Forum Discussion

MiwaaSan's avatar
MiwaaSan
New Rookie
21 hours ago

[SUGGESTION] Level design

 The latest update improved the game overall, and the levels in particular received a pleasant upgrade, however, I can see several improvements that could still be made. I'll break down into topics the things I believe would make the game's level design more enjoyable.

Stage speed

This is the topic I'll be discussing the most.

 PVZ3E is a VERY fast game, and that's a problem. Tower defense games weren't made to be this fast, especially one with the plant-merging mechanic. I won't lie, I like and appreciate the attempt to make the game more dynamic, but I believe it went too far.

 The stages start with 500 suns, zombies that are sent non-stop from the beginning, and low plant cooldowns. In my view, this takes away the grandeur of the strategies and fusions, since right at the beginning you have enough suns to make a tier 3 fusion; It lacks a "early, mid, and late" you know?Basically just rush a tier 3 plant into a lane and forget about it, since the tier 3 plants are so strong that they can easily handle the lane on their own, unless the zombie is a direct counter, which isn't a problem, of course, since they are equivalent to 4 plants, the problem is that you can do this at the beginning.

 Tier 1 plants only exist to get you to the next one, and I think that's a waste. They should be something you use at the beginning and then evolve to tier 2, and so on, but unfortunately, 3 or 4 zombies appear on same route, and you end up being forced to evolve them, even more so after the nerfs. Don't get me wrong, the game has improved, fusions are super useful now, but I believe it needs balance.

To reduce the speed of these levels, here are some suggestions
  • Reduce the number of initial suns that start in the stages, since the idea is to slow down the pace of the stage;
  • Increase the plants cooldown, since with the slower levels, it would be too easy to set up a defense with such a low cooldown.
  • Add a button that slows down the game by 0.5x so that we can do fusions when we reach a large horde;
  • Make the game stop constantly throwing zombies at you, reverting to the system from previous games, which placed them in "waves," playing the next one when they reached a certain HP (50%);
  • Review the nerfs to tier 1 plants, so that they are at least usable for the beginning of the game;
  • Add the imitater to help perform fusions. It would be in a separate seed slot; you click on it and then choose the plant you want to copy, being able to change it each time. It would cost an additional amount of sun and recharge depending on the plant. This would solve one problem, which is the slowness of performing monotype fusions, and would solve another that would be created: the slowness in performing fusions, since the recharge time of the plants would be increased.

 

Level Objectives and Scoring System

I'll talk about these two together.

 In PVZ2, there were level objectives, such as: Don't let the zombies step on the flowers, help plants in danger, plant a maximum of 20 plants, and so on. This created an extra challenge in the match, and can even change the meta of plants you'll want to use in the level; this definitely needs to return, in all game modes.

 Now, regarding the scoring system, it doesn't work for all situations. One problem with it is with trap plants; you'll plant them more to the left, and that will cost you points, which in the end can be what makes the difference between getting 3 stars. I believe the current scoring system should be changed, but there should be certain phases or modes that use it to "change the meta" of the phase.

 

Elemental Damage

 I don't like this elemental damage system as it is; it artificially limits and makes the stages too easy. Seriously, it's not cool that the basic zombie in the camp has so much HP that it forces you to use the electric evolutions, which, by the way, can easily deal with the zombies since they'll deal 3X damage.

 I find it interesting to encourage certain plants on certain maps; mushrooms and aquatic plants appeal to me, for example. However, the elemental damage feels very artificial; there's an example from PVZ3 itself, which is the lightning mechanic, you can use the Umbrella Leaf to defend yourself or electric plants that receive attack speed bonuses when struck by lightning. This makes it more organic; you don't feel discouraged from using other plants, but it encourages you to use electric ones.

 Another cool way is to have zombie counters; this has always existed and still exists, so I believe that mixing the elements of counters and elemental incentives is a good idea.

 I'll give some suggestions that I believe would replace elemental damage well for all zombies on the map:

  • Camp map; When an electric plant damages a zombie in the water, all other zombies in the water would also receive a percentage of that damage, thus encouraging area damage in that lawn. Adding a variant or gimmick to this map where it's raining and lightning strikes would also be interesting.
  • Volcano map; Zombies would stay frozen and chilled for longer (the part about staying frozen longer already happens), ice plants would continue to critically damage magma blocks. Create a generic zombie that can be countered by being chilled/frozen, like the ancient Egyptian explorer zombie in PVZ2.
  • Sewer map; Things get a little different here. I don't think it's entirely bad that the zombies have more health, since the idea is to use mushrooms, and they're super easy to fuse and quite strong. But, regarding encouraging acid plants, there are some places on the map that have an acid cloud, and the idea is to make the acid plants immune to it, allowing them to remain in the area without dying.

 Overall, I think having some zombies on the map that take more damage from a certain element isn't all bad (1.5x or 2x, 3x is too much), but all zombies, no, definitely not.

 

 That's my suggestion, I'm glad you're listening to the community, I hope at least some of my suggestions make it into the game!

I'm also very happy with the latest update, the game has Improved a lot, congratulations PopCap!

 

 

 

 

2 Replies

  • MiwaaSan's avatar
    MiwaaSan
    New Rookie
    14 hours ago

    Your feedback on the 0.5 update post was my inspiration for writing that, this system had been bothering me for a while

  • You've basically captured how I felt about the latest version of the game! The elemental system ruins the whole versatility of the merges, making most of the plants do no damage in elemental levels. I really like your alternative suggestions, and hope they implement something similar to make the biomes be more interesting, and give those elemental plants a niche!