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Ebuurt's avatar
2 years ago

Pitfalls of Adaptive Difficulty

As I have sunken more time into PVZ 3 (level 149) I have become extremely aggravated at the adaptive difficulty this game uses. I believe that it is as anti-consumer as EOMM (engagement optimized matchmaking). Especially as it is not openly stated to the player and it is the SOLE reason that lives exist. At this point I don't feel like I'm playing a game I feel like I am fighting an algorithm. "How long do I have to play a level before losing for it to count?". "At what point am I even playing the intended level if there even is one?". 

I understand that most people won't notice and /or care across the global market, but I believe that most plants vs zombies fans WILL notice. I would like to say that this approach won't work out but it most likely will. There are games where you just tap a screen and those still manage to make money because of their in app store.

Its very frustrating as a player to know that at the end of the day this kind of feedback offers no value. This method of monetization (buying power ups) is PROVEN to be lucrative and nothing a player says will change that.

People have questioned why a soft launch has an in app store, but the in app store IS the game. Levels are not entertaining, they are problems that you buy a solution for with plants vs zombies as the theme. While its possible to break most games down like this it should not be READILY APPARENT like this.

I apologize if this feedback has turned into a weird rant. I intended to keep it purely constructive but I really liked the plants vs zombies franchise and I hate to see it follow such garbage trends. 

Regards, 

Ebuurt

1 Reply

  • Screend00rzombie's avatar
    Screend00rzombie
    Seasoned Adventurer
    2 years ago
    @Ebuurt I agree you aren’t even playing any normal levels is because of the dynamic difficulty and the garbage live systems

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