I still haven't spent any real money on this game, and I only have about five random stars to go until I have completed every challenge level. One of these is the final cannon minigame in Pirate Seas, which I put aside because I kept missing the target score of 60k by a mere 200-300 points. >_< I'd think twice before trying to argue that EA are banking on one of the four star challenges I haven't yet attempted/completed (not five, because powerups aren't available in the cannon level) being the cash cow their entire IAP scheme hinges on, if that's where you were about to go next. You'll certainly be happy to know that you don't need to do so, then. If you're under the impression that you need to do this (even a single time, let alone multiple times per level), then you're simply not as good at the game as you think you are, and this is also a pretty strong indicator that you've been trying to brute-force the challenges with plants that don't necessarily suit them. To be clear, the only non-minigame challenges I have had to restart have been those I've screwed up myself by doing things like forgetting I already had the maximum number of plants out, or by accidentally dropping a plant on Dave's mould spores. Even then, I cleared all of Egypt without having to replay a single level even once.
Appletini & y2kmpg, I am humbled by your abilities! I have got all 40 stars on Egypt & 34 so far on the Pirate level but I can't claim to have done so without losing plants or never using the power ups.
Youtube is already full of walk through videos that show you how to earn the stars without using the power ups or IAP plants. Also, here is a tip for people who haven't already figured this out, in the levels that require you to not spend any sun for xx seconds, you don't have to accomplish this at the beginning of the round, you can build up your sunflowers and a good defense and THEN wait xx seconds without spending any sun.
I'm not sure if this has been asked and/or answered yet, but when this does launch in the US, will it be the same game file on the App Store? Or will I need to download a different version and start over in order to get US updates as they roll out? I'm just wondering how much time I should actually invest in the NZ version. Thanks!
However, if you can claim to have already made it 2/3 of the way through the game without spending any real money, there's really no issue here, is there? ^_- To help you identify weaknesses or things you might be overlooking: Is there a standard stable of plants you normally use? If so, what are they?
lol @ Appletini. Read my post again, I still think the gameplay is less honest than the originals. My trends: for stages requiring high defense/ high attack, I'll go with a row of sunflowers, corn, pea pods, bonk choi and tall nut. I also throw lighting reed in on occasion. I don't use Bloomerang, Cabbagepult & 3peater as much. Give me an idea of how you setup please
I don't need to read your posts again: initially you were complaining that the game is deliberately engineered to make you spend real money, which enough people in this thread have correctly stated simply isn't true, then you were complaining that you have completed around 2/3 of the game, but occasionally lost a plant or used a powerup in the process, both of which are part of normal gameplay and aren't anything to be concerned about. The powerups are there to be used if you get into trouble, and you get more than enough in-game currency to use them as needed if you're at least halfway decent at the game (and plant food is common enough that you should never need to buy it). You certainly haven't yet presented any evidence that the game design is "less honest", that it requires spending real money (you've even admitted that you're at the 2/3 mark and haven't spent anything), nor that there are levels that are simply unbeatable through player skill alone, as you originally claimed. I actually go much the same way, but don't bother with the corn. The core team for every level is usually sunflower, bonk choy, wall-nut and iceberg lettuce, with the rest chosen depending on how I feel like playing the level. Pea pod, spikeweed/spikerock, coconut cannon and twin sunflower (if horde pressure is a factor in the level) are the most common choices of the remaining plants, but quite often I don't even get around to planting the more expensive ones if I choose them. Looking back, I actually completed most of the (non-restricted) levels in the game without employing ranged attacks at all. One of the more important things is not to be afraid to go guerrilla with plant placement, e.g. sticking a bonk choy right at the front of the field and feeding it to instantly wipe out an entire three lanes of an incoming wave.
There is $26 worth of upgrades, not consumable coins, I'm talking actual upgrades. There are 6 plants for $3 each. 4 advantage upgrades for $2 each (extra plant food slot, extra 25 sun at beginning etc) Then, on top of that, there is consumable coins you can buy. I've only played a few levels, so I have no clue what the coins even do yet. You can't seem to skip levels, so coins don't seem to be for that. Perhaps later on you can visit crazy daves shop..but I haven't been able to do that yet. Edit- the coins are to buy "plant food" a power up that makes the peashooter extremely strong for 5 seconds or so, and super power for other plants. Up to level 10 and still no need for IAP. There are a hell of alot of IAP, but surprisingly, they don't seem necessary..but that might change further into the game so.. I'm not getting my hopes up too much. New features: Level maps Power ups : plant food, making a plant super strong for a few seconds, pinch, zap, and flick, you buy the powerup which gives you 5 seconds to either pinch, flick or zap as many zombies as you can, pinch is 800, zap 1000 and flick 1200 coins (I think) Some zombies can steal sun if you don't pick it up in time I can't work out how they think they will make more money off a model like this.. Original PVZ was like $5 -ish.. And had millions of players, that equals alot of money. But with a scheme like this, they will probably get even more players fair enough, (there is already 200k + on the leaderboards, after only 1 day in NZ and aus) but how many will make a purchase? And those who do, will probably spend under $5 anyway.. Really think the full price model would have raked in more dough, but I don't know shit about that stuff. Maybe EA was worried most of the old pvz fans wouldn't buy the game to boycott EA.
The plant food is a new core gameplay mechanic, and temporarily empowers every plant in a different way (not just the peashooter). The coins are also used to pay for the three powerups that let you kill zombies directly in different ways.
Hmmmmm...thanks for your advice Appletini I however think your tone should be less arrogant. I do still believe the gameplay has got a slant towards IAP. Once again, thanks for your advice
There's no arrogance involved. Without evidence, you made a broadly sweeping claim that was and is demonstrably untrue, and you were corrected on the matter. There's nothing more to it than that. No problem at all.
My 2 cents - I am deep into the Pirate world having felt no pressure at all for IAP. Having said that, I am probably not a casual player of the game (in fact, no one on these forums are) so the IAP is probably not geared for me.
I'm a ways in to first world, and I am shocked, this game is great! I like the plant food mechanic, adds a nice bit of depth to the game. I have yet to even visit the store. Considering this is EA, I am happily surprised with the balance thus far.
Just wanted to add that despite my initial reservations ($10.49 for a plant!) a) the game is beautifully presented and b) I've completed the first world without needing to spend a single dollar or use a single power up. Very enjoyable and is does truly seem that the IAP are optional. I have to say that if down the track a level requires the use of a power up to be completed I would consider that a failure of game design but even then I have got tens of thousands of coins if that does turn out to be the case but I suspect it won't be.
I feel your pain on that level... my first run through I missed by 200 pts, and that's the closest I've come yet. Have you beaten the final "save the beans" level on Pirates? I've played it numerous times and the instant the 5 pirate zombies swing in I lose -- and I don't know why. I cannot see which (if any) bean is getting eaten. I completely agree with you that using the powerups or buying plant food is unnecessary for ANY level in the game. I'm not as good as you are -- I've had to restart many levels multiple times -- and while I have both bought plant food and used powerups, it was largely a case of "near end of level, do not want to restart this AGAIN". And, honestly, I have something like 90k in gold now, and gold is ONLY useful for buying plant food/powerups currently. My wife and kids are also playing it (side note -- best feature ever in PvZ or PvZ2 -- allowing multiple "users" in the game without mucking around with save files), and they're using powerups much more frequently.
What a coincidence! I, too, got stuck on this EXACT SAME level (Pirates world - Save the Beans III) for days. Tried out numerous strategy to no avail. Finally, and most interestingly, the solution that I used to beat the level involves ONLY two standing plants: twin sunflower and repeater, and two transient plants: ice lettuce and cherry. No other plants were necessary. The trick is to know the order of the placement of the plants so that the swinging pirates could be thwarted almost immediately. If done right, you only need to use plant food to kill off the cannon and the mad rush in the end. Of the few working solutions I know, I think this is the most elegant one. No plant dying. No replant required. No power-up required. No need to buy extra plant food (the ones you get for free during the level are sufficient). Plant food use on only offensive plant (and not on sunflower as a way to cheat to get more sun). And above all, repeatable winning strategy. Here is a screenshot of the final layout: About the Cannon III in pirate world, it took me a while too to beat it. Just barely made the cut.
I got this one on my second go, I think; I seem to recall one of the beans got munched by a flying zombie while it was sleeping the first time. The core defense was a bonk choy and wall-nut placed in front of each of the three middle beans, with shooters (either repeaters or pea pods) covering the top and bottom for the flyers.
I miss the house. After completing the main missions on all 3 worlds ages ago I haven't bothered to replay it or go back and complete the rest of the side mission which is disappointing as I played the original game about 10 times. The main missions are to easy and short with no real objective. It doesn't feel like I'm defending anything. At least with the original game you had a house to defend which the zombies came at you from the front garden, back with pool and roof with night & fog. Pvz2 has different themed worlds but still can't top the orginal game which was just a house. Is anyone from the original game even working on this one? They could've just remade the house, added a couple new plants & zombies along with the current power ups and plant food and it would've been better than this.
Very interesting strategy, Appletini. I tried that strategy too but gave up because my walnut walls keep getting crumbled by the zombie waves, even when it is fortified. Did you use canons behind the bonk choy to clear accumulating zombies?