Board Thread:Plants vs. Zombies 2/@comment-24843074-20161030184616/@comment-24024415-20161030202808

TheGollddMAN wrote: Legofan9o5 wrote: TheGollddMAN wrote: -Mindless Stars-

-Casuals Idealizing OP Prems-

-OP Prems in strategies-

You can very well have a sword in an RPG that has purification against all poison types but if you only rely on that without seeing how other weapons turn out to be, then it's your fault, not the sword's for being there. You make your game only as bland as you yourself can be. But playing mindless did allow me to gain every star.

I was once a "casual" in PvZ2, and I was allowed to breeze through. Now I have gone through this "even more casual" PvZ2 and became more adept to fending off zombies in much more difficult scenarios. I learned nothing from Pre 1.7, I can tell you that. Other than "this plant hardcounters that" and "this plant is good for general play", I never felt like the roster of Pre. 1.7 or its levels promoted me to think more critically. ...that options have to be varied ... that's his/her fault and since this is a freemium game, the devs will include such options to get money. So at the end, the player IS the culprit for giving in to the temptations.

-Gimmick levels of 1.7-

...if you really did get all stars by just mindlessly playing then either you are bluffing or you are even better than me because I had a tough as nails moment my first time.
 * Should be varied and reasonable. A player that chooses carelessly with the option of either decent or powerful is at fault for blindness to strategy and promoting bat traits. But the point stands: these plants should not be here in the first place. The content provides a massive flaw on the dev's part because they are the ones who have control on gameplay. Yes, the community nurtures such activity, and it is those poeple who should be shunned, but the coders and workers that create and execute such OP towers in the first place that should be held accountable, if not moreso.

Such levels are easy to complete when you deduct plants that obviously would not work. Say for example a level with limited sun spent and plants lost. I know that the best plants would be the cost effective plants and no instant use plants. That limits quite a bit of the roster, so much so that I could choose whatever I found the best for the job. Though that sounds intelligable and like a strategy, it was much more senceless and basic at its core. "Does the level have Chicken Wranglers? No? Well onto the next plant..." until I deducted enough plants to fill the seed slots and spam a column of each here and there until it was over.

And it worked too, which is the sad part about it. Automated strategies to fit the niche of the level. Though that could be applied to any level in post 1.7, the size of the roster certainly should make things much more varied and unique. But OP premiums bring back such obvious automatic tendencies that it overshadows most of the creative options.

Maybe that's just me, maybe not. Now can we stop spreading salt about the past and discuss something that won't allow us to create more of these walls of text? XD