Forum Discussion
Requests? I've got too many. 🙂
I'll separate mine based on General or Personal. But I wonder if my ideas sound good enough to be worth remembering as I tried suggesting ideas for a different game and didn't get more than one response.
General
1. Revert the sticker pack system to Garden Warfare 1 style, where you were guaranteed to get everything instead of having a bottomless pit of consumables I hardly ever use anyway (I have 200+ team retries).
1a. To make this system work, limit consumables to a certain number like 20 so that players think about buying consumables to help out.
1b. Offer different pack levels of consumables for different coin amounts where you know you're getting what you want (5 ice shrooms, for example), yet have the basic pack of a random selection still be available to have the feeling of being lucky.
1c. Once someone has every basic item in the game, offer time-gated accessories at two or four times the price. This wouldn't include abilities because...
1d. Instead of players yearning or complaining when the next ability is going to be available, have RUX sell a new one every two weeks and have a repeat of the previous four every two months. This cycles every year, but maybe someone happened to miss it for those two chances? In that case, after the second RUX sell of that ability, offer it as part of a RUX sticker pack that costs a million coins, but guarantees getting a missed ability. That way, it's not as punishing as waiting an entire year for a resell.
2. Make consumables stronger, but not necessarily in the form of pinpoint accuracy. (A shot from a pot/weed shouldn't hit a parrot 100% of the time, better at 20%.)In GW1, there was a certain spot on the beach I was always afraid to approach as a zombie because I feared there'd be a Bonk Choy waiting there to One-Hit KO me. In GW2, I never had that feeling other than the "Infinite Ammo" Super Mix Modes featuring Scaredy Shrooms or Hide-n-Shoot Bots. Buff up their health, damage... and in turn, make summoning/growing these consumables take a few seconds instead of being instant pots/bots. That'd encourage more strategy, caution, and teamwork. Kind of like how some players give priority to the Rose or Engineer for their teleporters.
2a. Growing plant pots as a sunflower or building bots as an engineer takes half as much time.
3. Limit the amount of character classes. For example, there can only be at max two Chompers in a competitive match. That way, there's never three Torchwoods ruining anyone's day or a ganging up of six Z-Mechs on a garden.
4. Have minigames in the (hopefully huge) public Backyard Battleground. That soccer game, for example. When the teams are equal in player count, and one wins after a ten-minute match, have the winning players get 7,500 coins and the losers 5,000. That way, it's another random thing to do with friends, but not farming coin-like.
4a. Have there be a microgame of the classic Plants vs. Zombies as a throwback. And if someone beats the game, give them an exclusive hat with PopCap's/EA's logo that all characters can wear.
5. I haven't played Plants vs. Zombies: Heroes myself, but if trying to encourage interest, why not put Easter Eggs of the game? Or advertisements--like those random flyers with Dr. Zomboss sponsoring Boss Tonic or something. I know there was one a while ago of a real yogurt brand and Ice Citron promoting it to you with a quest. That can work, too.
Personal
1. I want to do more taunts and have more taunts as a Sunflower! Two is just too little. The "Follow" gesture in GW1 was extremely helpful at times while the "Wave" was a good way to say hi for those players without mics.
2. Increase the payouts for Garden Ops/Graveyard Ops/Boss Hunts/Gnome Bomb.
2a. Particularly for boss hunts, give a bonus for back-to-back completion so that randoms will be less likely to leave in a boss hunt lobby. The best I can come up with is having the reward for Normal be 50,000 coins, Hard 100,000 coins, and Crazy 200,000 coins. Why the staggering amounts of coins? If you're limited on consumables, things can get hard. After exiting that lobby, if you repeat any difficulty with a member you've already won with, the rewards are cut in half for you.
2b. Let there be a voting system for boss hunts as well as a status indicator of players having beaten certain difficulties to move onto the next.
3. Take time and ask veterans (after having spent 200 hours of in-game time) of Garden Warfare for opinions over game balancing or what is fun and not fun. I remember filling out a survey long ago when the game first launched and giving a less than wonderful review because of the issues with Rose being overpowered and the way I perceived Infinity Time as an annoying chore. Reward those people with a dynamic PvZ background, depending on the console that they filled it out from.
3a. Take time and ask GW newbies (after having spent 20 hours of in-game time) of what they believe is fun and what they'd like to see, and reward them with a character sticker pack for their input.
4. This is kind of pushing it, but reward player loyalty and have something like a bank to where if enough coins are funded by the community (like one billion, for example), DLC will be rolled out for everyone. If players use money to buy coin packs, they have the option to dump it all into the bank for four times the amount.
4a. If this bank system were to happen, there would need to be absolutely no exploitation on coins. In other words, some sort of in-game gimmick that doesn't let players pick up coins/bags/diamonds for more than five seconds straight or testing every now and then.
I agree with all your requests. Virtual Reality would be so weird in third-person so I imagine it'd need to be in first-person. And even then, it'd probably still be a weird (but awesome) experience looking at friends or foes as plants or zombies with all their customizations and silly taunts.
Well, this took me a while to compose, and I'm allergic to Twitter. But coming from someone who has yet to reach Max rank in Garden Warfare 2 (currently 4541) after two years, what do you think?
- 8 years ago
Perhaps some new classes for the next GW instalment, a new type of storyline, new type of world hub, the ability to play in offline mode (requiring no online accounts or internet connections whatsoever), a new map creator, more character variants, reworked sticker shop, a streamlined stickerbook etc.
New Classes - Plants
Melon - A new type of plant class that throws whole melons at enemies in an arc-firing pattern, headed by War Melon. Based on the Melon-Pelt from the original Plants Vs Zombies.
Shroom - The first plant class where mushrooms can now be controlled by players, headed by Battle Shroom. They are small, agile characters equipped with dual, scatter-type weapons, and they can call in their massive Giant Shroom Mechs to aid them in battle.
Apple - A new type of plant class where they specialize in suppressing their enemies. They are headed by war veteran, General Apple.
New Classes - Zombies
Robo-Soldier - Previously seen in GW2, the Robo-Soldiers get their chance to be in the spotlight, headed by their namesake leader, Robo-Soldier. They can punch their enemies up close, and can fire rockets at enemies from afar.
Dog - This new zombie class has the ability to burrow into the ground, move along, and then eat their enemies very sneakily, and their bites pack a punch at close range. They are headed by Zombie Dog.
Magician - A new zombie class headed by Zombie Magician. Their weapons work in a manner similar to the Rose class, where the projectiles coming from their wands can track down enemies. The magicians have the ability to the Sheepify their enemies, turning them into harmless sheep.
New Storyline
(from a narrative perspective)
The Gnomes have suddenly invaded Suburbia/Zomburbia, and - in a flash - have banished the plants and zombies from their home. The Gnomes claim Suburbia/Zomburbia for their own, renaming it "Gnomurbia", assuming absolute authority in their newfound territory.
The plants and zombies then find themselves on another part of the world, where - after getting their bearings - they have no choice but to come together and form an alliance to eliminate the gnomes and reclaim their home. Lead by Crazy Dave of the Plants and Dr. Zomboss of the Zombies, they are hoping for a miracle that will make the Gnomish army leave their realm for good.
So begins a long, costly battle to reclaim their home.
Hub World
A new type for hub world where it's continually expansive, becoming larger than GW2's backyard battleground. The Hub World is divided into several areas for the player to explore.
Plants House and Zombie House - Peaceful, calm areas where the player can relax and recharge before his/her next outing. They are equipped with recreational areas for players to do things.
Plants and Zombies Training Grounds - This is where players can try out new characters, do target practice, basic challenges, and more.
The Central Hub - This new location in the form of an ever-expansive battlefield has many new secrets for players to explore. Includes the Flag of Power, the mystery portal, the stickerbook, the sticker shop, and more. Garden Ops, Graveyard Ops, Co-operative Ops, Multi-Ops, various Multiplayer modes and more can be accessed by a single control panel found on either side of the hub.
Online Requirements
No online account or internet connection will be required to play this new GW instalment, making it the first game in the GW series to be playable in offline mode. Families with young children will benefit from this. Some areas of the game - multiplayer modes, online split-screen, player loyalties etc., will be unavailable unless the player as an online connection.
Map Creator
A first for the GW series, maps can be created and edited to one's desired spec. It applies to maps involving Ops mode, Co-Operative Ops mode, Multi-Ops mode, Team Vanquish, Vanquish Confirmed, Suburbination etc. The Hub - and it's smaller areas - can be edited as well, giving players a greater level of freedom.
More Character Variants
Most existing classes from GW2 will return with new variants, such as more Electro/Power characters, more Toxic characters, more Fire characters, more Ice/Frozen characters etc. There will also be a supremely large increase in the amount of variants for each class in the game.
Sticker Shop
The sticker shop comes with a dozen sticker packs, such as:
Mixed Reinforcements Pack - Gives 5 consumables ranging from pots and bots for defense, and weeds and browncoats for the offense against the enemy. Cost - 2,000 coins
Pots and Bots Reinforcements Pack - Gives 5 consumables consisting of Pots for the plants, and Bots for the Zombies. Cost - 2,500 coins
Weeds and Browncoats Reinforcements Pack - Gives 5 consumables consisting of Weeds for the plants, and Browncoats for the zombies. Cost - 2,500 coins
Uncommon Customization Pack - Gives 5 customization items for changing the appearance of your character. Gives at least one Uncommon item. Cost - 5,000 coins
Rare Customization Pack - Gives 7 customization items for changing the appearance of your character. Gives at least one Rare item and a Rare character sticker. Cost - 10,000 coins
Super Rare Customization Pack - Gives 9 customization items for changing the appearance of your character. Gives at least one Super Rare item and has the best chance of a Super Rare character sticker. Cost - 25,000 coins
Plants Customization Pack - Gives 9 customization items for the plants, and has the best chance of a Super Rare plant character sticker. Cost - 30,000 coins
Zombies Customization Pack - Gives 9 customization items for the zombies, and has the best chance of a Super Rare zombie character sticker. Cost - 30,000 coins
Spectacular Character Pack - Guarantees a new Rare or Super Rare character instantly. Cost - 50,000 coins
Legendary Pack - contains 5 Legendary items, also contains Legendary consumables and has the best chance of a Legendary character sticker. Cost - 150,000 coins
Scrumptious/Infinite Pack - contains 5 items and is a mix of Scrumptious and Infinite items to customize your character. Cost - 100,000 coins
Boss Hunt Mixed Pack - contains 15 consumable Pots and Bots to help you in the fight against a tough boss where both the Plants and Zombies must fight against as one team. Cost - 20,000 coins
Boss Hunt Plants Pack - contains 15 consumable Pots to help you in the fight against a particularly tough boss. Only available when a specific boss hunt is active. Cost - 20,000 coins
Boss Hunt Zombies Pack - contains 15 consumable Bots to help you in the fight against a particularly tough boss. Only available when a specific boss hunt is active. Cost - 20,000 coins
Stickerbook
The stickerbook has been revamped, with silver, gold, diamond, gem, scrumptious, infinite etc., versions appear in small boxes sitting to the right of a particular customization item. Minimizes the amount of pages in the stickerbook.
This is basically what I can think of at the moment.
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