Forum Discussion

pao75hw4aisl's avatar
pao75hw4aisl
Seasoned Novice
1 day ago

Most important adjustments for the launch

As a fan, I’m very happy to see that PvZ3 is heading in a good direction; however, there are still some criticisms to be made. I’ve spoken with a few people, and perhaps—humbly—I could offer some solutions that I believe wouldn’t take much time to implement.

LEVALING

The idea that fusions represent a stronger version of a plant completely falls apart when you factor in the leveling system—a point that has been raised many times. However, PvZ3 features a mechanic that makes this issue a bit more bearable: "The Pruks." It’s the only good thing about this entire system, so why not make it the central focus of the leveling process?

Your plant starts at Level 0; you cannot use any Perks on it. To be able to use them, you must evolve it by spending Meteorite Shards. Each evolution increases in cost, just like in the current game.

To use these perks, you need to acquire them. There is now a tab in the game where you can purchase perks using Meteorite Shards; each perk costs between 25 and 100 Meteorite Shards, depending on its power or function. They can also be obtained through loot boxes.

FEWER LEVELS, MORE FUN

This has been pointed out for a while now, but 250 LEVELS is a massive exaggeration; playing through it all becomes tedious, and there’s also an issue with how content and rewards are distributed.

Currently, there are 25 levels per issue—which is a bit of a bad joke; 10 would be the ideal number, and there should always be a boss at the end. The current boss system works well enough, so I believe it can remain as it is.

(The Biomes Theme for the Issues and, as always, the final one among the current set of Issues)

Content distribution in Adventure mode is very flawed. Before Title Update 0.5, a new zombie or mechanic was introduced every 5 levels; now, it’s all completely random. I would implement a standardized cycle: first, a level with nothing new, followed by a level that introduces something fresh—this would apply to zombies, mechanics, bosses, and plants alike.

Now, all base plants and their pure T2 fusions can only be obtained through Adventure mode—and, unlike before, they are found at a later stage rather than the original one. Furthermore, boss battles now grant 25 seeds instead of 5.

The story is pretty "meh." Maybe they could bundle all the little stories from a single issue together and let you select them while reading the comic—also, they should adjust the size of the characters.

ZEN GARDEN

PopCap, making the minigames optional was a fantastic decision... but even so, why can't the Zen Garden be like it was in the older games?

Increase the number of pots from 4 to 12, but keep them as one single pot. When used with AD and Diamonds, the "GOLDEN POT" causes any plant placed inside it to grow twice as fast and yield twice as many seeds. Plants now also have a chance to produce coins, diamonds, and the stickers—previously used to evolve plants to levels 5 and 10—though this happens only rarely.

Zen Garden items can now be obtained as drops from zombies—no more boring minigames! This includes hearts, which can still be acquired by donating to the club. Furthermore, items can also be obtained through the shop, events, daily goals, loot boxes, and any other methods that might be introduced in the future.

SOUND TRACK

The PvZ3 soundtrack isn’t exactly bad—it’s actually quite good—but we’ve been stuck with the same music for 6 YEARS (not counting the secondary tracks). And even when you do add new music, one problem always persists: the lack of DYNAMIC MUSIC.

Why does every lawn have to have JUST ONE piece of music??? Having only one track makes everything feel repetitive over time. Adding dynamic music would be a great improvement—much like the "Hordes by Life" feature from Title Update 2.0. Perhaps they could even add specific theme music for the game’s three bosses—speaking of which...

NEW BOSS BATTLES STYLE

The boss battles in PvZ3 are cool—the bosses themselves are great—but the standard level structure, where you just face a boss at the end, could be improved.

The level begins with a very large amount of Sun—somewhere between 25,000 and 50,000. You cannot use Sunflowers or Sun-shrooms, and no Sun falls from the sky. The music is a specific boss theme, and the battle consists solely of the boss, with no other basic zombies or standard waves.

(BUZZ BOX BUFF: Buzz Box now acts 2x Faster)

Honorable Mentions

Skins: they’d be cool, though I’m not sure what the difficulty is in adding them at this stage of the game.

Chat: Everyone wants a chat feature in Clubs, though I’d ​​understand if you chose not to add it to avoid raising the age rating (even if the game is about hunting down the undead).

Level Maker: That would also be cool, but I think it’s better to focus on the base game for now...

1 Reply

  • lp4uykgy9tv3's avatar
    lp4uykgy9tv3
    Seasoned Newcomer
    1 day ago

    Changing the leveling system is a good idea. I think it would be great to introduce universal perks, distributed across the plant tiers, with each plant also having one unique, exclusive perk.

    As for Adventure Mode, beyond changing how new content is introduced, the game should include specific win conditions—such as "conveyor belt" levels or stages where the plants are pre-selected by the game. While it is currently possible to obtain all Tier 2 plants through achievements, it would be more dynamic to earn them by reaching certain milestones in Adventure Mode rather than by completing specific, isolated objectives. Giving out 25 "wildcard" seed packets feels a bit excessive; it would be better to reward 10 seeds for a specific plant upon earning 2 stars in a level.

    I also like the ideas and adjustments proposed for obtaining items for the Zen Garden.

    Regarding the bosses, I don’t think their overall structure needs to change; instead, they should be given a wider variety of moves.