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EA_Cath's avatar
EA_Cath
Icon for Community Manager rankCommunity Manager
25 days ago

[Feedback thread] Title Update 1

Hi Sunflowers 🌻

Title Update 1 is now available for Plants vs Zombies 3: Evolved! Make sure to catch up on the patch notes.

Here is the dedicated feedback thread for this update. As usual, please keep feedback related to the title update in this thread 😊

8 Replies

  • I like this update, but I want chat in this game, friends, arena where you can fight againts other players. I also want more interesting Zombies, Adventure Levels with new locations, Plants and game modes.

  • amapro20's avatar
    amapro20
    Seasoned Newcomer
    25 days ago

    I like this update too, but I can't access it unfortunately. I tried to sync my progress I had saved with Google Play Games (both when game boots up and when doing it though settings), however it doesn't seem to work at all. Pressing the Connect button does show the popup, but after selecting the account and clicking continue, nothing happens. I think the button might be bugged.

    I've also downgraded to a previous version and tried the same, but it still doesn't work. I was always able to upgrade the game and save my progress using Google Play Games up until this update.

    Thanks for developing this game further and hopefully this issue can be resolved.

  • Great update!

    I’d like to make a few suggestions.

    In the Goals/Achievements tab, the mission only counts toward the next milestone if I actually collect the reward. I suggest having it count even if the reward isn't collected; imagine completing several "Lawn Patrol" runs but forgetting to collect the reward, you’d have to do a bunch more, plus it’s inconvenient to keep leaving the screen just to collect it.

    The "Dave's Daily Do-Its" event is cool, but I still think certain fusions should be awarded for completing Adventure Mode, at least one of each type; for example, getting Ice Boxer in the Volcano level. Regarding the event itself, though, some missions bother me, specifically their descriptions. For example, "Vanquish a Gargantuar in Adventure Level 8" is misleading because you don't actually have to defeat one in Level 8; this could confuse players, so I hope it gets fixed. To improve it, there should be a stage for each day (seven in total), a special stage, something like the Piñata Party in PvZ2. This could even replace those "defeat X" missions and perhaps allow you to test out a plant during that daily stage.

    There’s something I’m not sure I can explain well, but when I harvest a plant in the Zen Garden, the animation of receiving the seeds plays, and then the community points screen pops up, it feels a bit disjointed, you know? I think it would be better if just a small notification appeared in the corner instead, leaving the screen free to move around.

    The same thing happens when I get something new, like a plant I already own; I think all of those moments could be shortened.

    One more thing regarding this: when I finish a Zen Garden item mission, the animation for receiving the items moves to the right, while the icon display is on the left. Also, the animation is laggy, it finishes, and then, a split second later, the item count increases. It would be nicer if it were smoother, with the items moving one by one to the icon and the count increasing one by one. I hope that makes sense; I apologize if it’s unclear.

     

    I think that covers everything I wanted to say, but overall it’s a good update, and I’m excited for the next one!

  • PvZ7283's avatar
    PvZ7283
    Seasoned Rookie
    24 days ago

    Hey amapro20​ it's best to connect with your EA account. You aren't alone in that issue however connecting with your Google Play account, especially if your using an emulator, is not the safest way to save your progress at the moment. Just thought I'd share, not exactly sure what the reason is for the connection problem. Hope you can get it resolved!

  • Hello, I have some suggestions for PvZ 3: Evolved. These are issues that multiple other people in the unofficial PvZ Discord Server seem to agree with so I'm just commenting them here so they reach you all! (Please note that these points are strongly interconnected so they only work well when combined, not on their own!)

    1. The game is designed around Lock-and-Key.

    I am pretty sure you've already heard of this problem but I'll still explain it. Almost every zombie (whether already released or in the files) is built with a singular plant counter or mechanic counter as its focus. This limits player expression and creativity while trying to beat levels and forces them to use the same strategies for the same zombies every time if they don't want to lose. This makes the game less fun and the levels less enjoyable. I will touch on related problems now.

    2. Elemental effects are too strong

    Currently, elemental attacks gain a 3× multiplier against zombies from the biome they're meant to counter. The problem with this is that as a result, biome-specific zombies get absurd health pools and you get forced into using a certain group of merges depending on the biome a level plays in, once again limiting player expression and creativity.

    3. Gimmick zombie HP is too high

    This is probably one of the most well-known issues. It has resulted in a nerf for specifically Volleyball Zombie but is still very much a problem. The point is that as a result of randomly generated zombie spawns in levels, most gimmick zombies' HP has been increased (probably so they survive long enough to trigger their ability). If gimmick zombies were to have their HP reduced, the basic trio would actually serve a bigger purpose which is protecting the gimmick zombies so they survive for longer. Gimmick zombies' abilities could also be buffed so they can still keep up with Tier 3 merges. For example bowling zombie could have his speed reduced so he can effectively attack your front line from the back while the basic trio protects him from damage. 

    4. Zombie spawns are randomly generated

    Randomly generated spawns can result in player frustration due to varying difficulty depending on how the spawns are generated. The random generation also keeps levels from having creative premises and thus makes them feel more repetitive.

    5. There are currently no level-based minigames and bonus goals

    Minigames and bonus goals are an additional factor that can help make levels more unique. Them being left out in PvZ 3: Evolved despite the game already having more levels than PvZ 1 makes levels less replayable and memorable.

    These are some of the main complaints with the game I've noticed. I am really happy about the direction you are steering PvZ 3: Evolved in and can't wait to see what you will cook up in the future. With the named changes I'm sure that PvZ 3: Evolved will become more universally accepted and beloved. I really hope you read this feedback and do something with it.

    Best regards,

    Chris

  • jbjmail's avatar
    jbjmail
    Seasoned Newcomer
    22 days ago

    Hello, I am a loyal player of Plants vs. Zombies 3 and have cleared all levels in the game. I want to ask a question: what content is there for me to play now?

    The global version lacks permanent, long-term game modes that keep players engaged. After finishing the main storyline, there are no permanent repeatable game modes left. As a result, players lose the motivation to start new runs.

    We can look to the Chinese regional version of PVZ3 for a solution, as it features many original innovations. A key reference is its "Nut Defense Line" mode. (Note: The Chinese version is inferior to the global version in most overall aspects.)

    The Nut Defense Line, exclusive to the Chinese version, is a mode separate from main quests. It has proven capable of retaining players over the long term, and its core mechanics can be directly ported to global servers to make up for the current shortcomings of the global build.

    This mode fully adopts PVZ3’s unique fusion and evolution mechanics, including the game’s signature plant merging, upgrading and random plant generation systems. Players build their defense lines from scratch every time they enter the mode. The pool of available plants is randomized at the start of each round, and plants can be upgraded by merging duplicates. No two playthroughs will feature identical defensive layouts, completely eliminating the boredom of repetitive gameplay.

    To deliver steady, goal-focused matches, this mode has a fixed defense objective. Instead of protecting the player’s house, players must defend frontline fortifications. This fixed defensive core allows players to constantly refine resource management, sunlight expenditure plans and the timing of high-tier plant fusions. Every match brings new tactical ideas and competitive challenges, so players will never grow tired of relying on a single rigid strategy.

    I suggest adding a cross-server leaderboard and score rewards: introduce a global ranking system based on match scores, complete with tiered rankings and seasonal rewards. This competitive ranking system will provide lasting long-term motivation. Even players who have beaten all main story levels will keep playing to climb the rankings and beat their personal high scores.

    I hope the development team can draw inspiration from the Nut Defense Line and add a similar module as a permanent casual mode to global servers.

  • jbjmail's avatar
    jbjmail
    Seasoned Newcomer
    22 days ago

    If you want to learn more about the “Nut Defense Line” mode featured in the Chinese regional version of Plants vs. Zombies 3, feel free to reach out to me. You may also download and try the Chinese version on your own via this link:

    https://pvz3.mengxingstar.com/home