Welcome to Zomburbia Features that should come back
evolved is definitely a better version then Welcome to Zomburbia, but i still misses some features that in my opinion should come back 1 Old Power ups the new power ups in PvZ3 evolved is pretty much useless, and since the is no plan to bring back insta use plants, i think bring back the old power ups from Zomburbia is actually a good idea, i really miss cherry bomb, the rake and the bubblegum machine 2 Grapes of wrath grapes of wrath is something that i really like in older versions, and i think there is no problem i'm bring them back, plus the grapes of wrath token system introduced in the last version was also very cool. 3 Zombies dropping coins just like the grapes of wrath tokens, in the last welcome to Zomburbia beta, zombies also drop coins, which was not only cool but also something present in previous games like PvZ1 and PvZ2 4 some old plants older versions have plants like chili bean, squash, plantern, bamboo shoot and silversword, could you please bring them back, even as fusions? i really like them Well, i think that's all, thank for listening to meStop Being Lazy, Respect Veteran Players & Deliver Real Content
1. Strong Discontent About Season Repeats & Lazy Content Development In this Title Update 0.5, the official statement mentions expanding test regions to support new players — starting with the Philippines and Ireland, then adding Singapore, Malaysia, and the UK. However, the actual changes are extremely lazy. The devs are planning to reuse Seasons 1, 2, and 3 for Seasons 4, 5, and 6, bringing back old seasonal content including Cab-Barrage, Dangerine, and Zapture themes. This is clearly cutting corners and avoiding making new content. Since the 2025 test build (version 26), many plants have still not been officially implemented. Content creators on YouTube have already data-mined and tested these hidden plants in battle, proving that plenty of unused content is already in the game. EA has more than enough resources to keep updating, yet chooses to recycle old seasons instead — this is completely draining the passion of veteran players. I strongly demand that EA stops being lazy, releases all unreleased hidden plants as soon as possible, and continues creating brand-new seasonal content instead of rehashing old seasons. 2. Critical Question: Endless Repeat Cycles? If you expand the test regions again after Season 6, will Seasons 7–9 just repeat the same cycle once more? Is this going to be an endless loop of reusing old seasons every time you add new players or regions? This is not support or care — it’s pure laziness and total disrespect for long-term players. 3. “Supporting New Players” Should Not Mean Hurting Veterans The goal of expanding regions and synchronizing old seasons is to help new players unlock seasonal plants, decorations, and rewards. But the current system is unfair and poorly designed: Simply resetting old seasons forces everyone to grind the same content, ignoring the time and effort veterans have already invested to complete all rewards. A fair system that supports both new and veteran players should be: Separate Main Season + New Player Exclusive Season system Veteran players continue on the current main season (Season 4) based on account creation time. New players get a New Player Welfare Season that automatically grants missed seasons so they can catch up all rewards without disrupting veteran progress. Region/server grouping by test batch Players who joined early testing can be assigned to Servers 1–16, continuing their progress on Season 4. Newly joined or new-region players start on a fresh Season 1 with independent progression. Both groups enjoy full, uninterrupted seasonal experiences. “Supporting new players” should never come at the cost of veteran players. And it should never be used as an excuse to avoid developing new content. 4. Core Requests Stop recycling old seasons. Release all unreleased/hidden plants and deliver genuine new seasonal content. Do not use season resets to support new players. Use a New Player Exclusive Season or server grouping by test batch to protect veteran progress and fairness. Please respect your testing player base. Don’t be lazy. Don’t be careless. Earn the trust of the players who have supported the game since the beginning.Meteor Shard Rewards From Adventure
Hello, PopCap! Just a complaint many people are having right now, a lot of us already completed the entirety of adventure before the update, but you only gave us 300 shards, which would only be the rewards from 20% of adventure, and you didn't give us any way to get the remaining 1200 we should've gotten... could this be fixed? It feels wrong for long-term players to be punished for having played the game beforeThis user is using content from pvz 3 for their pvz 2 mod
How brazen has this user become? Not only stealing content from other famous PvZ mods like Shuttle or Reflourished, but even PvZ 3, and passing it off as his own. The worst part is that the PvZ 2 art he uses isn't his; it belongs to someone else in China who put in the effort to create it, only for someone else to come along and steal it without a second thought. If you can do something about it, community, thank you.Some Seriously Overlooked Bugs That Should Be Fixed as Soon as Possible
I completed the previous survey, but it appears that many of the concerns I raised were not properly addressed. Therefore, I'd like to take this opportunity to outline them again here today. 1. Level progression is too slow First of all, level progression has never really been properly balanced in PVZ3. In the 2024 version, progression moved forward at an extremely fast pace, while in the 2026 version, it has become far too slow. As a result, the game feels uncomfortable to play. In my opinion, the progression system should take inspiration from Replanted and PVZ2 instead of simply adjusting the speed at which players advance through levels and treating that as a solution. 2. A major bug affecting projectile-Pult Plants I'm not sure whether the development team has noticed this issue, but there is a serious bug affecting projectile-throwing plants. No matter how many cabbages or projectiles a plant launches, once its locked-on target is defeated, all of the remaining projectiles it fired automatically disappear. This has a particularly severe impact when fighting animal-type zombies. Since pigeons and chickens often appear in large numbers, this bug greatly reduces the effectiveness of throwing plants. As a result, even a fully merged throwing plant can often eliminate only one animal zombie per attack, with all of its remaining projectiles being wasted. 3. Severe stat inflation Have you noticed how many zombies now have HP values exceeding 2,000? The numbers have become heavily inflated. What's even more concerning is that some regular zombies now have more HP than Screen Door Zombies used to have. This makes the game's balance feel completely out of proportion and undermines the distinct roles that different zombie types are supposed to play. For comparison, a Gargantuar had 3,600 HP in previous games, yet many regular zombies in the current version are already approaching half of that value. This makes the game's balance feel very unnatural. I hope the team will restore zombie health values to more reasonable levels. It's understandable to adjust the HP of Gargantuars and bosses for balance purposes, but ordinary zombies should not have such excessive health pools. In my opinion, basic zombies should have around 200 HP, and other zombie types should be scaled accordingly to maintain a healthier and more balanced progression system. 4. Basic plants have become far too weak The new version has significantly strengthened merged plants, but at the same time, basic plants have been weakened to the point where they feel nearly useless. For example, why does a Cabbage-pult now struggle to defeat a basic zombie as much as it used to struggle against a Conehead Zombie? In previous versions, a Cabbage-pult dealt 40 damage per attack—twice the damage of a Peashooter. However, in the current version, it takes roughly the same number of hits as a Peashooter to defeat enemies. This makes basic plants feel unrewarding to use and greatly reduces the sense of progression. While merged plants should certainly be stronger, basic plants should still remain effective enough to handle standard zombies without feeling excessively weak. I understand that this is not the final release version of the game. However, the issues I have mentioned are serious problems that currently seem to be receiving far too little attention. These are not minor concerns affecting only a small group of players—virtually everyone is being impacted by them. In my opinion, addressing these issues should be one of the development team's highest priorities, as they have a direct effect on gameplay balance and the overall player experience.Plants Vs Zombies 3: (SUGGESTIONS)
I like how they created a system full of adventures! Customizing your home by adding things that make it stunning is a great feature! More plants are added to the game with a plant-evolution system, which makes the game fun and exciting! They need to add 100 levels per themed battle zone/world and incorporate different challenges into the levels by customizing the tiles and features using the same graphic arts of the themed battle zone (per themed battle zone) as the game progresses. It or they (level/levels) will then need different strategies by using different plants (including the game's plant-evolution system). By doing these, the game will be longer, at the same time, less hassle for the game developer because they will use the same sprites or graphics for each themed battle zone or world. At present, most of the players playing a mobile game can finish a game in just 2 days to 1 week. It will make the game short-lived and boring after days/weeks/months/years of playing. Make the game longer by creating more worlds! Be creative! We can use AI or Chatgpt to help us create new ideas! The developer should add different challenges and/or features like the following: 1.) Winter land-themed battle zone/Winter land world - freezing wind, Ice blocks, frozen lake, ice melting, penguins, sliding tiles (fast-forward-moving tiles), etc. 2.) Snowy Mountain-themed battle zone/Snowy Mountain World - snowballs, avalanches, mountain goats, snow accumulation, steep-sloped tiles, etc. 3.) Deep sea or Ocean-themed battle zone/ Ocean world - fish, corals, algae (an oxygen-producing plant), water-submerged battle zone (slowing of movement speed and attack speed of plants), etc. 4.) Marshland or floodplain-themed battle zone/Marshland or Floodplain world - flood, lakes, alligators, mosquitoes, etc. 5.) Island-themed battle zone/Island world - Tsunamis, coconut trees, crabs, turtles, low and high tide, etc. 6.) Volcano-themed battle zone/Volcano world - volcanic eruption, pyroclastic flows, volcanic ash, lava flows, explosions, volcanic tsunamis, toxic volcanic gas release, etc. 7.) Desert-themed battle zone/ Desert world - a cactus, sand, quicksand, sand storm, etc. 8.) Wasteland-themed battle zone/wasteland world - a tumbleweed, extreme drought, heatwaves, earthquakes 9.) Mountain-themed battle zone/Mountain world - landslide, large rock formations, tiles hanging on ropes, etc. 10.) Cave-themed battle zone/Cave world - gemstones, bats, glow worms, cave-ins/roof collapse: cave ceilings, particularly in large, unsupported rooms, can fall due to instability, resulting in a sinkhole, etc. 11.) Jungle-themed battle zone/Jungle world - poisonous gas-releasing plants, acid rain (poisonous rain), carnivorous plants that will eat Dave's plants (randomly), mudflows, flooding, a plant that can be planted on a tree or a tile on a tree (referring to ferns), snake, massive flora and fauna (large jungle trees with large roots & large flowers), etc. 12.) Forest-themed battle zone/Forest world - insect infestation, plant decay (decaying of Dave's plants and the surrounding area), decomposing materials/falling leaves or seeds (leaves or seeds are falling out of the trees), Piling of leaves on the forest floor, etc. 13.) Grassland-themed battle zone/Grassland world - wildfire, locust plagues, overgrazing (excessive grazing by livestock disrupts the plant community and can cause soil structure to collapse, leading to irreversible erosion), etc. 14.) Power plant-themed battle zone/Power Plant world - laser fences, a nuclear storage, etc. 15.) The Grid-Lock Substation-themed battle zone/The Grid-Lock Substation world - tiles with electric mine traps, an electric charging station, etc. 16.) Tesla forest-themed battle zone/Tesla forest world - Tesla coils, lightnings, thunder, etc. 17.) Halloween or Cemetery-themed battle zone/Halloween Cemetery world - tombstones (randomly appear on the battle zone), dying trees, plant-eating Halloween tree, voodoo hexes, and sorcery 18.) Haunted Mansion-themed battle zone/Haunted Mansion world - dilapidated things, old picture frames, a grandfather clock, collapsing tiles/floors, dark place or a total blackout (they need to plant a Plantern plant to see the tiles/floor) 19.) Lunar-Fall Citadel-themed battle zone/Lunar-Fall Citadel world - glowing skulls, hollow knights, revolving floor (moving tiles in a clockwise motion), etc. 20.) Lighthouse or Watchtower-themed battle zone/ Lighthouse or Watchtower world - concrete block wall, concrete windows, birds, a staircase (different tile or floor levels), falling debris, etc. 21.) Sky-themed battle zone/Sky world - clouds, tornadoes, slow forward-moving tiles, etc. 22.) Space-themed battle zone/Space world - meteors, comets, random-moving tiles, gravity, moon, floating rocks, etc. They can add more themed battle zones for a more fun gaming experience! Use AI tools for more creative ideas! (You can ask ChatGPT if you want to) I'm hoping that these suggestions will be implemented in the game. *A loyal fan of Plants Vs Zombies.Improvement to main menu of PvZ 3
Since, the team really wants to focus on cosmetic monetisation aswell, why not do it in a better way. You can be inspired by your own games, like this lobby from PvZ Adventures. This is a big lobby giving players more ways to customise their things and also giving them a somewhat bigger Zen garden. I also wouldn't mind other players attacking our bases to get some loot, that gives this game more ways to play. After, you are done with most of the levels there is nothing to do except zen garden, which isn't good if you want a live service model. Expeditions are just boring with no depth just more extra repetitive levels with extra difficulty. Thanks! That's it for now.Complaint about the removal of land plants in water.
After today's update in Plants vs. Zombies 3: Evolved, I noticed that they completely removed the possibility of placing land plants in water. I want to leave my feedback here because this change greatly harms the gameplay and doesn't make sense within the game's own design. Negative impact on gameplay: Many strategies depended on placing land plants in water to deal with fast waves. Now, we are forced to use only aquatic plants, which don't have the same variety or usefulness. In harder levels, this creates unfair situations where there are simply no viable options. Inconsistency with previous versions: In PvZ 1 and PvZ 2, it was always possible to use land plants in water with water lilies or equivalent mechanics. PvZ 3: Evolved already had a simple and functional solution — allowing land plants to be placed directly in water. Removing this now is a step backward without any apparent benefit. I ask that you reconsider this change. The previous mechanics were more flexible, fun, and balanced. If the intention was to adjust the balance, there are better alternatives: Reduce the damage of certain plants in water; Increase the placement cost; Create an intermediate item (like the classic water lily). But completely removing the mechanics is not the solution. Conclusion: This change worsens the experience, limits strategies, and doesn't bring any real improvement. I sincerely hope the team will reconsider this decision and bring back the possibility of using land plants in water. Thank you for reading.