Board Thread:Plants vs. Zombies 2/@comment-18464102-20180905042224/@comment-24275721-20181114092428

The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: TheGollddMAN wrote: The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: TheGollddMAN wrote:

The Determined Mine wrote: Han0303 wrote: Swaggy Shooter wrote:

"Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it." That seems... kind of... overkill.

125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

I still dont see anything called mastery taking effect. you're forgetting to ask the question of "how much faster" Okay then "how much faster" 30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel? So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod. there's a lot more to account for - slower levels means some plants become better.

and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.

https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then) What do you mean by "slower levels"? remake every single level to be slower. (yes, even BWB) Okay then.

Anyway, how do you upgrade plants in this mod? Also what is the max? No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point) Finite attempts? Huh? playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

here's Banana leveling chart for example. you can see a few more plants, if you want.

Huh, I'll skip. your call. Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this. to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it. If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back. well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system. You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?). how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?

and the ones that isn't, well, constant balance changes are a thing.

as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.

and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way. Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

Yes, this system has balancing but not in a proper way. It's balancing in name only.