Game Impressions so I just finished the Egypt part and in order to proceed to the next world I need 40 stars .... so in other words either I have to three star all the levels or pay to get to the next world . I read that the game needed 15 and later 25 stars to unlock the next world , but this is crap .... I get the IAP plants and all that but this is just stupid.
Mine only requires 15. My game did download something and installed it while I was playing over wifi. Have you had that install happen yet? That may have been a download to correct everyone's version to only require 15.
yes I downloaded that update right when I first downloaded the game (a few days ago) , and applied the patch .... same thing on my iPhone and my iPad .
Just keep on playing and collecting stars. I had a similar problem and it fixed itself during play once I got around ten stars.
I did ... I have around 13 or 14 stars by now ... I'll keep trying and I'll come back with an answer if it fixes itself ... thanks for the advice
Try killing it in multitasking and check Gamecenter ingame before you start a session, maybe that helps to trigger the balancing
I almost wonder if the game is trying to "auto-balance" the star gate requirements based on either player skill or play time? When I first beat Egypt I played pretty well and beat most levels on my first try and had 600+ sun left over after most levels. Well my star gate needed 30 stars to open up the Pirate area, but some people have reported needing as few as 5 stars to open their gate. So I am wondering if your skill in beating the levels affects the amount of stars required? After earning around 10 or so stars in Egypt I stopped playing for about a day or so, and when I started playing again my star gate only needed 15 stars to unlock the next area. So once again I wonder if the star gate requirement reduces if you get "stuck" for a certain amount of time? Those are just a couple of my guesses as to this whole "random" star requirements thing.
Could make sense as I needed 35 stars at first and thus stopped playing for a day. After picking it up again I only needed 15
I did ...still the same.Now I have 34 stars (on my iPad) and it still shows me that I need 40 stars to unlock the next world. Also, I deleted the game and reinstalled on my iPhone and played through Egypt again and no luck, still 40 stars needed... Maybe it'll fix itself later , who knows...
PvZ 1 is in my top 5 games ever! The reason? There was a blend of charming characters, appealing visual & audio presentation and finely honed gameplay that kept me riveted for hours and hours. Weekends went missing a good few times! Why? Because gameplay was king! You had the tools (ie plants) at your disposal. It was YOUR timing, judgement and ability to think on the fly that brought the satisfaction of victory. PvZ 2? Well, I quite like the new graphics and I love most of the new plants and zombies (except that bastard parrot!) I will state that I miss the upgrade mechanism from part 1 and cattail was my favourite plant! The Zen Garden and water stages will probably happen again during a future update of PvZ 2. What I do not like is some of the game play mechanics. There are way too many challenges that are above victory through skill, even when using optimal tactics. Gameplay warfare has been replaced by an auxiliary force; your cash. Now I have not spent a cent on this game (yet) but I have put my phone down due to frustration brought on by ludicrous gameplay mechanisms that requires some anabolic steroid, DOLLARS. Agree or not but this has severely hurt PvZ2 by not building on the original game's premise. On the IAP, I'm in the corner of buying the game and all the content outright. I will state this as a personal opinion but of those real money plants are MEANT to be in the game. Snowpea & Jalepeno? Come on now!!! This game will be successful and enjoyable. It will however not best the original as it has forsaken raw gameplay for profit. If somebody from EA ends up reading this post, I will gladly pay $10 for the game and every single element in it. But please work out the gameplay deficiencies!!!
Its some form of experimentation. Popcap is doing the same thing on the beta verson of the facebook game P v. Z Adventures, where the upgrade times for plants vary from person to perzon. Granted, changing times for the same person is weird, but in any event, its more likely some form of experimentation testing than anything else, possibly combo'd with a bug.
This is simply incorrect, and also demonstrably untrue: there is not a single level in the game that can't be beaten through pure skill, nor is there one that even encourages IAP, let alone actively requires it. If you're not able to beat a level without spending real money, then you're quite clearly not using "optimal tactics." If you're overly dependent on using the same loadout over and over again, you might need to look at diversifying if your preferred choices don't suit the challenges in question. All you're doing here is restating the same fallacious argument that has run rife around here for years now:
So I take it you've beaten every single stage then? Appletini, I'll respect your opinion but understand I'm no gaming rookie and Plants vs Zombies is no ordinary franchise. To me the pinch, lightning and swipe powers are akin to 'god mode'. It would've been a lot more believable had it not cost the massive amounts of coins they do. I don't want to zap a screen 2 or 3 times to beat a level. That's not skill.
I, too, am interested in hearing Appletini's experience with this, as Appletini is an experienced contributor there. I will, however, back up some of Appletini's claims with my own experience. For the Egypt levels, I can confirm (I have done that) that you can finish EVERY SINGLE LEVEL with 3 stars (wherever it is possible) without using ANY IAP (including IAP plants). Is this game pure skills? No, because some tactics (particularly early on when you are still farming suns) may not work out as well. For some levels, it is possible that you can get yourself in a jam because you are not sufficiently armed yet. In many cases, however, I am actually quite surprised by how well balanced the game is. In other words, at least for the strategies I devised, there were many times when I felt to be close calls but turned out not to be so because the enemy waves just happened to relax a bit enough for you to catch up. From those experiences, it was clear to me that the game was re-balanced in such a way during beta-testing to deal with the tactics (and its variants) that I practiced. Further, so far, I can confirm (I have done that) that it is entirely possible to beat EVERY SINGLE LEVEL WITHOUT losing any lawnmower and WITHOUT losing even a single "standing" plant (including nuts, which are supposed to be disposable) and WITHOUT using any power-ups even once. The only plants I lost were those "non-standing" plants I used to detonate on purpose, such as the ice cabbage and the landmine. For the pirate levels, there are levels for which the random elements are MUCH more prominent so that skills alone may not be enough to win every time. An example is the cannon level. Since the movement of the seagulls are mostly randomized, no amount of skills will overcome a random bad run.