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4 Replies
- stukapooka5 years agoLegend
@Iron_Guard8Not to mention the fact that without prize maps the cosmetic buyables are practically paper thin in bfn so coins were useless until the new characters came out.
Imo consumables and reskins were annoying but without them the economy in game runs out too fast as bfn has proven. - Iron_Guard85 years agoLegend
@stukapooka Agreed on all counts.
It would be be nice for the currencies, especially coins, always be useful for something! Maybe mini-games or to personalize a private garden/graveyard/playground/etc. or something where we can spend those coins. When BfN first launched, I always enjoyed breaking all the things in the free roam zones and getting coins, tacos, marshmallows, and sheriff badges, minor but a little extra reward for making a mess. Now, they feel so unrewarding that's lost that extra little fun it originally had.
- stukapooka5 years agoLegend@Iron_Guard8 Yeah the pve currencies really lost their purpose fast.
Bfn really screwed over it's economy because now the only thing to buy is some fancy costumes not variants, consumables, and multiple cosmetics at a time (imagine bfn without text bubbles or emojis and it gets even worse).
Rainbow stars were also guilty given that it would take a player months to earn them without slaving away in the hell that was ranked battle arena. Imo the stars were also pain because rather than just simply play the gamemode like in gw2 we now have to do very specific challenges (and some were pretty dang frustrating).
We also lack the regular stars (which had quests that utilized variants and ops more so players would play different modes and characters) players could exchange for rainbow stars so even offline players could keep earning the stars to get items or keys from the chests.
If we ever get another pvz shooter it has to correct how badly bfn destroyed the economy. - Iron_Guard85 years agoLegend
One of the things that I liked in BfN over GW2 at first is that once you hit cap on a character in GW2, any XP you earned did nothing so at cap, XP was worthless. I had long asked for XP earned at cap in GW2 to give coins or something, so that it always felt useful. With BfN's prize maps and any XP, capped or not, earned prize bulbs, I loved that idea even if not a huge fan of the bulbs/map situation. Then we ran out of maps and bulbs became useless along with the challenges and the XP earned towards those bulbs so that initial positive became a negative.
I'm only an amateur board game designer on the side (QC technician is my actual job), so I'm no expert at what to do for a new shooter, but anything we earn in game should always be useful, even if less useful later on as we finish certain goals. Maybe have summonable walkers, weeds, bots, and pots be infinite once we unlock them, but they cost coins to summon based on how powerful they are (and in this case, they'd have to manage any real money purchases to avoid pay to win issues). For example, a regular browncoat would cost say 1000 coins, but an outhouse zombie would cost 5000 or something like that. It may not 100% prevent the spam of outhouse and coffin zombies we see in GW and GW2, but would avoid the issue where you can't summon anything or only the most basic pot/bot we have in BfN.
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