Communities Could be so Much Better!
I think communities are an awesome feature, but there is a lot left to be desired in its current state, and making the appropriate changes would make players enjoy the game more. Size of Communities Currently, communities can only maintain 15 people. In the Seedling Build, this was 24. In its current state, communities don't feel like a "community", but a small group. The amount of players should be nearly tripled to around 50, so it can feel like a truly active space. I have many viewers that want to join my community, but can't due to how limited space is. In response to this change, the Neighborville Watch can be made harder. If it was left untouched, people could get to the end within a day. Speaking of the Neighborville Watch... Neighborville Watch The Neighborville Watch is really boring, when it could be more engaging. The concept of working together for rewards is an awesome goal, but it really falls flat once the ball gets going. 1. Too much fluff The Neighborville Watch suffers from a lot of padding, such as worthless boosts (I haven't found a single person that actively uses them), and lawn decorations. I wouldn't mind these if there were small rewards that went alongside it. Maybe EVERY reward no matter what includes a small bonus of Coins and Plant XP? More frequent rewards (even if they are small) could help maintain retention instead of huge gaps with undesirable boosts/decor. 2. Once and never again As this service continues to grow and players continue playing, we will have better plants and any challenge to fill the Neighborville Watch will gradually fade away. Already, my community has finished days in advance before it refreshes, and this has resulted in players putting down the game for days. PvZ 3 in its current state doesn't have much to do outside of working together for one meter. I suggest that the Neighborville Watch can be filled multiple times, with the rewards multiplying per completion. Or maybe its a new meter with even rarer rewards, encouraging players to spend more time with their community? This way, there is always something to do in-game instead of waiting for it to reset every week. Kinda meaningless gifts... Sharing gifts is a good feeling, but PvZ 3 does it in the most unsatisfying way... It is incredibly easy to get Zen Garden tools, and feels like it WAS only added so you can give them to other people. There's so many tools in circulation, the chance you will run out is almost non-existent. Being able to share something else - like Seed Packets, would be much more encouraging. In fact, this used to be a feature present in the 2020 soft-launch. The game right now has some very rough progression, and I think this feature could help with fixing that! Additionally, being able to create a pool of resources people can donate to, and take from, would be very useful. If this is added, the community leader should be able to set some rules before you can take donations, such as: "X active play hours required" "X points contributed to Neighborville Watch required" "X level completed required" Communication is needed Communities need to have a chat system. What if someone needs a tool / seed packets, and couldn't express it? People could go to other third party platforms like Discord to solve this issue, but you could solve it yourself by adding a chat. 2020 PvZ 3 had a chat feature in its clubs, and it worked fine. Benefits By implementing these changes, you're making a stronger and memorable connection with your players. People are encouraged to play and help each other out more Everyone still has a common goal with better rewards and never feels like they have nothing to do / can't help Players can communicate, strategize, and share tips / feedback Improved player retention with a new mechanic PvZ has never had beforeChanges and my ideas for PvZ 3 Evolved
🔨Changes and Ideas🔧 🌳Levels: One of the game's biggest issues is the way the levels work, specifically their speed and the zombie hordes. With the fusions, the levels need to be longer to better utilize this new mechanic, including the return of PvZ 2's horde system, which was procedurally based on zombie deaths, rather than based on the level's duration as it is currently. Puzzles like in PvZ 1 and objectives like in PvZ 2 would be welcome to avoid repetition and please, remove the zombie modifications, this is not the only way to make the game difficult, besides that it makes the plant level system useless. 🔼Plant level system: I don't dislike the game's leveling system, I actually think it's much better compared to PvZ 2, but I think it's unnecessary to have to level up the fusions, it would be much cooler if we only leveled up the basic plants that consequently improve your fusions, maybe it would be interesting to improve the fusions only when you reach the skills, being able to choose which one you want. 🗺️Adventure mode: I really like that the story is now separated by comics, it would be cool if they were collectibles with more being added to the game, but I really hope there aren't 200 stages per comic, I think 50 in the way the levels are today would be reasonable, they also have to contain their own characteristics, like lawn, zombies, problems and objectives and their own "little world", similar to what the Chinese version did, but better. 🌱Zen Garden: It's great to see it again, but not in the form it's in the game. I felt like the Zen Garden is much "smaller" than it was before, but it's still very important for farming seeds. I think the rewards could be improved, but he health system really isn't great, and being limited to 24 hours with lifes is ridiculous. I also think it's interesting that it has its own screen like the other games, adding more pots and new modifications to the Zen Garden, as it currently is in PvZ 3 chinese (but it could still be improved). 👕Customizations: I don't really care about the game's avatars. I found them generic and wouldn't spend my money on them. However, I would spend money on plant skins. I would love it if the avatars became the heroes of PvZ Heroes, with each player being able to choose their own Hero and then having a progression path where you unlock more heroes, perhaps similar to what Brawl Stars does currently. Adding this to the gameplay with unique powers would be really cool, too, like the Seeds of Rage. ✨Piñatas: We know that piñatas will be in the game, I just hope it's a fun loot box and not so aggressive, I suggest doing it similar to Brawl Stars (again lol), you click with attempts for the piñatas to improve and consequently get more rewards, it would be cool if we had the chance to win random skins and fusions in the piñatas, it would give an air of surprise and a very fun reward And that's it for now, I hope you liked my suggestions, I didn't bring everything I want for the game because otherwise it would be huge and I know that the team behind the development of PvZ 3 is limited, so I chose only the most important points, I hope that at least one thing is implemented in the game.The current levelling system needs to change, as it punishes merging.
I hope the feedback in this post reaches the team. I have spent a good amount of time playing PvZ3, beaten Lawn Patrol on Medium, played daily for a few hours each day, and spent a lot of time talking to the community to gather their thoughts. In this post, I want to address the larger problems with scaling and levelling, which currently bottleneck the main progression. (There are other fixes I'd love to see, like handcrafted levels, a much better wave system, and replayable gamemodes, something to do daily, like Pinata Party, or a roguelike gauntlet, anything where you get to fight zombies and have fun, with difficulty options, - but those will need separate posts). It is entirely possible to fix this system without removing levelling as a whole or requiring another soft launch. In fact, adjusting this would majorly improve the quality of life, with plenty of room for players to spend money regardless. The current state of the game forces players to prioritize levelling the cheapest, most basic Merge Tier 1 (T1) plants. Exploring options or spending money on Tier 3s feels redundant because they are expensive and inefficient to level. Primarily, this is because plant scaling per level-up is exponential. Plant stats increase by around 20% per level, sometimes jumping up to 44% (like for levels 10 AND 11). On paper, plant stats double within 5 levels. Because zombie levelling scales exponentially as well, you will always need plants within 1-2 levels just to not feel like you're shooting at a brick wall. The second problem becomes obvious when Tier 2/3 plants require Tier 1 plants to be levelled before you can level them. Tier 2/3 plants are far more expensive to upgrade, and there are many more Tier 2/3 plants than Tier 1s. An easy example to look at is the Repeater vs. Peashooter. Because plant stats double every 3-5 levels, a single Level 13 Peashooter does more damage in a tile than a Level 10 Repeater, which you'd create by merging two Level 13 Peashooters. If you level a Peashooter to Level 15, imagine bringing yourself to level up every single Tier 2/3 variant of Peashooter to Level 15 as well. You won't even be able to level one of them. The resource grind in this game is intensively slow. Because of the lack of replayable gamemodes, and the fact that replaying levels provides no XP (in fact, there is no XP source from any daily or weekly activity at all), completing the Campaign and all available one-time rewards doesn't even give you enough to level a single Tier 2 plant to the level that you want. And because of how the difficulty works, like I mentioned before, getting a single Tier 1 plant to a high level is astronomically more useful than levelling any Tier 2 or 3 plants. That is not how I want to play this game. I want merges to be rare, and useful, and I want to use them. I wouldn't mind grinding for seeds to unlock plants slowly over time, if I could actually have those plants be usable when I do unlock them. If I unlock Sling Pea (Peashooter + Cabbage Pult) when my Peashooter and Cabbage Pult are Level 15, I'm not even going to consider using Sling Pea until I level it up to somewhere near Level 15 too. And I'm not kidding when I say that that could take weeks, if not months. I feel punished for branching out and trying new plants. Not to mention how few Tier 2/3 merges you are given at the beginning. Why acquire a Tier 2 fusion if you can't afford to level it? Why acquire it if a Tier 1 will outperform it at three times lower the cost? Looking at other games, one usual way you'd scale levelling is to front-load the strongest upgrades in the first 10-20 levels, while slowly decreasing the stat increases per level. This allows players to feel powerful immediately and try different options cheaply. That, or using linear power growth instead of exponential. If levelling stays exponential, I'd only expect a 5-10% increase in power per level, not 20-40%. Another solution I've seen floated that I very much agree with is to remove Levelling individual Tier 2/3 plants. Merged plants should inherit the level of their Tier 1 variants, whichever number is lowest. You can make Tier 1 levelling be more expensive that way, maybe increase the level cap to 50, and make each level individually less of a power jump, allowing players to make slow but steady progress over time. You could still require Shards and Chunks to unlock the Level 5 and 15 abilities for Tier 1s, 2s and 3s. This would remove the burden of "choosing" between Tier 1 and Tier 3 plants, which really should never be a choice. I'd hope I should never have to consider not merging plants, as it is the main gameplay of the game. I hope these problems can be addressed to make progression feel rewarding again.PvZ 3: Evolved - Seedling Build Wrap Up & A Heartfelt Thank You
Hi there, Garden Defenders! On October 7, we launched the Seedling Build for Plants vs. Zombies 3: Evolved, and since then, watching you dig in, tinker, experiment, and help us grow this early build has been sunsational. Every lawn defended, every plant leveled, every thoughtful comment you’ve made has helped shape the future of PvZ3 in real, meaningful ways. As the Seedling Build now goes offline, we would like to take a moment to reflect on what we’ve learned together and shine a light on some of the key insights we’re taking forward. The Avatar System From the day it sprouted, you shared strong feelings about the Avatar System introduced in the Seedling Build. And we heard you loud and clear. The system in its current form will be removed as this build comes to a close. Level Difficulty & Duration One of the biggest trends in your feedback was around level pacing and difficulty balance. Many of you felt that some stages ended too quickly, giving Tier 3 plants less time to shine. Others pointed out that certain enemies munched through the lawn with unexpected tankiness, creating sharp difficulty spikes (that some might say are spikier than Chainsaw Grass). We’re now taking a deeper look at level flow, challenge curves, and plant-zombie interactions to ensure the game feels fun, strategic, and rewarding. Neighborville, Your Yard & Sense of Place We also heard your thoughts on Neighborville’s map. That it sometimes felt too large, and that your yard and its immediate surroundings weren’t as central as you hoped. We’re exploring how to bring the spotlight back home, quite literally, by strengthening the connection between your yard, your adventures in Neighborville, and everything you grow, upgrade, and defend. What’s Next? Though the Seedling Build has wrapped up, our work on Plants vs. Zombies 3: Evolved is only growing. The feedback you’ve shared is guiding our next steps as we continue to refine, rebuild, and nurture the game behind the scenes. We can’t wait to bring PvZ3 back in a future build. Stronger, greener, and even more fun. Thank You From all of us at PopCap, thank you for watering our Seedling Build with us by battling zombies, merging plants, breaking our systems (nicely!), and telling us what you loved and what made you go “hmm?”. Your feedback helps us grow stronger roots, and your passion is the sun that keeps this garden going. We’ll be back soon with more to share and more for you to play. Until then, keep your seed packets ready and your lawn green. 🌻💚A discussion about PvZ 3's level design and how it could be improved
One of the most important aspects to get right in a PvZ game are the levels. Without good and varied levels, it is hard to enjoy the gameplay itself to its fullest and renders the experience stale, and that leaves a lot of missed potential that could easily be exploited for the most part. As of right now, PvZ 3 has to my eyes a few critical flaws in its level design: Lack of variation / Repetition: Many levels feel oddly similar to one another in their layouts; there lacks minigames / special objectives in between regular levels as well, similar to what is seen in PvZ 1 and 2 Poor usage of special zombies: There are sometimes multiple levels in a row that have the same or at least very similar roster of zombies; there is usually only between 1-2 specials per level that tend to get used way too sparingly. Some specials also feel like they get introduced at the wrong world/time, as they don't really synergize with the gimmicks presented at the time. Unsatisfying wave progression: Due to the wave progression being purely time-based, it sometimes leads to awkward moments in the middle of the level where the player has to wait for multiple seconds for new zombies to show up. The "huge waves" of zombies also feel in general too small and unremarkable, which makes them lose a lot on their "impact". With the flaws already discussed, here I'll share some ideas on how to fix most of those: A good way to keep the gameplay fresh is to add minigame levels with interesting gimmicks to work as a sort of "break" from the rest of the game. Some minigames that were already shown on previous PvZ 3 versions would work great here, such as Vasebreaker or Solar Storm. Additionally, you could also add level objectives like the ones seen in PvZ 2. Beating the level with the given plants, not letting the zombies trample the flowers, producing X amount of sun and planning your defenses to defeat the zombies were part of my personal favorites and they genuinely have a lot of potential to shine in PvZ 3 as well. Every level should have a different layout instead of it being picked randomly. It is very important to make each level different from the last. This would also allow to use the level gimmicks already present in the game in a far more creative and interesting way. Special zombies should be used and combined with each other more frequently to create interenting synergies and challenges to the player. Sometimes there could even be 3-5 special zombies on the same level for a more chaotic experience! The wave progression in the levels should work more similarly to the previous titles in the franchise: if the health of the current zombie wave drops below 50%, the game automatically spawns the next wave. That way, the "awkward moments" are avoided entirely. Additionally, the "huge waves" of zombies could wait until all zombies from the previous wave die before spawning to create a short yet impactful moment of tension knowing what lies ahead. The huge waves of zombies should be made more intimidating by making them spawn way more enemies than what they do currently. I hope this helps the developers to make the levels in PvZ 3 as enjoyable and fun as they can be!Bring and maintain the artistic style of PvZ3 in your logo.
PvZ3 had several logos, the best in my opinion was the 2021 one, combining the classic logo with the style of PvZ1 and PvZ3: This should definitely be the final and official logo for this game. The last two logos for Evolved look terrible! They don't match the vibrant art style of PvZ3, and they also look poorly put together and like they were made in 2 minutes in Microsoft Paint: Please consider keeping the modern logo instead of the 2009 logo. The modern logo evokes both nostalgia and a sense of modernity.Problems With PvZ3 Evolved : Early Acess
the date im writting this 4/12/2026, the game is in a really weird state where is incredibly slow to progress, you dont get enough seeds from the zen garden to unlock plants even the plant pass doesnt give enough for what the requirements are. the levels are either way too easy to the point where zombies take whole seconds to star spawning or you get bloated because zombies are incredibly high level making even a single browncoat sponge so much damage to the point that zombies coming behind get more than enough time to walk nearby and start stacking, leveling in Zombies was a mistake and it shows this early in the game where there are barely any special zombies, like what is gonna happen later when the game gets updates with more dangerous zombies? also because how hard is to level up tier 2 and 3 plants people has discovered that you can just level up tier 1 plants almost to the max and avoid interacting with the fusion mechanic entirely, on top of how hard is to unlock them they seem really pointless for now. now that we have acess to more modes, all i can say is that they all feel the same like whats the difference between playing adventure from lawn patrol or expedition? all of them are just levels with no gimmicks and the same zombies over and over again with very little variety the only reason people play these are for the resources that are incredibly hard to get, but that doesnt mean they are fun or good to play, also for lawn patrol can we please let people at least try the showcased plant for free? because not having the plant which most people dont will just use better options ruining the entire purpose of the showcase and for some final thoughs, the game still needs a lot of improvements, from gameplay standpoints to visual and music and mostly balancing issues, there shouldnt be 100 levels if there is barely any zombie variety or you wont allow players to unlock new plants easily, people prefers properly build levels rather than randomly generated ones, like nobody is gonna remember level 44 because it just played and felt like the rest, rewards are so poor people will probably quit the game before having the patience to wait 4 days to unlock a single tier 2 plant and level pacing needs to be fixed immediately because there is no middleground right now, is either so slow or you get spammed and all because of leveling balancing issues and the way the game manages waves in its code. and thats it, the game really needs a lot of improvements i wouldnt recommend launching it in this state yet and now that we are in the topic of variety, stages need more and new music, we want the charm of being able to see the lawn and the zombies with a chill music while we chose our plants before the chaos, levels really need new music per huge waves to not feel tired of the same music over and over again P.S Gargantuar, Imp and Bowling, Landscaper and similar zombies really need better models and animations theyPvZ 3 idea to remove plant/and zombie leveling
As I mentioned before I think both plants and zombies having levels is not good for this level because if tier 1 plants are higher level than there is no need to merge plants which ruins the entire point and zombie levelling just turns the game way too Grindy so an idea is to both remove plant leveling and to buff the merged to make players more encouraged some examples are Slaw slinger: cabbages burst into shrapnel dealing damage to zombies in a 3x3 area around the target Cab barrage: first cabbage spits into 2 dealing damage to zombies next door Repeater: every 10 shots shoots an additional pea Gatling pea: every 45 seconds ranks up Rank 1 shoots 4 peas Rank 2 shoots 5 peas Rank 3 shoots 5 peas and 1 pea in lanes next door and how to fix zombie levelling is for make more zombies spawn overtime also make some zombies resistant to specific plant types so you don’t use the same few plants every levelOdd Jobs should be replaced with classic minigames from the PvZ franchise.
The minigames in PvZ1 (and even 2) are one of the franchise's trademarks; they use plants and zombies in fun, non-generic minigames. The Odd Jobs in PvZ3 are pure boredom and make no sense in the PvZ universe! Consider bringing the minigames back; I guarantee the community will love them.Adventure mode needs to change
The adventure mode right now is undeniably flawed. Over a hundred randomly generated levels, no special objectives, and it doesn't feel like much of an adventure at all when it doesn't unlock you anything significant past level 30. I think with some changes like these, it can be much better. PLANT UNLOCKS First, and most importantly, the plants. You unlock all the plants early on and have nothing to look forward to after that. Even more egregious is that you don't unlock A SINGLE SEED that helps towards collecting evolutions. Once you unlock a plant, you're never getting another seed for it from here. Not only does this make it much harder to get fusions, especially as a new player, it goes against the entire point of the game. What's the point of calling your game PvZ Evolved if it takes days to unlock your first non-tutorial evolution? Now, in this idea that won't be a problem anymore. The first world, your house, should unlock you a lot of tier 1 plants. Not only that, you should unlock at LEAST 50 seeds each for each of them. This may sound like a lot, but it will only get you about four tier 2 plants, which considering the whole point of the game is the evolution mechanic, it's surprising this wasn't in place already. Also, when you unlock a plant, you should get it's respective tier 2 as well. This is to make sure no matter what there is some fusing to be had, and to help make the Zen Garden less tedious. LEVEL DESIGN The way it is now, the levels in this game are all the same. A randomly generated assortment of sod, or water tiles, maybe some lightning strikes if your lucky. I'm sorry to say Popcap, but adding in a bowler zombie every once in a while isn't enough. There really needs to be some creative, fun puzzle levels in this game. The possibilities are endless with the merging mechanic. Bring back the obvious ones, endangered plants, don't let zombies trample the flowers, mold colonies. But let's try some new ones, too. Maybe a few levels where zombies merge together, two basics touch and become a conehead, two coneheads touch and become a buckethead. Maybe make a level that restricts the number of fusions you can do. Just SOMETHING other than EVERY OTHER LEVEL. (this is completely ignoring how flawed the wave structure is but im sure youve already heard enough about that) WORLD STRUCTURE The first world is good as it is. Just getting the hang of the game for 20 levels. Should be a couple minigames thrown in there. The great thing is you really don't need a lot of puzzle/minigame levels, the fusion mechanic is a gimmick itself, and since in this idea of the game we unlock a lot more tier 2s easier, you won't get bored trying out different plant combos. Then, we move on to the campgrounds. Just two plants here, but we focus on them and spend these levels learning them and their fusions. Zaptail is the counter to the zombies here, and tangle kelp is an obvious choice for the water tiles. We'll make sure to actually use these plants in different ways, like endangered plant levels or by using zombies that counter them and make you think of a way around it. The MAIN thing I want here, is you unlock a LOT of seeds for these two. At LEAST 100 each. Let us unlock evolutions in the game LITERALLY CALLED PvZ EVOLVED! It really baffles me how stingy the game is with these things. The main points here, use the zombies and minigames to properly teach the player about these plants over the course of around 20-30 levels. TLDR: Make the worlds better teach the player how to use plants and counters with puzzle levels and actually letting them get a bunch of tier 2s. Each world should be around 25 levels. I really think this game has a lot of potential but you've gotta listen to the fans. All I've said here is stuff I hear from people across every corner of the internet. Hell, even my friends and parents have some of these complaints, and THEY'RE the casual audience this game is trying so hard to please. You've got the opportunity to completely reinvigorate the PvZ IP, but you can't remove what made the last 2 so great if you really want success.