Forum Discussion

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AppleDisney
New Rookie
2 months ago

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!】

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.

  • Suggestions on Promoting the Ecological Layout of the Whole Platform

Currently, the Huawei HarmonyOS Next system has enormous market potential. It is recommended to prioritize the in-depth adaptation of products to the mobile and PC ends of this system. At the same time, a cross-platform cloud data interconnection system should be constructed to comprehensively cover mainstream operating systems and devices such as Apple (iOS, iPadOS, macOS, watchOS,visionOS, tvOS), Google (Android, Android TV), and Microsoft (Windows). By achieving real-time synchronization of data such as game progress, saves, and personalized settings, the barriers to device switching can be eliminated, creating a seamless gaming experience for users, and further improving user retention rate and brand competitiveness.

II. Interface and Visual Optimization

  • New Vision Options

It is recommended to provide two visual effect choices of "high vision" and "low vision" for all game interfaces. Different players have varying needs for game screen display: high vision allows players to obtain more comprehensive battlefield information, while low vision may focus more on local combat, satisfying different strategic planning and visual preferences.

  • Optimization Suggestions for Dynamic Welcome Interface

When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile.

The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! 

More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth.

  • 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.

III. Optimization of Plant and Zombie Mechanisms

  • 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.

  • 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

Aloe Vera, Moonflower, Cryo-shroom, Explode-o-nut:

When placed in a grid at the edge of the lawn, their attack range shifts to an empty grid slightly away from the edge, then affects a 3×3 area.

Cherry Bomb, Grapeshot, Bombegranate, Bud’uhboom:

If placed in an edge lawn grid, they will immediately move to an empty grid slightly away from the edge, dealing damage to a 3×3 area; if the placed grid already has a plant, Cherry Bomb will float above it and still release 3×3 area damage.

Doom-shroom:

When placed in an edge lawn grid, it will immediately move to an empty grid closer to the center (farther from the edge), triggering 5×5 area explosive damage; if the placed grid already has a plant, Doom-shroom will float above it and trigger the same 5×5 area damage.

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.

Banana Launcher, Holly Barrier, Iceberg Lettuce:

Even if their aiming reticle is on an edge lawn grid, the projectiles will land in an empty grid slightly away from the edge, then expand their attack range to damage a 3×3 area.

【Certainly, other plants also have the evaluation value of such characteristics.If you don't quite understand the content of the description, you can refer to the attached video!】

  • 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


Even plants that have been uprooted and one - time plants that have already been used can still be revived by the Intensive Carrot.

If the Intensive Carrot is to be used to revive a plant whose sun cost is less than that of the Intensive Carrot, the sun cost for reviving with the Intensive Carrot shall be equal to the sun cost of that plant (whose sun cost is less than that of the Intensive Carrot).

If the Intensive Carrot is to be used to revive a plant whose sun cost is higher than that of the Intensive Carrot, the sun cost for reviving with the Intensive Carrot shall be based on its own sun cost.

For example: If you need to revive a Gold Bloom, the sun cost shall be 0.

For example: If you need to revive a Gatling Pea, the sun cost shall be the own sun cost of the Intensive Carrot.

【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.】

  • 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 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

  • Introduction of new mechanics: "Wall-nut Bowling" returns

It is suggested that the classic mini-game "Wall-nut Bowling" be brought back to the second installment, with the types of bowling balls not limited to Giant Wall-nut, Small Wall-nut, and Explode-o-nut. It should also include the following types of bowling balls:

Primal Wall-nut: It directly passes through the same row, deals damage to 2 zombies, and then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions to deal damage to targets in other rows.

Jackfruit (a China-exclusive plant): It directly passes through each zombie in the same row, leaving jackfruit pulp behind each zombie. Zombies will delay their movement by gnawing on the jackfruit pulp.

Frost White Hair Dan (a China-exclusive plant): Unknown

Greedy Snapdragon (a China-exclusive plant): Unknown

It is suggested that the international server development team could create entirely new types of bowling.

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

  • Introduction of New Mechanic: Exclusive Chinese Server Element "Artifacts"

In the international server of Plants vs. Zombies 2, the artifact system brings a wealth of tactical options to the game, significantly altering the battlefield dynamics. The higher the rank of an artifact, the more powerful its effects!

The Divine Wind Artifact can summon divine winds to repel all zombies on the field and gather them into a single grid, derived from the Onmyoji Zombie. It not only enhances the attack and defense attributes of ninja-type plants but also creates divine winds in random rows at intervals. Additionally, the divine wind from its active skill has a chance to directly blow away small and medium-sized zombies.

The Lightning Artifact, originating from the Lightning Gun Zombie, attaches random electric charges to all zombies on the field, with positive and negative charges having different debuff effects. It can boost the attack and defense attributes of lightning-type plants, strike 5 random zombies on the field with powerful lightning at intervals, and when a charged zombie dies, there is a chance to conduct random charges to nearby zombies.

The Pot-Throwing Artifact, obtained from the Roman Siege Tower Zombie, throws 10 wonderful pots onto the field when used, which may contain plants, sun, or zombies. This artifact can enhance the attack and defense attributes of projectile-type plants, airdrop a supply pot onto the field at intervals, and as the artifact level increases, the items in the pots become stronger.

The Healing Artifact, held by the Healer Zombie, releases powerful magic that can restore health to plants on the field and grant them invincibility. It can improve the recovery effect of all plants, restore a certain amount of health to plants on the field at intervals, and the active skill also brings an additional attack speed bonus for a period of time.

The Octopus Artifact, derived from the Octopus Zombie, summons octopuses to entangle all small and medium-sized zombies on the field to slow their progress. It can enhance the attack and defense attributes of plants with animal characteristics, drop several octopuses at intervals to entangle the nearest zombies, and zombies entangled by octopuses take a certain amount of damage per second, and it can even entangle large zombies.

The Shield Artifact, originating from the Electromagnetic Shield Zombie, creates a large shield covering 5 lanes, pushing zombies back in the direction of their attack. It can increase the health of defensive plants, and plants will generate a shield for protection when they are not attacked for a period of time. Moreover, small and medium-sized zombies no longer reduce the movement speed of the large shield.

The Arcade Artifact, from the Arcade Zombie, starts an arcade game and summons pixel peashooters; rapidly clicking the screen allows them to fire bullets. It can enhance the attack and defense attributes of energy-type plants. After the arcade game ends, the pixel peashooter remains for an additional period of time, and the pixel peashooter can be upgraded to fire more types of bullets.

The Time Artifact can rewind time, making all enemies return to the starting point, but the zombies' health is also fully restored, inspired by the Timetwister. It can reduce the rest time of plants. After the active skill is activated, it additionally creates a time barrier to stop everything within the barrier, and can also create an acceleration barrier to help plants gain an advantage.

The Gacha Artifact starts a gacha machine, which rolls out three gacha results, and different effects are obtained according to the rolling results, derived from the "Happy Gacha" event. It can enhance the attack and defense attributes of plants with probabilistic special attacks. If three identical gachas are not rolled once, the next time it will definitely roll three identical gachas (reset every game), and the items in the gacha artifact will become better.

The Rocket Artifact, from the Rocket Launcher Imp Zombie, fires a large number of rockets that explode upon contact with zombies, causing damage and repelling them. It can enhance the attack and defense attributes of plants in the Arsenal family, fire several small rockets that cause single-target damage at intervals, and when a rocket touches the first zombie, it will push it a short distance before exploding.

The Magic Bean Artifact selects a grid to sow magic bean seeds, which quickly germinate and grow into a huge beanstalk, knocking away plants and zombies within range. The beanstalk has high health and can block the progress of zombies in 3 lanes. It also drops giant pods at intervals to cause damage to zombies in a single grid, and is related to the pea family. It can enhance the attack and defense attributes of elite pea family plants. When the dropped pods explode, they scatter giant peas in 8 surrounding directions, causing damage to hit zombies, and there is a chance to drop pea plant cards when the pods burst.

The UFO Artifact, derived from the UFO Melon, summons a UFO to suck up all zombies on the field. After the duration ends, the zombies sucked into the UFO will be taken away, and the un-sucked zombies fall from mid-air and take damage. It can enhance the attack and defense attributes of flying plants, summon 3 small UFOs at intervals to absorb the 3 nearest zombies on the field, and zombies in a floating state will be repelled when attacked by plants, with the repulsion distance related to the zombie's size.

The Prism Tower Artifact, derived from the Prism Grass, uses an active switch. When turned on, it consumes stored energy to fire a laser at the nearest zombie, causing continuous damage that increases over time. When turned off, the damage resets to the initial damage and the stored energy slowly recovers. As the artifact level increases, the energy storage limit increases, the energy recovery speed accelerates, the damage increase speed of the laser also accelerates, and when a zombie is killed by the laser, it causes explosion damage based on the current damage per second.

The Devolution Artifact replaces all zombies on the field except giants with random lower-level zombies of the same class, inspired by the "Metamorphosis" superpower card in Plants vs. Zombies: Heroes. It can enhance the attack and defense attributes of mage-type plants, randomly select 3 zombies to devolve at intervals, and there is a chance that devolution will directly turn zombies into chickens.

The Horn Artifact summons two dinosaurs per lane to charge into the field, trampling to death several small and medium-sized zombies, and the un-killed zombies are stunned and take damage, related to Tyrannosaurus rex. It can enhance the attack and defense attributes of primitive plants, increase the stun time of zombies, and call thunder lizards to launch thunder lizard stomps at intervals.

The Water Gun Artifact, derived from the Lotus Root Shooter, releases a powerful water jet per lane to push zombies back. It can enhance the attack and defense attributes of water and ice-type plants, sprinkle water on the first three rows of plants at intervals to increase their attack speed, and the repulsion distance per second also increases.

The Black Hole Artifact, originating from the Scallion Mage, creates a black hole that pulls zombies toward it, with different pulling intensities for zombies of different weights. When the black hole disappears, it releases another gravitational wave. It generates a small black hole on the field at intervals, and when the active skill creates a black hole, it also tears a small piece of land.

The Meteor Artifact selects any grid on the field to release its active skill, dropping 5 meteors in a 5x5 area centered on that grid, inspired by the Meteor Flower. As the level increases, the flame damage of the meteors increases, and the flame color changes according to the damage increase. At intervals, it also randomly drops a meteor on 1 grid with zombies within the 5x5 range on the right side of the map. Zombies passing through the burning area will be ignited, taking percentage damage per second during the burning period, which lasts for several seconds.

The Magic Hat Artifact activates its active skill to summon a "Magician" zombie at the leftmost position of each lane on the field, derived from the Magic Mushroom. The Magician zombie can manipulate a mysterious hat and release a zombie pigeon. At intervals, it also randomly summons 1 Magician zombie in 1 lane, and the Magician zombie will have more powerful skills.

The Evolution Artifact releases its active skill to specify a 3x3 range, evolving plants within the range into plants with higher sun costs. The evolved plants retain the rank of the original plants and will not transform into consumable plants, related to the Molecular Plant in Plants vs. Zombies: Heroes. Its passive skill can increase the attack and defense attributes of plants with sun costs ≥ 300, randomly generate a plant with sun cost ≤ 100 on an empty space at intervals (no consumable plants will be generated), and when the active skill is released, if there are empty spaces without plants within the range, it will also randomly generate a plant with sun cost ≤ 100 on the empty space (no consumable plants will be generated).

The Hive Artifact generates a bee that flies into the hive every time a plant is planted, with a maximum of 15 bees. Releasing the active skill will release all bees in the hive to attack the nearest zombie on the field. After the attack, the bees return to the hive (the active skill of the Hive Artifact can be released multiple times, each time requiring a cooldown period), derived from the Bee Lily of the Valley. Its passive skill can reduce the planting cooldown of plants. Each time a plant is planted, there is a chance to produce an additional bee (the total maximum number of bees remains 15). When the number of bees in the hive exceeds the maximum of 15, the excess bees will automatically merge with the bees in the hive to become stronger bees (the total maximum number of bees remains 15). The big bees have a faster attack speed, can cause higher damage, and their attacks will come with a percentage + slow effect.

The Acid Artifact is the first artifact that can change the terrain. The number of active skill uses depends on the number of acid pools that can be placed. Each acid pool placed consumes one active skill use, and there is no cooldown for the placement operation. As the artifact level and rank increase, more acid pools can be placed. Select a land to release the active skill, transforming that land into an acid pool where plants cannot be planted, derived from the Disinfectant Zombie. It can increase the attack and defense attributes of poison-type plants, accelerate the dissolution efficiency of acid pools, making zombies dissolve faster. After a zombie is completely dissolved in the acid pool, depending on its size, the acid pool will generate our acid zombies (extremely small zombies such as zombie chickens, ice weasels, and imps are directly dropped and will not generate corresponding acid zombies).

The Gold Artifact is the first artifact that can generate gold income. Releasing the active skill turns small and medium-sized zombies on the field into golden statues, which last for several seconds. During this period, the zombies cannot move, derived from the Money Tree Zombie. It can increase the maximum gold coins that can be obtained in each battle, turn the three nearest small and medium-sized zombies into golden statues at intervals, and the gold effect can take effect on gargantuars.

The Snow Artifact releases its active skill to blow a cold snowstorm, instantly freezing all zombies on the field. During the snow blowing, small and medium-sized zombies will be piled up into snowmen by ice and snow and slowly pushed to the right side of the field. Flying zombies will be blown off the field by the strong ice wind at the moment of triggering, derived from the Crystal Orchid. It can increase the duration of freezing, slowing, and freezing effects, throw snowballs at 3 zombies on the field at intervals, turning small and medium-sized zombies into snowmen or freezing large zombies for several seconds. During the active skill, the artifact also continuously shoots several ice cones, which can instantly kill snowmen or cause damage to frozen zombies, and each ice cone can penetrate 3 times.

The Skateboard Artifact, derived from the Surfer Zombie, after releasing the skill, a random plant rides a skateboard into the field and moves from left to right. During the sliding process, the plant releases a gorgeous big move, and you can slide the screen up and down at any time to change the lane of the skateboard. The damage is related to the artifact level, with a 30-second cooldown and 2.0 uses per battle.

The Rock Artifact (Guitar Artifact) pauses time and starts a mini-game where players need to click on notes at the right time to get the highest possible score. After the game ends, sound waves will be released. The damage and range of the sound waves are determined by the score evaluation and the artifact level, derived from the Bassist Zombie. Its passive skill can improve the attack and defense attributes of music-type plants, release 3 notes at intervals, causing damage and repulsion to zombies, and briefly increasing the attack speed of plants passing through the path. After using the active skill, 2 speakers will also drop, continuously causing damage and stun to surrounding zombies, and the duration depends on the score evaluation in the game.

The Silver Key Artifact selects a grid to release, summoning the Gate of Truth, which sucks a certain number of small and medium-sized zombies to the right of the gate into the gate, derived from the Abyss Anemone. It can enhance the attack and defense attributes of abyss-type plants.

The Trident Artifact releases its active skill. Each wave of the skill will summon fountains at 5 positions on the field, knocking into the air small and medium-sized zombies on the land (up to 5 per grid). The remaining zombies are knocked into the air by the impact and then fall to the ground, causing stun and damage effects. Initially, it is one wave of skills, and as the artifact level increases, the number of fountain waves increases. Its passive skill can enhance the attack and defense attributes of plants holding weapons, summon several deep water lands on the field at intervals. Small and medium-sized zombies passing through the land will fall into the water, and then the land disappears (deep water lands will not appear on lands with plants or tiles, and plants cannot be planted on the land). After the active skill ends, a waterspout will also be summoned, attracting zombies to move toward the center and pushing zombies to the right.

The Swarm Artifact (a collaboration with Naraka: Bladepoint) has several bullets. Clicking the artifact can continuously fire a small number of flame peas at the zombie closest to the left. The bullets can be activated by the Torchwood. Long-pressing the artifact's active skill, the Swarm will enter a continuous shooting state, firing more bullets. In the idle state, the number of bullets will gradually recover. It can enhance the attack and defense attributes of certain plants, increase the bullet limit and bullet recovery speed. The bullets fired after long-pressing will also be upgraded to blue fire, and after every 4 bullets fired, a large bullet will be fired, which causes higher damage and has a small short-distance repulsion effect.

These artifacts each have their own characteristics, and players can flexibly choose and match them according to different levels and tactical needs, playing a powerful role in resisting zombie attacks.

Each of these artifacts has its own unique features. Players can flexibly choose and combine them according to different levels and tactical needs, playing a powerful role in the battle against zombie attacks. It is suggested that the international server development team could create entirely new types of artifacts.

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

  • Introduction of a new mechanism: Traitor Plant gameplay

The so-called traitor plants are villainous characters planted on specific grids, usually with high health points. After eliminating a traitor plant, not only will you get twice the sun value of that plant in return, but you can also plant your own plants in its original position. For example:

The Traitor Peashooter will attack our plant camp;

The Traitor Squash will crush our plants and cause damage;

The Traitor Sunflower will deduct the collected sun, but eliminating it will return all the deducted sun.

Plant Zombies are villain characters with plant heads and zombie bodies from the first generation, such as Peashooter Zombie, Tall-nut Zombie, Jalapeno Zombie, Snow Pea Zombie, etc. Their functions and characteristics can refer to the first generation and the Chinese version of the second generation.

  • Introduction of new mechanisms: Traitor Plants & Plant Zombie gameplay

Traitor Plants are villain characters planted on specific grids, typically with high health. After eliminating a Traitor Plant, our plants can be planted in its original position. For example:

Traitor Peashooter attacks our plant camp;

Traitor Squash crushes our plants to cause damage;

Traitor Sunflower deducts collected Sunlight, but eliminating it restores all deducted Sunlight.

Plant Zombies are villain characters with plant heads and zombie bodies from the first generation, such as Peashooter Zombie, Tall-nut Zombie, Jalapeno Zombie, Snow Pea Zombie, etc. Their functions and characteristics can refer to the first generation and the Chinese version of the second generation.

  • Brand New Two-player Duel Mode

Introduce the plant heroes and zombie heroes, plants and zombies, as well as other characters from Plants vs. Zombies Heroes, Plants vs. Zombies 2 and Plants vs. Zombies 3 into the game, and adapt them to the battle mode on the TV terminal. These hero characters possess unique skills and attributes, which can add more strategic elements and fun to the game. Continuously update new features, such as launching new hero skills, battle maps, etc., constantly bringing a sense of freshness to players, attracting more players to join the game, and enhancing the game's long-term appeal and competitiveness.

  • Addition of Hero Characters

Add the plant heroes and zombie heroes from Plants vs. Zombies Heroes to the game, and they are applicable to both the old two-player duel mode and the new two-player duel mode. These hero characters have unique skills and abilities, which will enrich the gameplay and strategic combinations of the game, bringing more freshness and fun to players.

  • Adaptation of Plants and Zombies in the Chinese Version

Add a large number of plants and zombies unique to the Chinese version to make the content of the international version more diverse. Plants and zombies in different versions have their own characteristics. Integrating these elements will bring a more comprehensive gaming experience to players and also promote communication and interaction among players of different versions.

  • Mechanism Optimization for Eliminating Plant Slot Cooldown Time

It is proposed that when Chlorophyll is placed on any plant slot, all selected plant slots will immediately gain the effect of eliminating cooldown time. Meanwhile, the plant slot where Chlorophyll is placed will obtain a one-time golden-card effect —— the golden-card plant slot will release its special move instantly upon being planted in the field, with only 1 valid use.  

  • Functional Expansion for Disposable Plants

Disposable plants are also compatible with Chlorophyll effects. Disposable plants that grow up in the Zen Garden will become golden-card plants, triggering their special moves instantly upon planting.

  • Launches a Brand-New Game World

Since the international server was launched nearly a decade ago, no new game worlds have been updated. The long wait has continuously built up players' expectations, and there is an urgent need to inject vitality with new content. It is recommended to launch a brand-new world integrating innovative gameplay features. By introducing new plants, new zombies, and unique game mechanics, the depth and strategic nature of the game can be expanded, bringing richer challenges and experiences to players.

  • Adds Regular Seed Packet Group Purchase Activities

Drawing on the successful experience of the Chinese server, it is recommended to introduce regular seed packet group purchase activities to the international server. The specific rules are: the more players participate in the group purchase, the higher the proportion of virtual currency refunded after the activity ends. Once the first four seed packet group purchase activities are completed and the currency refund is processed, the next batch of group purchase activities will be launched immediately. Meanwhile, the activity interface must fully display all seed packets scheduled for group purchase to facilitate players in planning their participation in advance.

【In the Chinese server, seed packets are uniformly called "plant fragments".】

  • Introduces a Gift Code Mechanism

It is proposed to introduce the popular gift code mechanism from the Chinese server to the international server. After obtaining a gift code, players can directly paste it 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 enhancing player engagement and game stickiness.

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.

  • 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.]  

VI. Optimization of Levels and Items

  • Level Victory Special Effects

When a level is won, all obstacles, such as tombstones, arcade machines, ice blocks, etc., will automatically break and disappear, making the game interface cleaner. At the same time, it brings players a sense of accomplishment of victory and visual satisfaction.

  • 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.

2. 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).

3. Control Consumption

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

Bug Fixes

  • 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.

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.

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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