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stukapooka's avatar
6 years ago
Solved

One thing that bothers me in bfn maps:verticality

It feels like I can barely get higher than the ceiling of a one story building and it feels like there is always an object nearby I can jump on just to get a little higher but it turns out it's surronded by an invisble barrier or its of little tactical advantage and just makes me a sitting duck in an open area and this is incredibly obvious in team vanquish maps where every bit of high ground has a way to be reached or is barely off the ground to the point where I feel like im playing a bad cod map.

It feels like they designed more classes to get to the high ground (especially snipers) but there is barely any high ground to actually take advantage of unlike gw1 and 2 maps.

  • The verticality of GW1 and GW2 is one of the reasons that made those games so awesome. It really sucks that BfN decided to go the whole “Paladins/Overwatch” route of making every map so linear and bland. It makes the world feel so claustrophobic if there’s countless invisible walls everywhere I go. And it’s really apparent in Giddy Park, too.

8 Replies

  • The verticality of GW1 and GW2 is one of the reasons that made those games so awesome. It really sucks that BfN decided to go the whole “Paladins/Overwatch” route of making every map so linear and bland. It makes the world feel so claustrophobic if there’s countless invisible walls everywhere I go. And it’s really apparent in Giddy Park, too.

  • stukapooka's avatar
    stukapooka
    Legend
    6 years ago

    @YaBoiMattyKYeah I hate the overwatch feel but even their heroes had more vertical options, like I remeber the castle in driftwood shores having to fight off soldiers and allstars (walnuts and shields allowed smart players to stack and get higher up but now all star is a bad tf2 heavy/Winston and cactus is a bad widowmaker clone in bfn) who would get to the ceiling and rain down on the objective as peashooters had to fight them off and how you could actually get on top of buildings in the backyard or soldiers getting on the disco robots plus junk towers in Zombopolis (Superbrainz was my main due in gw2 to his no cooldown high jumps which allowed for testing height and why I dont really like him anymore in bfn) but its impossible to get really high in giddy park or the regular maps.

    Another complaint I have with bfn is just how random and disconnected some of the maps feel with no underlying theme in pvz like time travel actually referencing the two sides and their present day conflict in gw2 or overall abandoned countryside/city in gw1 and it sticks out like a sore thumb with the pve areas having normal trex fossils (where did the chomposaurus go?) Or lack of character backstories from the almanac.

  • Could you imagine how cool it would be to be fighting on the broadcasting station from Town Center? It's already in Turf Takeover and its cool there, so why not implement it into the rest of the game?

    Even if it won't happen, think of the possibilities. For both Pressure Pier and Turning Point, they could open up the lighthouse so you could go inside it & attack from the top. Make it slightly smaller and wider and you got some potential for cool battles.

  • stukapooka's avatar
    stukapooka
    Legend
    6 years ago
    @Fork_x_Spoon Its a shame how in the pier pressure photo it looks like there could be so much to get on but in reality you can't get on 95% of it.
  • Yeah, verticality in bfn is trashed to the ground, for sake of balance, cause bfn trying to be overwatch and players should play where devs allowed. 

    Thats makes tight maps even more tight. 

    But i say gw2 already gone in a wrong direction, by plasing TONS of trash on map to reduce players vision and make battles closer. But in gw2 it wasnt so drastic, and dynamic saved fun. While bfn..  ...  ... 

  • Totally agree.

    And that was the reason why you would pick which character to use.

    Another thing that makes Neighborville less interesting to play since almost every character can get to the same height.

    Add to that that every character has the same speed which basically makes every character the same.

    I love how in the previous games you can climb up further and further to get a good view at the enemy. And also some maps are just designed to climb.

  • stukapooka's avatar
    stukapooka
    Legend
    6 years ago
    @MrKritiek Ugh the same speed makes it unbearable to look at classes the same way knowing all star can go the same speed as imp like what's the point of sprinting then?

    Yeah some areas of maps were designed to climb and use your class creatively to get higher where now it feels like the maps hold your hand and let you get up there.
  • I remember in GW1 where Foot Soldier and Peashooter were able to get to certain areas easier. It doesn't mean someone like Sunflower couldn't get up to a clifftop, but you can't just Rocket Jump to get there as her. BFN feels limited where they actively avoided exclusive areas because not all characters can get there. Even though not all characters can double jump, transform, heal, or sprint in all directions.
    In the website for the game, they make it seem as though the maps are larger than it looks (especially Tourist Trap Island).
    https://www.ea.com/games/plants-vs-zombies/plants-vs-zombies-battle-for-neighborville/about/maps

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