Well, i know what im getting into with PVZ2 now, and i know how much good time im getting from it and to be honest i think they should just put a premium price of $15 and have all IAP plants (they currently total $18) unlockable in the game. Im willing to pay that much if this was premium. But we all know that Freemium gets the game to MORE customers, therefore increasing the chances that they get more than just 15 or 18 bucks out of it because of the other IAPs. The truth about a high quality freemium game riddled with IAPs. It's how Glu manages to afford creating more high quality games, and they're all distributed FREE.
I'm on the second area of the game, and in my opinion the game is not good. It's too repetitive, there's no free shop, I mean I have 35k (diamonds are way too easy to get now) and nothing to spend on, just the power ups, which I did not like. There are no normal levels (like the old front yard ones). PvZ1 is way better
Not really. There are 32 plants in the current lineup, only six of which are IAP and no more powerful or necessary than any other plant in the roster (and in most cases are simply variations of plants you can already get for free). Trying to claim that you're being forced to play "in a certain way" is a very big stretch indeed; it'd be a different matter if there were 32 plants in the lineup and only six of those were free. If we asked people who had unlocked the entire free roster which plants they were using most often and why, I suspect we'd get ten different combinations in response. It even crossed my mind that this might be randomly seeded based on your device, so that for balancing purposes during this soft launch period Popcap can get feedback on how willing people are to chase the various numbers of stars they're told they need, rather than simply pay to unlock the next area. That'd be a bit convoluted, though. What do you mean? The ten main story levels in each world are pretty much the equivalent of the standard "adventure" levels from the first game, and the star-challenge and minigame levels are generally more involved than those in the first game. I went back to the original PvZ to play for a bit when comparing the graphics earlier in the thread, and found most elements either identical or more repetitive and basic than the sequel. PvZ2 does currently lack some of the features of the original (such as night levels and plants), but there are worlds still to come in this game.
Haha, don't you guys see what is happening? In RR3, the timers were set so insultingly painful that they slowly had to tune the game inch by inch before release date. Now this entire thread is full of people saying "I'm playing the whole game with no IAP whatsoever!" What do you think is going to happen, folks? Enjoy it while you can, you think this game has gone freemium out of the goodness of their hearts?
Appletini, In your experience, with PvZ2, which plants are variants of snowpea and fire tree? These are the plants from the IAP that stuck me first as not being free.
Torchwood does nothing but double the damage done by the peas that pass over him, so you can cover his role with any other damage-dealing plant, most notably the new Pea Pod, who can be repeatedly re-planted to stack up to five times in one space. Snowpea's slowing ability is covered by the Iceberg Lettuce and Winter Melon (which is like an AoE Snowpea), the Chili Bean, and powered-up Wall-nuts and Tall-nuts. Using plant food on an Iceberg Lettuce or Winter Melon also completely freezes every zombie on the screen in place for a short time. Given the sheer number of people who are still buying IAP items with the game as it is, the correct answer is, "Nothing is going to happen."
Yes, the eleven main story levels are okay, but then you gotta keep playing in the desert until you get enough stars and keys. I needed 25 stars, so I played again the first 6 levels and the 9 levels on the gates. I got more stars than necessary indeed, but playing 39 levels (12 main + 27 to get stars) turned out really massive. The objectives kinda make it better to play, but still, it's too much. A good thing is that you can carry extra stars between worlds, I started the pirate world with 4 stars or something. Another point is that I miss the zen garden
Hi folks I have a theory!!! Just had my first Yeti encounter and when you kill him, you get a YETI LUNCHBOX. The Yeti Lunchbox throws out random items, my unproven theory is that those IAP items may be unlocked via the lunch boxes.
What did you get? Also, when Appletini has completed 100% of the game, can he please tell us if anything more is unlocked?
I avoid Glu games like the plague. The only thing high quality about them is the game's look and interface (i.e. they do a good job advertising the product), but once you get to your first pay wall, you realize how shallow the game is and that it was made for a single purpose - to make a ton of money from IAP. Back on subject, these freemium games would appeal to a wider audience (and some freemiums do this very well) if they'd allow you to purchase a full game, which will allow you to get all IAP during normal game progression, instead of instant gratification (i.e. you pay less for everything, but will have to earn it through normal gameplay). Perhaps a good, similar idea for IAP would be - you don't buy new/better characters, you buy an extra set of levels where the new plant is your reward for completing them. After all, new, creative challenges is why we play video games. I think that's where Glu goes wrong - no creativity. You just buy your way through a game.
Then with this model you don't have to play anymore. Done. Didn't cost you a dime. They can't win huh? Pay to play don't like the game and wasted money. Don't pay to play and don't like the model. Sheesh. (this is not directed at you individually, your quoted comment was to illustrate a point that this game is not going to get a good rap no matter what avenue they chose for payment)
I'm in the third world now, haven't had to pay a single cent. Fun game and I feel the iAP is totally unnecessary. I'm curious though as to how this model will be implemented on the PC version. I appreciate the different tiles each world brings (tombstone, water, etc.), but just feel that overall the game lacks variety to be continuously interesting. A majority of the zombies are just reskins, unlike in PvZ1 where there's something new to look forward to in almost every next level. I guess I just expected more creativity and innovation from Popcap but this just feels like an expansion rather than a sequel.
Can someone explain to me why the Zen Garden in the original PvZ, which PvZ 2 does not have, is so popular? I see it nothing more than a Farmville type of annoying endless game. What am I missing here?
PvZ2 includes new art, new animation, new worlds, new zombies, new plants, new gameplay mechanics, new level designs/mechanics, new challenges, new victory conditions, new minigames, a new overworld system, new upgrades, and new powerups, with more worlds/zombies/plants to come. The gameplay was always going to be like that of the original PvZ at its core, however, so I'm not sure what more you expected to see. The only reskins for the zombies are the four standard ones in each world: regular zombie, conehead, buckethead, and the mass-wave-heralding flag zombie. In addition to those, each world also has a number of unique enemies who have their own mechanics: Egypt has five, and Pirate Seas and Wild West each have seven. There is also the zombie yeti who will randomly appear in a level for a short time (after he appears on the world map). If you were expecting the game to be, say, a third-person shooter instead of another 2D defense game, you'll only have to wait until next year for that:
It's a good way to farm coins. Not to mention the fun of collecting plants, especially reversed ones. I was pretty closed to having every reversed one (I was missing 3 or 4 IIRC), but then I just gave up.
I think Popcap should implement a x2 speed button to speed the action up, just like in tower defense games...
Can someone explain to me why the Zen Garden in the original PvZ, which PvZ 2 does not have, is so popular? I see it nothing more than a Farmville type of annoying endless game. What am I missing here?