Board Thread:Plants vs. Zombies 2: It's About Time/@comment-26212615-20141108113017/@comment-1764483-20141112210758

Starfruity wrote: The problem is that the fan base complains no matter what. They complain if new worlds take too long, but they complain if worlds come out quickly and have low amounts of levels or are badly put together. That's why I like the two part system: We get levels more often, but they don't have to hurry and make them too quickly. Unfortunately, they're often still crappy. Yeah... to be honest, I like that system too, in a way. Perhaps it could go like this (using my system, for Ice Age):

3.8 = Linear levels are released, containing ten levels.

3.9 = Keys and Brain Busters for released. A single key unlocks a Brain Buster, which are their own button, replacing the Vasebreaker button (which is now a Brain Buster). Keys are then exchangeable for 1000 coins each, once all Brain Busters are unlocked.

4.0 = Endless Zone released. They stop getting harder after 100 levels, and save sun between levels, akin to Plant Food.

4.1 = Star objectives released, in order to collect plants.

4.2 = Vasebreaker Challenge Pack released,

4.3 = Gargantuars added to level 10; old level playable as a Special Delivery Brain Buster level. Gargantuars have their PvZ1 health and speed, and don't throw their Imps if they're at the fifth column or farther to the left, and all Imps are thrown at the third column, for extra manageability.

4.4 = Zomboss level released, being level 11. Unlocked after collecting all stars; trophies give 5 diamonds (which return, working alongside gems for separate purposes, and a gem can be traded in for 1000 coins or vice versa).

That way, more parties can hopefully be satisified, plus worlds will be of a reasonable length, and the map can also retain itsw post-1.7-esque feel (which, to me, feels much more lively and interesting). Of course, this could give too little in one update, but who knows?