Forum Discussion
@mistincat wrote:
@senzanome1241999No way i'm clicking that
😂😂😂
Me and my phone are scared of nothing!
Here’s the document contents:
General issues Plants vs Zombies battle for Neighborville.
I'm testing the game to see if there are things to fix before the official release, but I am plagued by two alleged design flaws that, if not fixed immediately, can make the game fail.
1) From all those clashes with real opponents to Giddy Parkand in “turf takeover” it would seem that now all the characters inflict little damage per shot and this I can not stand because: almost always they shell me away when I'm about to finish them. To eliminate the opponent, you have to do very long duels and, in the meantime, sometimes, many bad things can happen and unforeseen. It is not easy to stay calm whennonsense become serious things and in “turf takeover” almost always happens that I find myself against three opponents who eliminate me because I have no chance to effectively damage them even with the tactics, cunning and intelligence (worse if I'm using a supporting character).
I know, by mistake, some brutal shooters and I am against violence but in this I am forced, without choice, to say that you should beat harder to survive in this game. Could you not:
- give back to the classic characters the power they had on PvZ GW2, increase between 10-25% the damage of primary and secondary weapons of each new character in the game;
Because I want to test this new version of the game so that I can give you advice on how to develop it but I can't do it or play with it if I can't have a character who can survive and explore it even where it's useful and difficult, and if my mental health is at risk.
Even the EA advisors I have talked to agree that fights shouldn't be so long and adrenaline-pumping (it's a 7+ game) and I'm not afraid of opponents inflicting more damage or being attacked from a distance.
P.s. Fixing the defect would not solve all the problems, because it seems to me that each character also has its specific bugs, old or new, but, unfortunately, I can not verify them bringing all the characters up to the level of "Master" by October 17 so you have to: either have patience and consider them when the game will come out, or to see them in an approximate way on October 17 or allow that the characters with new bugs to be promoted in a short time to “Master", so that you can study all their features and strategies unlocking the improvements planned.
However, if you fix immediately the first bug for which all the characters inflict little damage per shot, the situation will become more breathable and more observable.
2) You said that you leave it to the players to modify the characters according to their needs and desires, but in talking to the consultants, I realized that this is not really possible because, as I said earlier, I noticed that apparently the characters have problems with their skills, but I do not know if they can solve such problems by applying some improvements. However, in that case, because there are only seven spaces and if they are used to ensure the survival of the character, of course you do not have the opportunity to choose the fate of the character (especially on those support).
To allow the possibility to choose, I think you should increase the spaces to fifteen allowing you to let put improvements of choice in addition to those of need.
The EA consultants, however, found more correct my idea that you should eliminate the defects and bugs of the characters and modify them so that they are, at the grade "Recruit" without improvements, able to defeat real opponents of grade "Master" with improvements, defend themselves and win, using the right strategies. It would seem more sensible, because you could play well in the mode "Welcome mat" (if there is) and having characters already perfect, you can then freely choose with the improvements their fate (eg. you could decide that the sunflower is a doctor, a soldier or a runner). Wisely there should be no problems because I think that in the game you can take them to “master” in other ways than clashes with others and should actually become very strong but since their opponents would also have the same strength and with making the bosses stronger and putting groups of AI enemies more numerous the strength should still be well balanced.
Also if you really want to allow players to change the characters as they want I would recommend to add all the skills and subclasses that there are in PvZ GW1 and PvZ GW2 with personal improvements because the subclasses (eg. the Peashooter became a sniper with the Agent pea and a cannon with the Plasma pea) and skills (eg. you could decide if the sunflower was a support or an attacker based on assigning them the heal flower or the shadow flower) were one of the hearts of the choices and also some player could be deeply fond of them (I for example am always fond of the Mystic Flower and the Ice Pea, which then, with regard to the first bug I reported above, she would allow me not to let me escape the opponents).
From what I have calculated, any skill or subclass can be added to the game.
Certainly some subclasses and abilities have already been put into the game as improvements but it is wrong to believe that there can be no subclasses and abilities because they can be there too in this way but with new effects that replace those now taken in the improvements. For example, the Vampire Flower and the Count Chompula can be there as subclasses with the fact that now when they inflict damage they block healing attempts and health regeneration for about ten seconds and that they can have only their own improvements. The time snare can also be there as an ability with a longer recharge time and that paralyzes targets in a time bubble as it did in the trial version of the previous game and with two improvements, one that increases the size of the bubble and one that reduces the recharge times of abilities when eliminating trapped enemies. The psychedelic goat which is now a skill enhancement goatify can still exist as well as an ability but since I believe that the psychedelic goat enhancement allows the goatify ability to create goats already difficult to control; the psychedelic goat ability should create goats with a shorter duration as before but, this time, instead of being difficult to control the goats have no way to attack and can only run away so as not to get eliminated and add two of his too personal improvements applicable "unstable transformation" in which you suffer slight continuous damage while you are a psychedelic goat and "ugly awakening" in which the characters are instantly stunned for a few seconds at the precise moment that they have regained their true appearance and even the heal flower can be useful as the rain of suns if it generates five suns instead of three and with a much shorter recharge time and can also possess the improvements to become very resistant and be able to have two charges.
P.s. To correct this defect is not so urgent; therefore, please look for it and, if you find it, fix it whenever you want.
After all, I can not tell you exactly what is wrong because I cannot know the effects of the improvements that I have not yet unlocked and I will never be able to bring all the characters to "Master" by October 17.
I also know very well that many classic characters had bugs since the previous games but unfortunately I never reported them because I could never report a bug. In fact, I have not yet found the perfect way to show them through the video editing because on the forum there is not enough memory to put them and I can not use YouTube because sometimes there is also stuff of my privacy.
At most I can tell you what seems to me to be wrong with the characters excluding the improvements. I also thought about how you can put all the skills and subclasses of the characters in this new version of the game, and what improvements they may have, but it seems better to leave this to you (excluding the examples above).
Honestly, I took the version of the game Founding Neighbor not because I wanted (I'm always of the idea of having the game disc format as I've always done) but to try to find a chance to find a way to contact you and send bugs (I will now have more than forty among all the EA games I have) and I just try to help you make the games better, sometimes with devotion (personal stories), but unfortunately I can never do it (I do not even know how they are activated and use these privileges and the chat).
Everything I've managed to do over the years is to send feedback to Specialisterne on a graphic bug via Wetransfer (unfortunately there was an oversight of privacy that I have now corrected) and explain some other to some consultants EA by phone, but it is clear that, in doing so, they do not get there.
Please, just do me a favor and look at this feedback that was enough just for me to write here (but not all bugs can be explained in writing or in pictures) and if you have something to tell me write to me that as soon as I have time I'll look.
Goodbye.Maybe after October 17th I'll tell you how I found the game.
I got as far as "psychedelic goat"
- 6 years ago
@mistincat wrote:I got as far as "psychedelic goat"
Oh my gawd!!!
You're KILLING me this morning. Buy a PS4. Now. Make fun of @dwooten77 with me, pronto!