Forum Discussion

Anonymous's avatar
Anonymous
10 years ago

Balancing Maps and other ideas for improvement

All and all I think the balance team is doing really well with balancing individual characters.  Especially considering there are over 100 variants.  I think the new content is amazing too, I still love zombopopolis, just a well designed map and super fun all around.  I think the community is great and generally very positive and constructive.  However there are a few things I would love to see looked out in the future.

Map balance.  I primarily play Turf Takeover.  There are two maps that are pretty much impossible.

  1.   Zomburbia - Plants have such a rough time after they cap the first point.  The second point is almost impossible to take.  The third and fourth points are also very difficult to take as well.  (but not as hard as the second).  In the last patch I guess something was moved around at the second spawn point with no noticeable difference to difficulty.  Lastly the last part of the map was made more difficult to capture.  When am on defense on this map and the plants made it this far I never had a problem with the last part being so easy, because if they made it through points 2-4 they deserved to win.  I honestly think you went a little overboard on making the last map harder.  I also think no effort was given into making the second spawn point any easier.  That may sound rude to say, but I honestly believe that.  Zomburbia really needs some tweeking.
  2. Seeds of Time - I think this is the name of the amusement park one.  Honestly the first point is very balanced in my opinion.  But the second point (the one with the dinos) is almost impossible to cap, I think a pot was moved to "resolve" the issue".  This has made no difference and since the changes have been made I can't even tell if the changes made to the end of the map (to favor the defenders) made a difference.  I think I've seen the end of this map twice in my life (this was before the last patch) and I thought iof the zombies could get through dino land (and to a lesser extend Zgypt) then they deserved a little break on the last part of the map.

It feels like these two maps really need some tweeking and since character balance is at an all time high (not perfect but getting really good) I think this would be a great time to really address these and other map problems.

Another thing about the game I would like to see is the devs communicate more with the audience.  This has become almost a staple in any online competitive game.  I'm not saying they have to come on here and answer posts directly.  I mean explanations behind changes and why the changes are made.  Maybe answer some of the more thought out posts.  League of Legends does this all the time with great success.  I don't always agree with every change they make but at least I understand what they are trying to do and why they did it.  I would love for the devs to stop treating this game like a top secret work in progress and communicate more candidly with it's audience.

Lastly can you guys make the engineers not be unmissing, unkillable gods while on their turret in solo "multiplayer" mode.  My fiancee will not stop complaining about it when she plays.  She only plays plants (yes she's a plant lover) and she only plays the solo multiplayer component, for the sake of my sanity can you please tone down the engineer when he is on his turrent?  Only in the offline part of the game, they do seem to never miss and rotate on that turret way too fast.

6 Replies

  • For zomburbia, I found that getting cactus and using tailnut to climb one of the rooftop worked wonder for me. For the second if you got toward the rooftop around rose left teleporter. You have both a clean view of the rooftop as well as the point. While point 3 and 4 still have a decent sniping slot somewhere. If you don't get what I mean,I could do some screenshot.

    But for seed of time...Well yeah the second point and third point are both tough back-to-back point to take. Which generally make the rest of the map a breeze once they go though that to be fair. I doubt mind if those two could be made easier to capture for zombie if they aren't done that already.

  • agentevil007's avatar
    agentevil007
    Seasoned Veteran
    10 years ago

    It's actually Zomtropolis and Seed Of TIme that it's hard to beat. It's not that hard to reach the end for these maps. But destroying the shield generator takes longer to take down and the battling ram at the castle is also longer to crank up three times without getting killed.

  • Anonymous's avatar
    Anonymous
    10 years ago

    yeah I would like to see what you mean @Boolerex, I generally consider you to be the most knowledgeable and proficient player on these forums so any help would be appreciated.

    @agentevil007, yeah the last part in zomburbia is very tough too, I honestly haven't won a  game of turf takeover on any side since late Saturday.  Defenders have it so easy now.  Well not eay, but much easier.

  • agentevil007's avatar
    agentevil007
    Seasoned Veteran
    10 years ago

    Turf Takeover is totally ruined. The only way you're going to win if you're the offensive team is if the other team has a skill imbalance or outnumbered. The only map that I see is unaffected by the recent changes is Moon Base Z. The final stage of each other map is so much harder.

  • MrGamer8000's avatar
    MrGamer8000
    10 years ago
    Seeds of Time needs a fix on 2nd and the final objective. The locations for spawning AI zombies is a disaster from the lava, the boot takes up too much time and doesn't stop the timer like in Zombopolis. The Chompers can simply Goop while Citrons can do the same with EMPeach to disrupt the boot arming. The only strategy I can think up is a coordinated team that requires All Stars to plant decoys from Peashooter's Bean Bomb and have those being able to camp on the castle to stop other incoming plants. I rarily see them win at this time, nothing but loses unless the team is unbalanced.

    The defense on Zombopolis is manageable especially the final objective that the Battery is much more durable, always got to watch for Peashooters with Sombrero Bean Bomb and Cactus laying down Potato Mines near a Battery (:P I did try that and it does work if you're sneaky from the catwalk). You know some people are unaware of the Battery taking damage and should implement the HUD to alert about the battery too than just Zombot's health.
  • Anonymous's avatar
    Anonymous
    10 years ago

    Yeah, I totally agree Moon Base Z is the only map where attackers can win.  I hope the devs have some ideas for fixes in future patches.

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