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Thanks for your input. We agree on a lot of things here and I hope Popcap takes all this to heart for the next PvZ shooter. A couple of things I wanted to comment on from your post:
- I get what you mean that the Zombie controlled levels are gloomier than what we are normally used to but I also feel they have intentionally lightened the mood with humor; the disco diner in Zombopolis, the silly zoo in the park area of Zomburbia, and the various signs and funny adverts all over the zombie controlled levels add some levity while the general mood is made more zombie-like. I do agree that the plant controlled levels feel more cheerful overall though. I think more of a mix would be great. I never really found even Zombopolis to be that gloomy thanks to the game’s humor but the plant focused levels are unquestionably brighter and more cheerful.
- There were some challenges in GW1 that simply never worked. The one I’m thinking of off the top of my head was vanquish a certain number of plants after warping as a scientist without being vanquished. Even when I did it far in excess of that requirement (like vanquish 5 and getting a 12 vanquish streak after warping) it never worked. The challenge stars were almost required for ones like that. Also like you pointed out they often led to you playing in a counterproductive manner. I never liked the challenge system in GW1 much.
- It’s been 3 years but I swear GW1 launched with coin packs (at least on PC where the game launched later than consoles). GW2 it feels built in but the packs weren’t available for a couple of months. The sticker packs in GW2 are more expensive for sure; the basic reinforcement pack is 1k in GW1 and 2.5k in GW2 as a quick example. I agree that coins should have more weight. I don’t want to see basic packs cost 60k in the next game.
- I also hit on Rux and the portal grind. I love the portals and Rux is a cool idea but stringing out the content and giving us such limited access to the stickers each week is bothering many people, even as they still play but in ever decreasing numbers. Honestly announcing Frontline Fighters as the last major DLC probably made some people turn away. People are still playing even on the ‘dead’ PC community (which is annoying when people claim this as it’s far from dead but people thinking it is keeps some people from getting into the game) but knowing no new major DLC is coming has put a damper on things.
- The leveling thing I noticed too but as I play every character I didn’t really see this as a problem. I do focus on some more than others of course. I wouldn’t have an issue with a hybrid of leveling any class with any variant based on an xp instead of a challenge system. Hitting max rank wasn’t really onerous though and you get 20k coins every time you rank up a character. Your idea for GW3 is pretty cool. I do the quests from the board every time they are up already so an additional incentive would make them even more attractive to the community as a whole.
- I never really agreed with the Unicorn Chomper limitation. I have it as I maxed my rank in GW1 but my friend had issues with his account and GW1 so he only got max rank via using the unicorn chomper in events. I do like a loyalty bonus in a game series like this but perhaps something else would be better (bonus coins perhaps?)
- A common complaint has been the legendary stickers, especially the characters. I was fine with things being super rare at worst and while I love some of these legendary hats and characters, I also sympathize with people frustrated with their inability to get these stickers. People have other responsibilities and even playing as much as I do, which is quite a lot, it took me a lot of coins and Infinity Time runs to grab these. Perhaps remove legendaries from packs and have them only for sale at Rux or some other store to reduce the RNG in the new game.
- A universal sticker pack would be cool. Even if as you say it’s expensive. Holiday events are especially difficult for those that have to travel to be with family so giving those packs or at least having them available for longer would be a nice change.
- For solo play I’ve noticed that too. With normal mixed teams the AI only uses basic variants. I’d like to either be able to select or randomize the bots in these matches to give more variety and a team that more closely matches PvP. I also would love more story style quests to play and more activities in the backyard. We had some and many are funny (Grumpy Stumpy was a personal favorite), but more would be a great addition to the game.
- I like a mix of updates and giving us large and small ones give us goals to reach and to keep people playing without it being a drag or feeling too grindy. We had a couple small ones but not enough DLC overall. More stuff is good!
Some additional things that I thought about since posting the original post here:
- The potted plants in GW2 are more survivable than in GW1. This is a solid change as I burned through a ludicrous number of potted plants in those 2 ops last night AND I was healing them as a Sunflower! They simply died far too easily in GW1.
- The trials of Gnomus area is a very interesting and great looking area but it’s seriously underutilized. I haven’t been down there since unlocking both characters as I have no reason to; I opened all the chests, beat all the trials, and unlocked the characters so there’s nothing else there. I would love to have a reason to go down there now. I’ve mentioned this before but it’s obvious a lot of work went into this place and it’s a shame that I no longer have a reason to go down there.
- And this one has been mentioned many times and while only a quality of life feature is a huge one; please Popcap, make customizing and selecting characters simpler and faster. Scrolling through so much stuff as a single column is a major pain. Streamline this process in the new game!
Thanks for the kind words. A few of the things you said got me thinking.
@ Iron_Guard8 wrote:
- I get what you mean that the Zombie controlled levels are gloomier than what we are normally used to but I also feel they have intentionally lightened the mood with humor; the disco diner in Zombopolis, the silly zoo in the park area of Zomburbia, and the various signs and funny adverts all over the zombie controlled levels add some levity while the general mood is made more zombie-like. I do agree that the plant controlled levels feel more cheerful overall though. I think more of a mix would be great. I never really found even Zombopolis to be that gloomy thanks to the game’s humor but the plant focused levels are unquestionably brighter and more cheerful.
The humor helps, don't get me wrong. The problem is, in an active battlefield I'm not likely to be reading or really even taking in the funny sights. All I see is the general atmosphere. Another thing is Zomburbia and Moon Base are technically day, but the zombie lighting gives it an unnatural darkness. Zombopolis I am more forgiving of because it is night so the lighting is more natural. Perhaps I am overly sensitive, or perhaps it has worn on me over the countless hours of leveling and coin collecting. Still, I can't help but point out I never had that problem in GW1.
On a deeper note, I suspect it is a natural reaction to the zombie style. Zombies started in the horror genre, one designed to get reactions based on being uneasy. Even in a cartoony setting the zombie style retains that uneasy origin. So it is very possible it is a reaction to design choices. Again, I could be overly sensitive to settings like this. (In life I am more of a watcher and observer, so I tend to be more engulfed in my environment than others.) If anything a better mix would help the situation, switching between the two should lessen the effects. (Were as now even Great White North and Time Park retain the darker feeling.) Just something for PopCap to think about.
@Iron_Guard8 wrote:
- There were some challenges in GW1 that simply never worked. The one I’m thinking of off the top of my head was vanquish a certain number of plants after warping as a scientist without being vanquished. Even when I did it far in excess of that requirement (like vanquish 5 and getting a 12 vanquish streak after warping) it never worked. The challenge stars were almost required for ones like that. Also like you pointed out they often led to you playing in a counterproductive manner. I never liked the challenge system in GW1 much.
I knew I was forgetting a bunch. It has been awhile since I really focused on GW1. I also recall vanquishing foes under 20 hp being very obnoxious. I remember doing a lot of frustrating challenges. I will say though, a good majority of the frustration came from the unpredictability of human players. I wouldn't consider under 20 hp frustrating for plants since I had Ops. Plus, I'll bet even warping vanquishes would be more tolerable in a PvE setting. What I am saying is, were GW1 to be rereleased I could tolerate no change to the challenges IF there was an accompanying solo mode. But, don't get me wrong, if a remake made two changes removing the, in a session, under 20hp and without being vanquished challenges would be a close second pick. (A player's work should never be reset when completing a task.) I'm sure there are more but since its been awhile they escape me.
@Iron_Guard8 wrote:
- It’s been 3 years but I swear GW1 launched with coin packs (at least on PC where the game launched later than consoles). GW2 it feels built in but the packs weren’t available for a couple of months. The sticker packs in GW2 are more expensive for sure; the basic reinforcement pack is 1k in GW1 and 2.5k in GW2 as a quick example. I agree that coins should have more weight. I don’t want to see basic packs cost 60k in the next game.
I think you are right about PC. In fact, I think the announcement and implementation lined up with the PC release. I played on Xbox 360 (Now on PS4) so when I started there were no coin packs. I didn't buy GW2 until this past May so I can't speak on it. However, I have a feeling that even if coins weren't available at launch that the developers always had an intention to add them to GW2. (Opposed to GW1 were if I recall they promised they would not add micro transactions.) That mentality seems to have appeared in the prices for things. (That or artificially dragging out content, either way, not really acceptable.)
@Iron_Guard8 wrote:
- The trials of Gnomus area is a very interesting and great looking area but it’s seriously underutilized. I haven’t been down there since unlocking both characters as I have no reason to; I opened all the chests, beat all the trials, and unlocked the characters so there’s nothing else there. I would love to have a reason to go down there now. I’ve mentioned this before but it’s obvious a lot of work went into this place and it’s a shame that I no longer have a reason to go down there.
This is something I hadn't thought about but, from a developing prospective it is very important. GW2 seems to have a lot of single functional things. The trials of Gnomus area and each of the trials, Infinity Time, and some quest related places. It is a lot of effort to create such places, effort that could be used for more frequently used things. Don't get me wrong, it is a very nice touch. But, for such a massive area such as the trials area to be used for exactly one thing it feels like a wasted effort. Going forward I think that special areas like these need multiple uses, and to designed so that they can have multiple uses. (Opposed to how things are which leave me feeling like "Why didn't they just put the effort into a new map or two.")
- Iron_Guard88 years agoLegend
So a big thing I noticed after playing some more GW1 as well as my regular GW2 time:
- A big change from GW1 to GW2 was the coins from the bonus garden (Enchanted in GW2) now give everyone the coins, in GW1 only the person who grabs them gets them. This is a serious positive change I had forgotten all about and I am most appreciative of this one!
- 8 years ago
time for my stuff: (heads up, i am sometimes not that deep of a thinker so if you are expecting more, then, tough)
what GW1 did good:
- the maps had an abandoned feel, and were set in towns which gave it an original PVZ feel
- turret ability, I really like how engineers could build turrets away from the teleport, and also upgrading,
- size of turf takeover, they were amazing and was always fun to play
What GW2 did good:
- single player, there were missions on both sides which were fun to do when not playing multiplayer. they were fun, and kinda simple.
what GW1 & 2 did badly:
- (sigh) turf takeover, (for both of them) there was so much that could have been done with this, they could have created some awesome play styles with these maps, I have played Star wars battlefront online, you would know about the game mode supremacy, this was a game mode where there were 5 specific zones on the map, both sides both sides have two already in their control. when the game starts both sides fight for the centre zone and when a team captures a zone the enemy fall back to the next zone which the opponent already owns, I wish this same play style was in a GW game.
- DLC: this game should be like PVZ 2 (NOT GW2) they are always adding new stuff to it, if this were the same with GW, there would be a heck of a lot more players always, and yes I know PVZ 2 aren't making anymore worlds but they are constantly adding new plants, events, and pinnate parties. (olay 🥳 cha cha cha)
- Iron_Guard88 years agoLegend
Some interesting points @NerdBunker_Sam,
- I've been curious about why the engineer turrets in GW2 are a single stage construct instead of the original 3 stages form GW1. Maybe to streamline playing an engineer and now rose as well? I liked upgrading the bots and having a spot or 2 near the capture points too, but it's never bugged me in GW2 that we can't. If GW3 brings that back, cool, if not, no harm done really. I do want the engineer drones back as an option in lieu of taking the big bolt blaster though!
- Honestly I like both games' TT maps. In general I like GW1's slightly more but I quite enjoy GW2's as well, especially Moonbase Z and Zombopolis.
- From what I've seen the new game will have a lot of single player content. GW2 had a lot of fun solo stuff to do as well as multiplayer, part of why I overall like GW2 more than GW1.
- I'm a big fan of Turf Takeover but adding a new mode like that; where both sides start with some points and fight over a middle point and then push the other team back was also in TF2. They could add a mode like that with new maps so the starting areas match the team (plants or zombies) and changes occur over the areas as one team takes them over!
- More DLC is a good idea. I play PvZ2 on my phone at least a little every day. The new PvZ shooter needs to have a lot of DLC; new variants, maps, customizations, and other stuff would be awesome.
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