple, then use this combination on the gathered zombie group.

    • Plant Slot Expansion and Categorization

     

    Currently, the maximum number of plant slots is 9, which is still insufficient for some players. It is recommended to unlock an upgrade that allows purchasing a 10th plant slot.

    • 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.

    • Return of the Classic "I, Zombie" Mode

     

    The classic gameplay "I, Zombie" makes a grand return, with the following adjustments to game content:

    The victory condition is no longer collecting all brains; instead, it is changed to eliminating all plants. Destroying 1 plant grants 150 sun points. This rule applies to all plants—even if a Puff-Shroom disappears after expiring, you will still receive 150 sun points.

    Zombies can gain special abilities similar to the "Plant Food effect" for plants:

    Zombot Football Zombie will throw a football to destroy plants, dealing massive damage to nut-type plants;

    Gargantuar Prime will not only upgrade to the classic Red-Eyed Zombot Giant but also have an increased laser firing frequency.

    • Return of the Classic "Wall-nut Bowling" Mode

     

    It is recommended to bring the classic mini-game "Wall-nut Bowling" to the second installment. The types of bowling "balls" should not be limited to Giant Wall-nuts, regular Wall-nuts, and Explode-O-Nuts, but should also include the following:

    Primal Wall-nut: Rolls straight through the entire lane, deals damage to 2 zombies, then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions, dealing damage to targets in other lanes.

    Jackfruit (China-exclusive Plant): Rolls straight through every zombie in the lane, leaving Jackfruit pulp behind each zombie. Zombies will have their movement delayed as they feed on the Jackfruit pulp.

    Frosted White Hair Peach (China-exclusive Plant): Function unknown.

    Gluttonous Dragon Grass (China-exclusive Plant): Function unknown.

    It is recommended that the international version development team create entirely new types of bowling "balls".

    【If you don't quite understand the content of the description, you can refer to the attached video!】

    • Introduction of the "Traitor Plant" Mode

     

    A "Traitor Plant" refers to a villainous plant placed on specific grid cells, usually with high health. After eliminating a Traitor Plant, you not only get a reward of twice the sun cost of that plant but also can plant your own plant in its original position. Examples include:

    Traitor Peashooter: Attacks your own plant team;

    Traitor Squash: Crushes your own plants and deals damage;

    Traitor Sunflower: Deducts the sun you have already collected, but eliminating it will refund all the deducted sun.

    More innovative dynamic visual designs: 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.

    • Introduction of the "Element 1+1" Mode

     

    The so-called "Element 1+1" is a unique plant fusion gameplay. Its core mechanism is to fuse two plants with the same element tag to create a new plant with an entirely new appearance and skills.

    Plants in the game have different element attributes, such as Frost, Fire, Electric Shock, Venom, etc. Only plants with the same element can be fused.

    For example: Fusing Melon-pult and Jalapeno creates a Fire Melon-pult. Not only does its appearance change, but its attack method is also significantly enhanced!

    Another example: Fusing Cherry Bomb and Wall-nut creates an Explode-O-Nut. Not only does its appearance change, but it also adds an explosion effect when destroyed on top of the original nut’s defensive function. Additionally, the Explode-O-Nut triggers an explosion effect when synthesized, and also triggers an explosion effect when shoveled up!

    A third example: Fusing E.M.Peach and Wall-nut creates an Infi-nut. Not only does its appearance change, but it also adds an automatic healing effect when gnawed on top of the original nut’s defensive function. Additionally, the Infi-nut automatically regenerates after being gnawed!

    A fourth example: Combining Peashooter and Chomper creates a Snap Pea. Not only does its appearance change, but it also introduces new modifications to the original Chomper’s devouring function. Additionally, large zombies can be damaged by the zombie’s head & peas...

    Let’s add the brand-new mini-game "Element 1+1" mode! These powerful combinations will make zombies tremble with fear 👻!

    • Optimization of Seed Packet Acquisition

     

    Once a plant has reached its maximum tier, you will no longer obtain duplicate seed packets for that max-tier plant.

    Even if a plant has not reached its maximum tier, if the number of its seed packets is already sufficient to max out the plant, you will no longer obtain duplicate seed packets for that plant.

    • Mechanism Expansion for Conveyor Belt Levels

     

    The plant slots that appear in Conveyor Belt levels should not be limited to the default selected slots. It is recommended to allow players to choose the plant slots they want to use in Conveyor Belt levels.

    • China-Exclusive Element: "Artifacts" 

     

    In the Chinese version of Plants vs. Zombies 2, the Artifact system provides rich tactical options and significantly changes battlefield dynamics — the higher the Artifact level, the more powerful its effects!

    It is recommended to introduce the Artifact system to the international version.

    【A tutorial on how to use Artifacts for all users, as well as a tutorial on how to use Artifacts for speed farming, should be provided. If the description is unclear, please refer to the attached video!】

    • Proposal to Introduce the Chinese Version's Exclusive "Speed Farming" Feature to the International Version

     

    In the Chinese version of Plants vs. Zombies 2, there is a unique and highly popular mechanic: by quickly tapping the Next Wave button, players can efficiently defeat large numbers of zombies in a short time and complete levels rapidly.

    This gameplay not only delivers an intense experience and strong sense of accomplishment but has also been officially confirmed as a legitimate mechanic that does not affect game balance.

    Since its release, this feature has received widespread praise and high recognition from Chinese players.

    Given its clear advantages in enhancing fun and strategic diversity, it is recommended to introduce this feature to the international version.

    We believe this addition will bring new enjoyment to international players, help improve overall appeal and global player activity, and further enrich the diverse gameplay ecosystem of Plants vs. Zombies 2.

    【A tutorial on "Speed Farming" for all users, as well as a tutorial on how to use Artifacts for speed farming, should be provided. If the description is unclear, please refer to the attached video!】

    • Introduce the Chinese Server's "Mo‑Gan Combo"

     

    The so‑called Mo‑Gan Combo is an essential strategy for the Endless Mode in the Chinese server.

    It refers to the combination use of Tile Turnip and Hurricane Bulb:

    When Tile Turnip activates its ultimate move (the moment it jumps up and lands), immediately use Hurricane Bulb at the position where zombies are launched into the air.

    If timed accurately, zombies will be blown away directly.

    If used too early or too late, zombies may become immune to knockback after landing and become "feral," meaning they can no longer be launched or blown away.

    Solution:

    When Tile Turnip activates its ultimate move (the moment it jumps up and lands), immediately use Hurricane Bulb at the position where zombies are launched.

    Even if used too early or too late, zombies will not become "feral" and unremovable after landing.

    Expanded Proposal:

    Remove the whitelist restriction for Blover.

    This way, Blover can blow away any floating zombie, consistent with the international version’s mechanic where Blover blows away all floating zombies.

    When Beast Kiwi activates its ultimate move (the moment it jumps up and lands), immediately use Blover, Hurricane Bulb, or Air Currant at the position where zombies are launched.

    If timed accurately, zombies will be blown away directly.

    Most players rely on this mechanic to clear Endless Mode, so it holds high evaluation value!

    If the Speed Up button is enabled during a level, it may cause the Mo‑Gan Combo to fail.

    It is recommended that enabling Speed Up not break the Mo‑Gan Combo, as this is also of high evaluation value!

    【A tutorial on the "Mo‑Gan Combo" and other tricks to launch and blow away zombies for all users should be provided. If the description is unclear, please refer to the attached video!】

    • Adaptation of China-Exclusive Plants and Zombies

     

    Add a large number of China-exclusive plants and zombies to make the content of the international version more abundant. Plants and zombies from different versions have their own unique features; integrating these elements will bring players a more comprehensive gaming experience and also promote communication and interaction between players from different versions.

    • Brand-New 2v2 Duel Mode

     

    Introduce plant heroes, zombie heroes, plants, and zombies from Plants vs. Zombies: Heroes, Plants vs. Zombies 2, and Plants vs. Zombies 3 into the game, and adapt them to the TV-side battle mode. These hero characters have unique skills and attributes, which will add more strategic elements and fun to the game. Continuously update new features, such as new hero skills and battle maps, to constantly bring freshness to players, attract more players to join, and enhance the game’s long-term appeal and competitiveness.

    • Addition of New Hero Characters

     

    Add plant heroes and zombie heroes from Plants vs. Zombies: Heroes to the game, making them compatible with both new and old 2v2 Duel modes. These hero characters have unique skills and abilities, which will enrich the game’s gameplay and strategic combinations, bringing more freshness and fun to players.

    • Adaptation of China-Exclusive Plants and Zombies

     

    Add a large number of China-exclusive plants and zombies to make the content of the international version more abundant. Plants and zombies from different versions have their own unique features; integrating these elements will bring players a more comprehensive gaming experience and also promote communication and interaction between players from different versions.

    • Expansion of One-Time-Use Plant Functions

     

    One-time-use plants are also compatible with the Plant Food effect. One-time-use plants that are fully grown in the Zen Garden will become Gold Card plants, which immediately activate their ultimate move when planted.

    • Launch of Brand-New Game Worlds

     

    The international version has not updated a new game world for nearly a decade, and players’ expectations have been accumulating—new content is urgently needed to inject vitality into the game. It is recommended to launch a brand-new world with innovative gameplay, introducing new plants, new zombies, and unique game mechanisms to expand the game’s depth and strategy, and bring players richer challenges and experiences.

    • Addition of Regular Seed Packet Group Purchase Events

     

    Drawing on the successful experience of the Chinese version, it is recommended that the international version introduce regular seed packet group purchase events. Specific rules:

    The more players participate in the group purchase, the higher the proportion of virtual currency refunded to participants after the event ends;

    After the first four seed packet group purchase events are completed and currency refunds are processed, the next batch of group purchase events will start immediately;

    At the same time, the event interface should fully display all seed packets available for group purchase, making it easier for players to plan their participation in advance.

    【In the Chinese version, seed packets are uniformly called "plant shards".】

    • Introduction of the Gift Code Mechanism

     

    It is recommended to introduce the popular gift code mechanism from the Chinese version into the international version. After obtaining a gift code, players can paste it directly from the clipboard into the gift code input box in the game. Upon successful redemption, they can receive generous rewards such as seed packets and virtual currency, thereby increasing player engagement and game retention.

    • Optimization of Endless Mode Rules

     

    In Endless Mode, even if you fail a challenge halfway through, you can restart from the current level progress you have achieved—there is no need to start over from the beginning due to a single mistake. Additionally, the lineup used when failing will not be saved; instead, the lineup from the initial stage of the current level progress will be automatically used, making the mechanism more reasonable.

    V. Optimization of Ads and Payment

    • Optimization of the Payment Mechanism

     

    The coins, diamonds, and extra Goldfinger spent within a level can only be deducted when the level is won. If the level is failed, the coins, diamonds, and extra Goldfinger spent in this level will not be deducted. At the same time, the batteries spent in Penny's Pursuit, the diamonds spent in the two Pinata Parties, the Z Keys spent in the Z League, and the candies spent in other modes will only be deducted when the level is won; after failing the Boss level in Penny's Pursuit, players are allowed to try again. Such a payment mechanism is more fair and reasonable, reducing players' losses in case of failure and improving players' gaming experience.

    • Optimization of Acquisition Methods for Pay-to-Obtain Plants

     

    There are certain plants in the game that cannot be unlocked even if players collect a large number of their Seed Packets—these plants can only be obtained through in-app purchases. This is extremely unfriendly to players who choose not to spend money on the game.

    VI. Optimization of Levels and Items

    • Add "Total Login Days" Mechanism

     

    It is recommended to add a mechanism where users can claim corresponding rewards based on their total login days, achieving a win-win situation of entertainment + rewards!

    This is NOT the existing daily check-in system in the current version.

    Examples:

    Total login days: 100 — Reward: 20,000 Coins + 20 Chocolates + 50 Insecticides

    Total login days: 200 — Reward: 50,000 Coins + 30 Chocolates + 60 Insecticides

    Total login days: 300 — Reward: 80,000 Coins + 40 Chocolates + 70 Insecticides

    Total login days: 500 — Reward: 100,000 Coins + 50 Chocolates + 80 Insecticides

    Total login days: 1000 — Reward: 500,000 Coins + 100 Chocolates + 180 Insecticides…

    • Open Official Channel Payment Service

     

    It is recommended to open an official channel payment service via webpage & mini-programs in future updates.

    This can avoid unnecessary commissions generated from payments (such as Apple Tax).

    This will not only further stimulate users' desire to purchase items & in-game currency,

    but also allow users to spend less, while the platform earns more — achieving a triple win.

    Note: Commissions refer to fees like Apple Tax, etc.

    Add "Total Login Days" Mechanism

    • Expansion of Gestures When Collecting Various Resources

     

    Collecting sunlight ☀️, diamonds 💎, gold coins and silver coins is not limited to using the tap gesture to complete the collection. It also supports the swipe gesture to complete the batch collection of resources.

    【This feature can refer to Plants vs. Zombies 2 and 3.】

    • Achievement Function Expansion

     

    By completing and activating the corresponding achievements, you can unlock exclusive rewards, adding a stronger sense of ritual to every accomplishment.

    • Sun Cap Value Expansion

     

    It is suggested that the sun cap be expanded to 60,000 sun. This will allow players to accumulate more sun and enhance the strategic value of sun management in the game.

    • Optimization of Virtual Currency Deduction Policy

     

    In a level, the gold coins, diamonds, and extra Power-Ups spent will only be deducted when the player wins the level. If the player fails the level or quits midway, the gold coins, diamonds, and extra Power-Ups spent in that level will not be deducted. Additionally, a prompt regarding this policy should be marked on the game pause screen. Implementing this policy will not only effectively avoid unreasonable losses but also significantly reduce the risk of user churn. It will also greatly enhance the user experience! Therefore, we urgently need to implement it!

    • 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

    • "Powerups" Function Optimization

     

    During a level, the way to obtain "Powerups" (to turn the battle tide) is no longer limited to coin purchases—players can also gain Powerup uses by watching ads. A "plus sign" icon purchase button will appear next to the Powerup button for emergency use. Additionally, Powerup uses can be acquired in the in-game shop via ad-watching or coin purchases. Below is the Powerup price list:

    Each ad watched: Grants 1 Powerup use (players can select the desired Powerup type); a maximum of 10 ads can be watched daily to claim this reward.

    Power Snow (Ice Finger): 1 use costs 1,150 coins

    Power Toss (Float Finger): 1 use costs 950 coins

    Power Zap (Shock Finger): 1 use costs 800 coins

    Discount rules for bulk Powerup purchases (applies to each Powerup type individually):

    2 uses purchased: 15% overall discount

    3 uses purchased: 25% overall discount

    4 uses purchased: 30% overall discount

    5 uses purchased: 40% overall discount

    Note: The original "50% discount for 2 uses" is adjusted here for consistency with preceding tiers; if adhering to the original, retain "2 uses purchased: 50% overall discount" and adjust other tiers accordingly.

    When the level is in accelerated mode, the duration of Powerup effects will not be reduced by the acceleration—this ensures the gameplay logic is consistent when players use Powerups during acceleration. While a Powerup is active, all zombies will be immobilized, but plants can still attack zombies normally until the Powerup effect ends.

    • Optimization of the "Power-Ups" Function

     

    When in the accelerated state within a level, the duration of using the "Power-Ups" will not decrease due to the acceleration effect, making the player's experience of using the "Power-Ups" during acceleration more in line with logical reasoning. When the Power-Ups is activated, all zombies will be in a static state, while plants can still attack zombies normally until the Power-Ups effect ends.

    • Optimization of Endless Mode Mechanics

     

    After each round ends, the current plant lineup is automatically saved, and plants in their ultimate state will maintain this state throughout the entire Endless Mode level sequence (e.g., if Torchwood is in its ultimate state when a level is cleared, this state will persist in subsequent levels until the plant is removed).

    The final level of Endless Mode in each world is adjusted to Level 200, with a Boss challenge every 5 levels: Defeating a Boss yields generous rewards, clearing regular levels also grants certain rewards, and clearing Level 200 rewards players with extremely generous prizes. This design makes "Endless Mode" more progressive and fulfilling, rather than a literal infinite loop.

    Optimization of the lawnmower mechanism: After losing lawnmowers in Endless Mode, when selecting abilities to bring before the start of a Boss level, all lost lawnmowers will be automatically replenished. Additionally, lost lawnmowers will be automatically replenished every 5 rounds, and at this time, players can simultaneously select buffs and enhancements from "Penny's Pursuit." If additional buffs or enhancements are needed, they can be unlocked by spending coins, with support for multiple purchases and prices remaining constant.

    Optimization of failure handling: After a failed challenge, there's no need to start over—players can restart from their current achieved level progress. Additionally, the lineup at the time of failure will not be saved; the system will automatically load the initial lineup for that level progress, making the mechanism more reasonable.

    Clearance reward: Upon completing Level 200, extremely generous rewards will be distributed, along with the prompt: "You've completed the final level of Endless Mode in this world—awesome job!"

    • Adjustment of the Appearance Time Period of Tombstones

     

    It is recommended that when entering the level, the tombstones should all appear at the same time. This can make the visual effects more unified and coordinated.

    • Adjustment of the Function of Gold Cards

     

    The Gold Card is defined as that when a plant is placed each time, there is a 100% probability of releasing a special move, and it is for one-time use. The Gold Card can be selected for use when choosing a plant. The Gold Card will only become invalid when the game is won. If the game is exited halfway or failed, the Gold Card will not become invalid. This adjustment will increase the strategic nature and value of the Gold Card, allowing players to make better use of the Gold Card to turn the tide of the battle at critical moments.

    • Golden Card Function Adjustment

     

    The golden card is defined as a plant slot that triggers the special move with 100% probability each time the plant is placed, and it is for one-time use. The golden card can be selected when choosing plants. It will only become invalid after the player wins the game; if the player quits midway or loses, the golden card remains valid. This adjustment enhances the strategic value of golden cards, allowing players to better utilize them at critical moments to turn the tide of battle.

    • Optimization of the Pirate Seas level interface

     

    Adjust the height of the deck on the right side of the Pirate Seas level interface to be consistent with the height of the sea surface, and unify the appearance of the sea surface to be the same as that of Big Wave Beach. This enables amphibious, aquatic, and flying plants to be planted on the sea surface, while the characteristic that the seawater can submerge zombies can still be retained.

    • Brand new mechanism for the Arena

     

    In the subsequent partial seasons of the Arena, it will be supported that all users place Sun Bloom at the top of their card layout. By default, the class of Sun Bloom in all users' hands will be uniformly defined as Level 10. A large number of Sun Blooms will be used as a sunlight source before "starting the battle". After "starting the battle", Sun Blooms will be planted in batches in all empty grids [except for grids that trigger mechanisms]. Sun Bloom can instantly release a large amount of sunlight! This not only maintains game balance and fairness but also enhances the user experience!

    • Addition of the "Auto-pickup Resources" item

     

    After users actively watch an advertisement, they can obtain an item that can automatically pick up sunlight ☀️, diamonds 💎, gold coins, silver coins, and potted plants in the Zen Garden. Each item remains effective for 60 minutes. During the effective period, it will automatically collect various resources, and after the time expires, it will return to the manual pickup state. It should be noted that the usage time of this item will only be deducted when the level is won; if the game fails or the level is exited, the item's time will not be consumed. This setting can help players efficiently collect resources in batches, making it more reasonable.

    VII.Core Pain Points

    • Excessive advertising issues

     

    Third-party advertisements should not auto-play without the user's permission. This not only seriously damages the user experience but also leads to a large loss of users.

    • Urgent Optimization Proposals for High-level Plant Acquisition Mechanism

     

    In the current version, the difficulty of acquiring high-level plants is severely unbalanced. Especially, the advancement path of "Mastery 200" is lengthy and consumes excessive resources, forming an insurmountable barrier. Feedback shows that over 70% of players consider this mechanism "patience-consuming, unmotivating, and frustrating," directly leading to a decline in retention rate, which urgently requires adjustment.

    The optimization should, on the basis of retaining strategic depth, enable players to gain a sense of achievement through reasonable investment, so as to effectively improve activity and reduce attrition. It will not only have no negative impact on game balance, but also achieve a dual improvement in user experience and game reputation.

    1. Lower Thresholds + Simplify Operations

     

    Maintain the "Mastery 200" level cap, significantly reduce cultivation costs, and add a "One-Click Advancement" feature (supporting single-plant or batch direct advancement to the highest level) to minimize repetitive operations.

    1. Calibrate Difficulty + Stabilize Output

     

    Regular Card Plants: Align with the acquisition cost of blue-card plants in the Chinese server, ensuring stable daily output through channels such as daily tasks and events.

    Star Card Plants: Align with the acquisition cost of orange-card plants in the Chinese server, and expand acquisition channels simultaneously (e.g., season rewards, limited-time events).

    1. Control Consumption

     

    Set the upper limit of gold coins for a single advancement to 10,000 to avoid excessive resource depletion.

    The above are some of my suggestions and feedback on Plants vs. Zombies 2 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!

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