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Hello_There_o_'s avatar
6 years ago

My suggestions to help improve bfn and maybe even make it better than garden war

Ok, right off the bat I am one one the people who prefer the garden warfare games over bfn but I am willing to accept bfn as a separate game, the main issue is how bfn as a separate game still has so many issues and the sad thing is that it has so much potential to be a game better than either of the garden warfare games, the map design is fantastic and the pve content is amazing, the cosmetics are great and not having to open packs for reinforcements is one of the best changes gameplay wise, but that's pretty much where it ends and let me be blunt here, the PvP is flat out bad

First and foremost change the gunplay, I don't even know how you managed to make the gunplay and controls so much awkward, making the slender designs of the zombies and smaller plants very hard to hit with hitscan characters

Basically make the gunplay not awkward and hopefully just like it was in gw, don't try to fix what was never broken

Add varients back. Honestly the amount of variety they provided is simply too much to pass, take a look at how many varients gw2 had it was extremely fun to try out the different playstyles of all of them

You can leave behind a select few classes like the necrose because jinx is now a stock ability and maybe leave the spray chompers because they would be too similar to Snapdragon (instead the spray chompers could basically become Snapdragon varients) but apart from that just bring all the varients back

Make the supports actual support and not medics, it's just ridiculous how badly sunflower was treated I am not saying she is underpowered what I am saying is that she went from a fun character to a completely boring one, instead of having great damage as a glass cannon that can also heal at the side she now basically makes another character immortal while she can do literally nothing, just make her and scientist how they used to be, great fun characters that can be the best killing machines that can heal others on the side but it's not their only purpose

Add the smaller side quest stuff in pve to make the world feel more alive, I literally cannot even count the amount of fun side stuff in garden warfare 2 backyard, it was insane how many side characters there were around every corner of the map

Some other suggestions in pve would be to make the timer in the wave 5 elite boss an optional side goal, garden ops are not boss hunts, they are stuff we do with randoms I once got the pumpkin squash which I think is supposed to be something like the spooky squash boss hunt and let me just be clear here, me and my team did the whole thing with the seed boil boost perfectly without wasting a second but he was still left with like 20-30% hp when the timer ran out and in another game we beat the robot gargantuar with literally 3 seconds left on the clock, make the time limit a bonus objective

Speaking of garden ops, i actually like the new 5 wave system as I kind of felt like a lot of the waves used to be repetitive filler before, although things I definitely want back are multiple locations for gardens and graveyards, with occasionally some of them being enchanted or cursed to mix things up and the final escape wave, like the last escape part was one of the best moments in the originals, just spawn crazy bosses and and random garbage everywhere when you race to the escape zone

Lastly something of an incentive to send people to the pve zones, in gw2 the moment you spawned in the backyard hub you could look at all the stuff surrounding your base and head straight into the side alleys and talk to NPCs for side quests and right next to you Dave bot or the zombie guy were there with basic quests followed by the game then telling you about the various other quest characters and how doing their quests will give you the badges to become an agent and everything

In bfn I literally won't even be surprised if half the players don't even know the pve stuff even exists

If we instead had some zombie/plant agent person that gave you don't basic quests which would then be followed with him telling you to go to weirding woods and then you get a badge after doing the whole Deadwood thing and when you collect all the badges then it opens up like a new exclusive room for you with some stuff to reward you and maybe one last final quest (could be like infinity time but could also be different) I feel like having something like that is a lot better than what we have right now where there is a serious lack of incentive

Also some balance changes like making it so that you can't sprint for 10 seconds after taking any damage but buffing the non sprint speed to the same as in garden warfare would be nice as well, honestly just making the aiming and gunplay the same as garden warfare alone would make the game feel great and varients on top would make it even better

9 Replies

  •      I know that you went over the variants but what the ability variants like the solar beam for sunflower or what about how you actually did boss hunts for a special event in PvZ Garden Warfare and it was extremely difficult but fun at the same time. 

  • "Ok, right off the bat I am one one the people who prefer the garden warfare games over bfn but I am willing to accept bfn as a separate game, the main issue is how bfn as a separate game still has so many issues and the sad thing is that it has so much potential to be a game better than either of the garden warfare games, the map design is fantastic and the pve content is amazing, the cosmetics are great and not having to open packs for reinforcements is one of the best changes gameplay wise, but that's pretty much where it ends and let me be blunt here, the PvP is flat out bad

    First and foremost change the gunplay, I don't even know how you managed to make the gunplay and controls so much awkward, making the slender designs of the zombies and smaller plants very hard to hit with hitscan characters

    Basically make the gunplay not awkward and hopefully just like it was in gw, don't try to fix what was never broken"

    Yeah, the funky character models definitely do make crits harder to get, I'll agree with you on this one, what I WONT agree with you on though...

    "Add varients back. Honestly the amount of variety they provided is simply too much to pass, take a look at how many varients gw2 had it was extremely fun to try out the different playstyles of all of them

    You can leave behind a select few classes like the necrose because jinx is now a stock ability and maybe leave the spray chompers because they would be too similar to Snapdragon (instead the spray chompers could basically become Snapdragon varients) but apart from that just bring all the varients back"

    ...Is this. I don't know how many times I've had to tell people this but, I guess I'll do it again, VARIANTS MADE GW GAMES WORSE (in my opinion) BY CLUTTERING UP MENUS, MAKING 100% COMPLETION MORE OF A CHORE, AND THROWING BALANCE OUT THE WINDOW! (as well as a few other things, but these are the main reasons I despised variants, I much prefer the new loadout/upgrade system introduced in bfn)

    If variants are added into bfn and are as unbalanced and awkward as they were in gw2, I'm quitting.

    "Make the supports actual support and not medics, it's just ridiculous how badly sunflower was treated I am not saying she is underpowered what I am saying is that she went from a fun character to a completely boring one, instead of having great damage as a glass cannon that can also heal at the side she now basically makes another character immortal while she can do literally nothing, just make her and scientist how they used to be, great fun characters that can be the best killing machines that can heal others on the side but it's not their only purpose"

    You ever play the game or watch videos during founders/launch? Scientist was considered the best zombie (or one of the best) during the founders/launch days of the game, also, sunflower and scientist are made to be support characters, not DPS, that's the offense characters jobs.

    "Add the smaller side quest stuff in pve to make the world feel more alive, I literally cannot even count the amount of fun side stuff in garden warfare 2 backyard, it was insane how many side characters there were around every corner of the map"

    Eh, I never really cared about the gw2 sidequest characters, the only reason I ever did the sidequests was for the coins/hats.

    "Some other suggestions in pve would be to make the timer in the wave 5 elite boss an optional side goal, garden ops are no"t boss hunts, they are stuff we do with randoms I once got the pumpkin squash which I think is supposed to be something like the spooky squash boss hunt and let me just be clear here, me and my team did the whole thing with the seed boil boost perfectly without wasting a second but he was still left with like 20-30% hp when the timer ran out and in another game we beat the robot gargantuar with literally 3 seconds left on the clock, make the time limit a bonus objective"

    I can get through rounds of ops perfectly fine, with lots of time left to spare, in my opinion the ops bosses are fine difficulty-wise, maybe your team is just not playing well.

    "Speaking of garden ops, i actually like the new 5 wave system as I kind of felt like a lot of the waves used to be repetitive filler before, although things I definitely want back are multiple locations for gardens and graveyards, with occasionally some of them being enchanted or cursed to mix things up and the final escape wave, like the last escape part was one of the best moments in the originals, just spawn crazy bosses and and random garbage everywhere when you race to the escape zone"

    The escape zone crap was boring and silly, if one of your teammates died at the very last second you'd get less coins, I shouldn't have to settle for less coins because my teammate died and we didn't have any time left to resurrect him/her, that's dumb.

    "Lastly something of an incentive to send people to the pve zones, in gw2 the moment you spawned in the backyard hub you could look at all the stuff surrounding your base and head straight into the side alleys and talk to NPCs for side quests and right next to you Dave bot or the zombie guy were there with basic quests followed by the game then telling you about the various other quest characters and how doing their quests will give you the badges to become an agent and everything

    In bfn I literally won't even be surprised if half the players don't even know the pve stuff even exists

    If we instead had some zombie/plant agent person that gave you don't basic quests which would then be followed with him telling you to go to weirding woods and then you get a badge after doing the whole Deadwood thing and when you collect all the badges then it opens up like a new exclusive room for you with some stuff to reward you and maybe one last final quest (could be like infinity time but could also be different) I feel like having something like that is a lot better than what we have right now where there is a serious lack of incentive"

    Yes! Yes! Absolutely YES! We DEFINITELY need longer loading times for giddy park because of a sidequest NPC! /s

    "Also some balance changes like making it so that you can't sprint for 10 seconds after taking any damage but buffing the non sprint speed to the same as in garden warfare would be nice as well, honestly just making the aiming and gunplay the same as garden warfare alone would make the game feel great and varients on top would make it even better"

    Like I mentioned earlier, variants were dumb and busted, no thank you.

    Not being able to sprint for 10 seconds is also stupid, people would be almost unable to move just because they got hit for 2.25 damage from a snipetron.

    It'd also encourage people to just respawn whenever they get hit whilst sprinting, since they could bypass most of the 10 second wait.

    The non-sprint speed definitely needs a bit of a buff, but not to the extent of being like the gw games, that'd make sprinting so much less worth it since you'd only go like 7% faster than you normally do, besides, there's upgrades out there if you want to move faster without sprinting, use them!

    Also, the gunplay and such is fine, I find it to actually be better than the gw games, idk why but it just feels better to me.

  • Sammichu's avatar
    Sammichu
    6 years ago
    @chogath_player yeah... My post does look a little messy, should I make the quote marks bold or something? Would that help a bit?
  • TheSprinter85's avatar
    TheSprinter85
    Hero
    6 years ago

    I think Pop Cap nailed the PvE, because there are many challenges to complete, collectibles and rewards to obtain, and medals to get, but the PvP may need some more work. The PvP is getting better, if it keeps improving it than more people would be more positive about the game.

  • Sammichu's avatar
    Sammichu
    6 years ago
    @TheSprinter85 Same here, PvE in this game is miles better than gw2, gw2 had boring quests with little variety, and the 10 wave ops were boring as heck, especially when your team got wiped on the last wave ending in you getting no coins.
  • @Sammichu I agree with some points but Disagree with others.
    Firstly Variants ruining Gw2 means that you think Gw2 is a bad game considering Variants we're a big meat of the game. Plus whilst it may seem easier to balance 20 characters as apposed to 100, a game will always be unbalanced unless there's barely any diversity. I'm not saying add variants back but saying that they're a bad edition is just kinda odd.
    Secondly, the main problem with pre patch scientist wasn't his damage it was the fact that he was basically immortal with warp and the sticky heal thingy, and even if he did a good amount of dps scientist has always been a hybrid between a support and close ranged specialist so nerfing the damage (IMO) was a bad thing, they should've given him fall off, nerfed warp to where it has an actual windup, and made it so sticky heal thingy doesn't give as much self sustain.
    Also I feel as if many elites need reworks as basically all of them except 3 (objectively) follow the same pattern of "when I get to x amount of health do a minigame that's so easy a foetus can beat it and repeat about 3 times", why don't elites have new attacks, or a neat gimmick as apposed to just following this pattern? Though I've talked about this many times so I'll just keep it brief.
    The escape sequence had a sense of tention and was fun because of the amount of dopamine you got when trying to escape. In BFN it's just "oh you completed this wave here's your prize", which really is nowhere near as exciting as the tense moments in Gw1 or 2s ops.

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