Since the launch of the pvz3 pre-alpha, the implementation of taco-time and tacobility seemed like something fun and refreshing for this third game, something that would be the personal brand of this title as plantfood was for pvz2. I'd love to see this mechanic incorporated back, so I made these conceptual proposals for how it could be brought back.
In the game's story we are told that Crazy Dave created a taco tree which we were able to grow (this is where my idea comes from).
This tree would serve as a point of interest to collect these tacos that would help us in the battle against the zombies.
We would be able to level it up and upgrade it. As we level it up, it will give us the ability to increase the number of tacos we can use per level.
These tacos are designed to help us complete the most difficult levels. Allowing us to activate taco-time at a specific point in the level (delimited by the game). And depending on the level of our taco tree would be the amount of consumable tacos that we could use in our plants.
The taco imp would also appear in some random levels and when defeated they would drop a gift taco to a random plant or it could be stored in our inventory.
Thanks for reading, I hope some of my ideas can be heard. can’t wait to see the next updates.
It would be cool to see some kind of Versus Mode in PvZ 3, with one player on the plants' side while the other player must build up brains to raise zombies to invade the house.
C Suggestions for joining CLUB and other social functions
1.In the old PVZ3, we could join clubs to communicate with other players and share our experiences. In today's rapid development of information society, it is particularly important to join the CLUB social function in the game. This allows players to play without feeling lonely. Players interact with each other in the CLUB to strengthen the cohesion of the PVZ Community.
2.Add online, battle, season and other functions.
a)Official reference to PVZ2 China Version has appeared in PVP. The explanation is as follows:
Dave used Dave Technology to build robot zombies and train plants. Get PVP rewards and trophies by laying out formations in your own garden using disposable sunlight, attacking other players with disposable Brain.
By upgrading decorations, players can increase the amount of sunlight and Brain at their disposal. The use of gold to develop different robot zombies, research and development needs the corresponding time. Use acquired plants to arrange in your own garden. This gameplay can be said to be a re-upgrade of the I,Zombie Puzzle game. The initial disposable sunlight is 30, the upper limit is 300; The disposable Brain is 30 and the upper limit is 300. Here are (I think) some of the costs of robotic zombies
b)The above part is only for single player PVP, the following description of online play. It is made up of 5 plant parties and 5 machine zombies parties. Both sides of the plant, robot zombies through the above Dave Technology to obtain, come with, card slot 6. The lawn size is 10×18. On the left is the garden and on the right is the cemetery. Or 10 Lawn Mower on the left and 10 target zombies on the right. (See two-player vs. PVZ XBox for details.) When the right target zombies reach 6 dead, or there are zombies all the way into the house, the battle ends. Winners get PVP rewards, trophies. Both sides started with six points at their disposal.
c)PVP mode similar to Arena.
d)Each season adopts the trophy accumulation system, by winning trophies, improving the level, and winning awards at the end of the season. For example, see PVZ:Heroes. The official launch of the season exclusive plant, only through the season store. Each season has different missions, and completing them earns season points. You can use Gems to unlock advanced missions that earn a lot of points when completed. Points are used for the season store.
e)The use of star trees. As a Season Pass in the old PVZ3, you earn Stars by completing season quests and completing the level. Improve by one Level for every 15 Stars and earn a Season Pass. Season Pass Plus is launched, and players can unlock with 200 Gems to receive Season Pass Plus rewards of the same level.Rewards can be emojis, decorations, or plant costumes.
When it comes to certain things from Old PvZ3, There were things people liked/disliked, so why not somehow fix these problems with how some things can work out.
Gamemodes
Casual/Story Mode
The main game, Leveling only gives you bonus coins/points and does not effect gameplay, and it's just the casual way to play.
Complex/Hard Mode
The main game but Zombies get stronger as the game progresses, Plant Leveling exists, and gives players a challenge.
Gachas
NOTE - The only main currencies should be Coins and Gems.
Packages come in many shapes and sizes, like Lunchboxes, Wagons, Safes, Buckets, and Bags.
Works like Old PvZ3, Casual Mode still gives you the rewards, but they will only affect gameplay in Complex/Hard Mode
Lives System
no
Arena/PvP
Arena/PvP acts way differently, but think of it like PvZ Heroes.
You start off with setting your defenses, Both players have a minute to begin. (The Sun System in this mode is similar to Old PvZ3 for quick planting)
Then both players have to select a Trick (It can be up to 3) and Zombies (Zombies will go to random lanes, You can choose up to 10 different zombies)
The game ends when a Player loses all their health (When a zombie makes it at the end, the player loses 1, 2, or 3 health.)
The game will also end after 5 rounds, the person with the most health wins.
You guys in the PvZ Community should probably get used to the new norm when it comes to certain Mobile Games.
Also EA/PopCap, PvZ3's target audience should be casual players and actual fans to the franchise, not people with low attention spans
@OswaldFan001 Thank you for sending this feedback over. We appreciate the detailed info you listed here. We will forward this over to the team so that they can review this and continue to make changes for the players.
@Jakepenng99 thanks and ok, but I think it would be a little different because in my concept the tacos are power-ups, yes, but the idea was that they would constantly recharge over time, making them free. I thought about it this way because Taco Time seems very powerful to me in the pre-alpha, mainly the ability to move plants and reorganize the strategy at ALL levels and I would like to preserve the difficulty layer of this beta. In short, it would be like a free power-up that the player could use whenever they want (depending on the amount you have already cultivated), taking inspiration from the zen garden in pvz2.
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