Board Thread:Plants vs. Zombies 2/@comment-5760976-20160528110732/@comment-28028046-20160602220643

Andreelikesplantsvszombies wrote: Strimes49 wrote:

Cookiepower wrote:

Strimes49 wrote: Cookiepower wrote: Strimes49 wrote: Cookiepower wrote: Strimes49 wrote: Cookiepower wrote: Strimes49 wrote: Right Cookie. It's just there and nothing else. Sadly, it kinda has to be there because otherwise there would only be two zombies to come out of the BWB portal, and I don't wanna have to deal with Surfer guy on the first few waves of the first 10 levels. It's already hard enough as it is, especially with the DA portal and the Jesters in the first 10 levels. They could've used Dragon imp because at least it has immunity to fire, and that ability carries out to all other worlds. Zombie's abilities like Snorkel's should not be limited to the world-exclusive gimmick, though, it shouldn't be world-exclusive. If only there were more zombies in BWB...... that weren't as hard to deal with as Octo and Surfer of course. Even as you keep going, Surfer remains one of the main threats as he kills my Primal Wall-nuts and Phat Beets carving paths for All Star to kill the inner meat of my defenses. There's something in the strategy (don't mention Cold Snapdragon) that I may be doing wrong (perhaps spending too much sun) but I'm currently at level 50, which I guess is amazing for 7 seed slots and no premiums (sans limited-time gemiums like Imitater), powerups/boosts of any kind. But I don't think I can take another level with four flags and All-stars.

On the topic of EZ, HttDR has flaws that are really annoying. The thing is the fact that the temporal zombies are spawned in the middle of the screen, which means explorer, barrel, piano, and surfer will destroy at least one plant per spawn. If they spawned on the right side of the screen they would be easier. I still think PopCap should add an ultimate endless zone with options to configure it before the zone starts (i.e. dinos? portals? include certain zombies?) that can have a random selection of each and every zombie in the game coming in from the side of the screen.

It might come off as pathetic, but I got to level 63 in HttDR with premiums, but no extra plant slot. I was even using Cold Snappy. But there really is nothing wrong with your strategy, in fact, it's nearly the same as mine, only I didn't use Winter Melon after it became uneccesary when I got Cold Snappy. I just really like that guy. He's my preference.

To deal with Surfer, Piano, etc, I had to eventually move everything back a column and get rid of a column of sun producers. That's where Primal Sunflower came in handy. I wouldn't move back any further, because than I would have to have my Primal nuts in the fourth column from the house, and there just wouldn't be enough room to do anything. Surfers would still be dangerous anyway, because they drop their boards one tile away, killing the plant in front.

So, an ultimate EZ where you can choose to include different types of zombies, dinos, portals, and other gimmicks? Then randomly generates the rest? I think everyone would choose the easiest zombies. Perhaps it would work better if you had to choose between two different kinds of zombies, and you have to decide which is easier. Sucks if you get two hard zombies. As for dinos and portals and other gimmicks like sun tiles or power tiles, there should be a 50% chance you will have to choose between two dinos, portals, and/or gimmicks, and that also means there can be dinos AND portals if the game demands it, or possibly all three.

Well, I would like it if you'd be able to select it. This would avoid unbeatable garbage like 4 ankys spawning after the whole imp-cause-immediate-second-wave thing. Ugh. Just go in the settings of the endless zone and disable dinos (or just ankys) and imps because that's more of cheap frustration than actually a challenge.

Personally I'd select every zombie from every world except the imps because them triggering things immediately is just not fair in fast-paced settings like HttDR, and disable dinos (and possibly BWB water because having to pick lily pad is just too annoying when I'm already struggling with plant slots.) So you're thinking of a sandbox mode EZ type thing that gets harder everytime you beat a level right? From what I can tell, it offers much more experimentation than any other EZ, but less than Last Stand levels. If it's experimentation you're going for, than this is not exactly the way to do it (no offence), because you don't have all plants from the beginning, and most players will think of it as the easiest EZ ever because they have the option to choose the easiest zombies, and they can do that through level 1000 if they decide to have no life.

Me? I'd probably be like you, choosing different kinds of zombies everytime except the annoying ones for diversity. There may however, be a point where i'll get a powerful plant for dealing with annoying zombies no problem, like Phatbeet and Octo, and suddenly i'll have the urge to make the game more challenging because I have the power at the moment. Of course if I have that urge for too many levels, i'll struggle with a much later one.

This idea of your's is pretty solid for the most part. You can choose to deal with something, or nothing, whichever suits a players style of gameplay. I don't care about experimentation at all anymore. I'd just do it for the fun, and the ability to set records with everything in the game after removing anything that causes "fake difficulty" as mentioned above. Still not sure you get what I meant - you start the endless zone with a set setting and you can't change it until you lose. And you randomize the zombies, picking them out of a pool. So levels with Piano, Turquoise Skull, Newspaper, Future Conehead, Troglobite, etc. may show up one round, and then the next round will also be randomized. My solution to MD's subpar system where not everything can walk on screen, and the zombies that do spawn in the middle (surfer, explorer, boombox) can make things really hard for you. It's more fun if everything comes in from off screen. Oooooooohhhhhhhhh. It's randomized. Well that changes everything then. It's sort of like the "feature" that allows you to switch the different types of zombies that spawn in an EZ level by going to the Zen Garden and back while choosing your seeds, only there's an actual feature to do that this time around. This is a very good solution to the portal system in HttDR. There's lots of variety, and it's not even difficult if you don't want it to be. Sounds fun. Yeah, this was what I was hoping HttDR was going to be. Instead: -no gimmicks besides portals

-portals can't even summon everything

-of the things the portals can summon, they pick the worst

-they removed hunter, tomb raiser, etc because frozen blocks and gravestones would block portals, so they did it just to block all other gimmicks

-zombies walking in from right side of screen are all MD zombies, which is bland. Couldn't even add time-themed Gargs or Imps, which would be an improvement. It also gets sort of boring with the same zombies coming in from the right side, which is what I really hoped HttDR wouldn't do, and drastically increases the chance of that All-star guy appearing.

PopCap...well, there are things to suggest that they actually read this stuff, but PLEASE add something like this, or at the very least a better EZ that has a selection of everything (including stuff like time-themed basics/gargs) walking in from the right side of the screen and configurations so you can enable/disable really hard gimmicks like jams, dinos, portals, BWB water, plank water, etc. That'd be fun, better than HttDR which is still fun but not as good as it could've been. '''Jontron taught us that Rare, the developers of Banjo-Kazooie, being bought by Microsoft was a bad thing because it was after that, when Rare thought it would be a good idea to make a Banjo-Kazooie game, that doesn't give us the gameplay we wanted, but what they THOUGHT we wanted. And worse, that classic gameplay style probably wasn't even considered.''' If I was part of Rare and they are working on nuts and bolts with the gameplay that the fans didn't wanted to be, I will tell the developer to change the way the game was and they must to do first is retain most of the features that were supposed to be the fun part of the game (like making vechiles) and then make it feel more like the classic banjo-kazooie game rather than being mostly nothing related to banjo-kazooie. That would've been good. The game didn't need to be changed so much that it completely ignored what it used to be. Banjo-Kazooie and Tooie had worlds to explore and encouraged you to look around. Nuts and Bolts feels empty without the eggs and feathers all over the place.