Board Thread:Plants vs. Zombies 2/@comment-25546049-20151127195434/@comment-24203813-20151130213140

Pmhpc wrote: Dekagamer7X9 wrote:

Pmhpc wrote:

Dekagamer7X9 wrote: Y'know, I've seen a lot of people here talking about how they miss the old progression system. Honestly I do too, but I don't like stars all to much. However, on this page, I wrote what I believe to be a happy middle ground between the two:

http://pvz2gmxx.wikia.com/wiki/Plants_vs_Zombies_2:_It%27s_About_Time_(GMXX_Version)#Differences_from_regular_version Sorry, but I didn't like it. You can't expect that joining all the stuff you think it's good gives you a good game. Well, thanks for the input. I know it's not perfect, but I feel that it would improve the game, and would be a good way to make it fit better on PC as more of an actual game, rather than the mobile-game style format it has now. But hey, different strokes for different blokes, I guess.

It's just my opinion, there are other people who can enjoy it, but I decided to say what I like and what I don't like: (Sorry for long post, I'm out of potatoes) Finnaly ended it. Longest post ever? Well first off, keep in mind that it's a concept for a PC version of the game, so arguments such as "no room for 10 slots" and "low memory devices" aren't relevant. The slots are at the top of the screen, so there's room for 10, as the first PvZ's PC version had 10 slots. Additionally, the level upgrades for plants aren't necassary, and the game can be completed without them. Not to mention they add variety to the plants, and make it so every plant is unique and useful, without being made obsolete by another. Power-ups are removed because they take away the strategic element of the game by allowing the player to simply destroy as many zombies on screen as they can, ignoring the main aspect of the game. Endless Zones are obtained after a world's boss because if they are obtained before then, the player hasn't encountered everything they could encounter in the world, and thus aren't ready for it. Besides, it gives the player an actual reward for completing the world, aside from just Vasebreaker levels and the possibility of unlocking a new plant. The level 5 upgrade does roughly the same thing as Zen Garden boosts, making a zen garden like the current version irrelevant. As for mushrooms sleeping during the day, keep in mind that there are not only 3 night worlds in my version (Dark Ages, Neon Mixtape Tour, and Hellfire Depths), but Coffee Bean as well, who functions the same as the first game. Additionally Perfume-shroom has it's appearance changed and becomes "Puffstool", and along with Toadstool, can be planted during the day, as the type of mushroom they're based on grows during the day. Mushrooms sleeping during the day, like the level upgrades, allow them to let other plants shine, and not have the player rely on them, as well as keeping them from rendering other plants useless. Sun value being 25 doesn't alter the difficulty that much. Was the first game really that hard with basic sun being worth 25? As for there being less levels in worlds, it doesn't really make the game shorter, as there's a lot more content available and levels last longer. The "Day X" levels of each world are, like you said, like the Kong Levels in DKC. Completing them gets you a plant. For example, Ancient Egypt Day X gets you Twin Sunflower, Dark Ages Night X gets you Pea-nut, Neon Mixtape Tour Night X gets you Intensive Carrot, etc. Finally, the worlds aren't given the same difficulty as the current version, and are tweaked and balanced in order to increase in difficulty as the game goes on. So, Ancient Egypt is the easiest, the final world is the hardest. Difficulty increases gradually, and in the order of the worlds, so Big Wave Beach is easier than Frostbite Caves. Anywho, I'd suggest browsing that wiki a bit, as you can see the balancing done for each world, as I laid out the level format of each one on the worlds' individual pages. You can also check out plants and the orders they're obtained in on the "list of plants" page (I'll make individual pages for them eventually).
 * It is on PC. (Great)
 * The maps are pre-1.7. styled. (Don't think those maps are adequate to a PC version)
 * Game progression is the same as pre-1.7, just without stars. (It ruins a little the challenge and the lenght of the game)
 * Music plays on the title screen. (Didn't understood it very much, what music are you talking about?)
 * The credits aren't played until the game is beaten. (Neutral)
 * Each regular sun is worth 25 sun. (Nope, too much hard)
 * There are no stars. (I already talked about it)
 * Most star/level goals are now part of Pinata Parties. (Nope, Piñata Parties are limited time)
 * There are multiple Pinata Parties available to play every day. (It would give too much work to the developers and with just one per day we see very repeated ones)
 * Premium Plants are bought with coins. (Okay with that)
 * There are no Power-ups. (Not every player is skilled, what I would do is restrict the usage to one of each power up per level)
 * There are no gems. (Neutral)
 * There is only one tutorial level. (Neutral)
 * Coins can be used to buy various items in the shop. (Like what?)
 * Kung-fu World is an area. (Okay with that)
 * Castle in the Sky is an area. (Still okay with that)
 * Coin bags contain 5 gold coins. (Once more okay with that)
 * Lawnmowers are worth 1 gold coin each. (Once more okay with that)
 * Gold Coins are worth 50 coins each. (Once more okay with that)
 * All plants from the chinese version are in the game. (Some are really useless or unbalanced)
 * All Premium plants from the regular version are obtained normally (except Imitater). (Neutral)
 * Treasure chests can be bought from the shop and obtained from certain levels. One's bought from the shop contain random prizes, while ones from levels contain either World Keys, Endless Zones, or Vasebreaker packs. (Depends on the usage of this concept)
 * There is a Vasebreaker level pack for each world. (It will be one day)
 * Vasebreaker level packs are obtained after completing a world. (Neutral)
 * Plants are obtained in different orders. (Didn't understood very much)
 * Upgrades are obtained by killing a certain amount of zombies in a world. (Neutral)
 * Every world has at least 2 upgrades. (Okay with that)
 * Diamonds return from the first game. (Neutral)
 * Endless zones are unlocked after the boss battles. (Disapprove)
 * Every world has the same amount of levels. (Great)
 * Every world has the same amount of plants. (Great)
 * World keys cannot unlock any world, only the next world chronologically. (Totally against this, so we pass from an hard world like Big Wave Beach to Frostbite Caves?)
 * Some worlds have more than one exclusive brain buster. (Great)
 * There are 3 worlds exclusive to this version; Jukebox Diner, Silent Suburbs, and Hellfire Depths.
 * The Zen Garden functions the same as it does in the first game. (Nope, I prefer the one from the second game)
 * Plants can be leveled up, like in the Chinese version. (Totally against, breaks the balance of the game)
 * Snapdragon thaws nearby plants in Frostbite Caves, and can't be frozen. (Okay)
 * Ice plants can't be frozen in Frostbite Caves. (Okay)
 * Crazy Dave's Twiddidinkies returns from the first game. (We already have a shop)
 * Costumes can only be bought from the shop. (Neutral)
 * The maximum amount of seed slots is ten. (And where thay can fit all of them?)
 * Sun Bombs are worth 50 sun each. (They already are)
 * In Ancient Egypt, Pirate Seas, and Wild West, the Save our Seeds levels have different Endangered Plants in each level. (I like to see that)
 * Mushrooms sleep during the day. (Totally against, the mushrooms are very useful)
 * The Turbo Button must be bought from the shop for 500 coins. (It is a must need for people with low specs devices)
 * Mower Launch is activated by double clicking a lawn mower. (Approved, sometimes it's frustrating with the current system
 * Upgrades can be bought with coins if the player doesn't want to get them the normal way. (Nah, it ruins the dedication with the game)
 * Bacon is available to buy in the shop. (Why? It is useless)
 * Imitated plants are gray. (I like all of the plants with colours)
 * Zombotany, Boss rematch, and Sandbox are all game modes, and must be unlocked with one of the 3 mysterious keys sold at the shop for 50,000 coins. (It is more or less what happens with the first game)
 * The endless zone has a button on the seed select screen to change the zombies. (I feel that doing that is cheating (I also do that))
 * Every world has at least one plant returning from the first game. (I'm okay with it)
 * There are 17 total areas.
 * Dark Alchemy and Trap Tiles are in Special Delivery format. (I like the way they are now, maybe they could do a special level on that format)
 * The boss fight against the Zombot Aerostatic Gondola is in Last Stand format. (I hate the idea, and I played the chinese boss fights)
 * Travel Log distributes the upgrades, and does not give out quests. (It could do both, just add a tabber)
 * Endless Zones contain a fourth card that costs 1,500 coins, can be picked along with a Plant card, and always is either Starting Sun, Starting Plant Food, or Lawn Mower Replacement. (I'm fine with it)
 * Vasebreaker is unlocked using a Mysterious Key costing 500 coins, and the player is urged by Crazy Dave to buy it after Ancient Egypt Day 10. (Didn't you already said it?)
 * Each world has a bonus level called "Day X" unlocked after the world's boss battle, and is hidden on the map. It is a special delivery level, and completing it will give the player a plant. (If the concept is more or less like the temple levels in DKC Returns, i'm fine with that, otherwise no)

P.S. As for the music on the title screen, when PvZ 2 first came out, a remix of the main menu theme for the first game played on it's title screen. This was removed in 1.7, however. But my version has it there.