Bringing Back That Old Grifball Charm

We all know the deal with Grifball in Reach these days, it’s all about farming.

Most public games you enter, it’s all the same. Few players, a bomb, and just waiting. Yup, what was once a fun and original concept has now just become a game of waiting and farming credits for a piece of armor that does nothing but make you look kinda cool.

If you’re like me, this is fine every now and then, in fact it can produce some comical moments, but standing there doing nothing for nearly 15 minutes? That’s just not me. I just got an Xbox One after giving up the 360 a few years ago so when I saw this is what Grifball has become, it was very disappointing to me.

So if there is anyone out there that wants to play some REAL games of Grifball, slide into my Xbox messages and send me a friend request. Let’s get a good amount of people and relive some of the good 'ole days that was Reach Grifball. This isn’t really a league, just more of a night of fun we’ll do maybe once a week or once every other week.
Once we get enough people interested, I’ll send you a message asking what days and times work for you. We’ll all pick one (or a few) and try to stick with it.

We would play on the classic maps we all know and love from the Public servers as well as some downloaded ones. A mic is not required, but highly recommended.
This is open to literally anyone. Xbox 360 and/or Xbox One players. Bring your friends too!

Hope to hear from you all soon!

Gamertag: AboveTheEnvious

I wholeheartedly agree with you, Assassination players tend to either cheat or boost, I used to play grifball regularly until Assassination players ruined it for me, and that’s when i decided to play on their turf and see how they liked it. I’m not as good as I used to be but I’ll be willing to play!

Yeah, that sort of thing really really annoys me. I would certainly be up for this.

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> I wholeheartedly agree with you, Assassination players tend to either cheat or boost, I used to play grifball regularly until Assassination players ruined it for me, and that’s when i decided to play on their turf and see how they liked it. I’m not as good as I used to be but I’ll be willing to play.
>
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> Alright man, just sent you a friend request. Sorry for late response, got caught up in some stuff. Yeah the Assassination players and team betraying was what was really getting to me. We just need one or two more people then we’ll have enough.
>
>
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> > Yeah, that sort of thing really really annoys me. I would certainly be up for this.
>
> Sent you a request man, let’s do it!

I personally do not like griffball in Halo Reach.

I LOVE Grifball, kinda wish it was real, but these… MONSTERS, ruined the whole gamemode. That’s why I will NEVER EVER play Grifball in matchmaking. It’s ok in custom games, but NEVER in matchmaking. There should be some things to counter these pieces of -Yoink-.

  • Alternate spawn points: If an enemy is too close to your spawn points, you will spawn anywhere else, except in the enemy’s spawn, of course. This effect does not apply to the ball carrier.

  • The ball carrier should also have a penalty, like, camping in a spot for more than 10 secs will automatically kill them AND increase their respawn timer to 20 secs. That or, after the timer expires, the player will automatically drop the ball and be unable to pick it up for the next 30 secs. Dropping the ball and immediately picking it up again would NOT reset the timer. It’s stay on the move. In case the ball carrier keeps moving, but not towards the objective for one minute, it would get a speed, damage and damage resistance debuff. The timer gets reset after he takes damage, kills an enemy or… something else, I don’t know.These should be enough to do the trick and punish these monsters. If you have more ideas, quote me and post them.

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> I LOVE Grifball, kinda wish it was real, but these… MONSTERS, ruined the whole gamemode. That’s why I will NEVER EVER play Grifball in matchmaking. It’s ok in custom games, but NEVER in matchmaking. There should be some things to counter these pieces of -Yoink-.
> - Alternate spawn points: If an enemy is too close to your spawn points, you will spawn anywhere else, except in the enemy’s spawn, of course. This effect does not apply to the ball carrier. - The ball carrier should also have a penalty, like, camping in a spot for more than 10 secs will automatically kill them AND increase their respawn timer to 20 secs. That or, after the timer expires, the player will automatically drop the ball and be unable to pick it up for the next 30 secs. Dropping the ball and immediately picking it up again would NOT reset the timer. It’s stay on the move. In case the ball carrier keeps moving, but not towards the objective for one minute, it would get a speed, damage and damage resistance debuff. The timer gets reset after he takes damage, kills an enemy or… something else, I don’t know.These should be enough to do the trick and punish these monsters. If you have more ideas, quote me and post them.

I have thrown out ideas on how to counter spawncampkilling, such as enabling betrayal, but set the count to 5-8 times instead of 2-3 (As realistically, if you’re betrayed 5 times, something is wrong with the player betraying you), or setting a timer on the Oddball that if a player holds it for a duration like you stated (It would have to be a good duration that shouldn’t be possible if playing the game legitimately), that player and any players in the party with that player are booted from the game for obvious cheating Same if a person gets an obnoxious amount of kills ( I was thinking 35+ in one round, not the entire game). Also removing the Performance Bonus altogether if possible (Or setting it to a hard 0 if it is hardcoded and cannot be removed, but the value can be changed) to prevent ‘Peace Games’.

Ideas like these will restore the Halo: Reach variant of Grifball back to the way it should be.

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> I have thrown out ideas on how to counter spawncampkilling, such as enabling betrayal, but set the count to 5-8 times instead of 2-3 (As realistically, if you’re betrayed 5 times, something is wrong with the player betraying you),

I don’t think enabling betrayal (Which is on by default) will do anthing. Spawncampers tend to go in groups so they can communicate who spawnkills, who’s gets the ball, etc. and normally only one player spawncamps you. Also, booting in Grifball is disabled. So you can’t boot that one son of a -Yoink- that keeps betraying you and your team for no reason.

> It would have to be a good duration that shouldn’t be possible if playing the game legitimately

My quote has the solution

> The timer gets reset after he takes damage, kills an enemy or… something else, I don’t know.

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> >
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> Same if a person gets an obnoxious amount of kills ( I was thinking 35+ in one round, not the entire game).

I agree. I have never seen someone getting that amount of kills in a round, not even in videos.

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> > 2533275010817669;6:
> >
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> Also removing the Performance Bonus altogether if possible (Or setting it to a hard 0 if it is hardcoded and cannot be removed, but the value can be changed) to prevent ‘Peace Games’.

I agree more than everything. It was THIS that brought those mother-Yoink-ers. But…

> removing the Performance Bonus altogether if possible to prevent ‘Peace Games’.

How does Performance Bonus bring peace match makers? For what I know, Performance Bonus attracts spawncampers (Mostly in a group of 4).

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> > 2533274898831741;7:
> > > 2533275010817669;6:
> > >
> >
> > I have thrown out ideas on how to counter spawncampkilling, such as enabling betrayal, but set the count to 5-8 times instead of 2-3 (As realistically, if you’re betrayed 5 times, something is wrong with the player betraying you),
>
> I don’t think enabling betrayal (Which is on by default) will do anthing. Spawncampers tend to go in groups so they can communicate who spawnkills, who’s gets the ball, etc. and normally only one player spawncamps you. Also, booting in Grifball is disabled. So you can’t boot that one son of a -Yoink- that keeps betraying you and your team for no reason.

The idea with this is to make intentional betraying harder in Grifball Matchmaking, that if people are working together as you stated, they literally have to keep track of the number of betrayals, because one slip up and bam! That player gets booted. If it’s a troll, it will cut down on his or ability to troll their own teammates.

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> > Same if a person gets an obnoxious amount of kills ( I was thinking 35+ in one round, not the entire game).
>
> I agree. I have never seen someone getting that amount of kills in a round, not even in videos.

It happens with a well coordinated team of spawncampers. It’s rare, but is doable if a team of four spawntraps the opposing team. Their goal is to ‘statpad’ (Boosting of K/D Ratio) and boost cR, Commedations, and Rank via Spawncampkilling, which is horrifically wrong, as well as demoralize the opposing team to the point where they either leave or idle (Which actually promotes their behaviour). This would reduce this as once again, these teams would have to keep track of their kills and at 34 in a round with this idea, they can’t kill anymore unless they want to be booted, which would bring the advantage back to the team they were spawncamping, allowing them to fight back and play the round as intended.

> 2533275010817669;8:
> > 2533274898831741;7:
> > > 2533275010817669;6:
> > >
> >
> > Also removing the Performance Bonus altogether if possible (Or setting it to a hard 0 if it is hardcoded and cannot be removed, but the value can be changed) to prevent ‘Peace Games’.
>
> I agree more than everything. It was THIS that brought those mother-Yoink-ers. But…
>
>
> > removing the Performance Bonus altogether if possible to prevent ‘Peace Games’.
>
> How does Performance Bonus bring peace match makers? For what I know, Performance Bonus attracts spawncampers (Mostly in a group of 4).

The Performance Bonus is time based, the longer the game, the more cR you get from the Performance Bonus. This is why people have Peace Games, and they tend to spawncampkill anybody who tries to play the Grifball gametype as intended to keep the game running longer, as well as boosting in the process. Remove the performance bonus or set it to a hard 0, no more peace games due to the incentive being removed.

> The idea with this is to make intentional betraying harder in Grifball Matchmaking, that if people are working together as you stated, they literally have to keep track of the number of betrayals, because one slip up and bam! That player gets booted. If it’s a troll, it will cut down on his or ability to troll their own teammates.

I don’t thunk you’re aware of the “Boot player?” option. Remember this exists and you can forgive your betrayer (Or boot him).

> people are working together as you stated

They work together, but on the same team. It’s always on the same team. If you have encountered them in like, a 6 man fireteam, it should be rare. Normally, their only 4.

> It happens with a well coordinated team of spawncampers. It’s rare, but is doable if a team of four spawntraps the opposing team. Their goal is to ‘statpad’ (Boosting of K/D Ratio) and boost cR, Commedations, and Rank via Spawncampkilling, which is horrifically wrong, as well as demoralize the opposing team to the point where they either leave or idle (Which actually promotes their behaviour). This would reduce this as once again, these teams would have to keep track of their kills and at 34 in a round with this idea, they can’t kill anymore unless they want to be booted, which would bring the advantage back to the team they were spawncamping, allowing them to fight back and play the round as intended.

Even those who have already maxed out everything keep doing this for no reason. It’s for their amusement, but they ain’t giving 2 -Yoinks- for the opposing team. It’s stupid. Why did it had to come to this?

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> > 2533275010817669;8:
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> > > >
> > >
> > > Also removing the Performance Bonus altogether if possible (Or setting it to a hard 0 if it is hardcoded and cannot be removed, but the value can be changed) to prevent ‘Peace Games’.
> >
> > I agree more than everything. It was THIS that brought those mother-Yoink-ers. But…
> >
> >
> > > removing the Performance Bonus altogether if possible to prevent ‘Peace Games’.
> >
> > How does Performance Bonus bring peace match makers? For what I know, Performance Bonus attracts spawncampers (Mostly in a group of 4).
>
> The Performance Bonus is time based, the longer the game, the more cR you get from the Performance Bonus. This is why people have Peace Games, and they tend to spawncampkill anybody who tries to play the Grifball gametype as intended to keep the game running longer, as well as boosting in the process. Remove the performance bonus or set it to a hard 0, no more peace games due to the incentive being removed.

If you say so. Didn’t know. I though it was, like, the more kills and less deaths you get, the more credits you get from the Performance Bonus, because there’s the key-word, Performance. At least, from what I believe(d).

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> > The idea with this is to make intentional betraying harder in Grifball Matchmaking, that if people are working together as you stated, they literally have to keep track of the number of betrayals, because one slip up and bam! That player gets booted. If it’s a troll, it will cut down on his or ability to troll their own teammates.
>
> I don’t thunk you’re aware of the “Boot player?” option. Remember this exists and you can forgive your betrayer (Or boot him).

In Grifball Matchmaking, the boot option never came up for me while playing when somebody on my own team was either being a troll, wanted to perform a peace game, or was working with the other team. That was why I recommended enabling Booting in Grifball Matchmaking, as I have never seen it enabled. Custom Games it is unless changed, but in Grifball matchmaking, as far as I am aware, Booting is disabled in that playlist.

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> They work together, but on the same team. It’s always on the same team. If you have encountered them in like, a 6 man fireteam, it should be rare. Normally, their only 4.

When I used to play, I would occasionally come across parties of 5, who were well organized. Four players on one team, and the fifth person put to the other team would spawncampkill the other three players for the sake of boosting (And in the case of the one person put to the other team, assisting the other team with boosting). This type of scenario also allows for 35+ kills in one round.

> 2533275010817669;10:
> If you say so. Didn’t know. I though it was, like, the more kills and less deaths you get, the more credits you get from the Performance Bonus, because there’s the key-word, Performance. At least, from what I believe(d).

Peace Games have a tendency to last 13-19 minutes on average, the 19 minute games are usually from total cooperation of both teams doing things they shouldn’t, which I will not publically mention, you can probably picture it in your head. When they last this long, players tend to get an insane amount of cR from the performance bonus. Setting it to a hard 0 or removing it would remove said incentive to exploit this bonus and have cheating players idle around for 13-19 minutes doing nothing and wrongfully spawncampkill the people who want to play Grifball as it was intended.

Sitting around to earn this bonus is not cR earned, it is cR boosted, and is hence cheating. Compare that to if you have two excellent Grifball teams go up against one another (We’ll say members of the AGLA to maximize the odds of this scenario happening) and it turns out to be a long, but fun game of grifball. Then that performance bonus is well earned, as Grifball was played the way it was meant to be.

> In Grifball Matchmaking, the boot option never came up for me while playing when somebody on my own team was either being a troll, wanted to perform a peace game, or was working with the other team. That was why I recommended enabling Booting in Grifball Matchmaking, as I have never seen it enabled. Custom Games it is unless changed, but in Grifball matchmaking, as far as I am aware, Booting is disabled in that playlist.

Yes, the boot option is disabled by default. In Halo: Reach, Halo 4, the same should apply to Halo 5 (even though the Grifball playlist was removed) and possibly Halo 3 (Wasn’t around at the time).

> When I used to play, I would occasionally come across parties of 5, who were well organized. Four players on one team, and the fifth person put to the other team would spawncampkill the other three players for the sake of boosting (And in the case of the one person put to the other team, assisting the other team with boosting). This type of scenario also allows for 35+ kills in one round.

That’s rare. Do you have John-117’s luck? Or his tough luck?

> 2533274898831741;11:
> > 2533275010817669;10:
> > > If you say so. Didn’t know. I though it was, like, the more kills and less deaths you get, the more credits you get from the Performance Bonus, because there’s the key-word, Performance. At least, from what I believe(d).
>
>
>
> > 2533275010817669;10:
> >
>
> Peace Games have a tendency to last 13-19 minutes on average, the 19 minute games are usually from total cooperation of both teams doing things they shouldn’t, which I will not publically mention, you can probably picture it in your head. When they last this long, players tend to get an insane amount of cR from the performance bonus. Setting it to a hard 0 or removing it would remove said incentive to exploit this bonus and have cheating players idle around for 13-19 minutes doing nothing and wrongfully spawncampkill the people who want to play Grifball as it was intended.
>
> Sitting around to earn this bonus is not cR earned, it is cR boosted, and is hence cheating. Compare that to if you have two excellent Grifball teams go up against one another (We’ll say members of the AGLA to maximize the odds of this scenario happening) and it turns out to be a long, but fun game of grifball. Then that performance bonus is well earned, as Grifball was played the way it was meant to be.

Well said, m8, well said. Too bad nothing can be done now :(. Yes I can picture it in my head without any diffuculty, even in the Spartan’s POV (I guess I played too much Reach lol). Just being killed over and over again without any chance to react, with your “teammates” aidding the other team in harassing you. Poor Spartans that are suffering this right now. Those 2 teams could make an example beyond excellence of how to play Grifball that way it’s meant to. Love Grifball so much, I wish it was real.

Now… Who are the AGLA?

I actually been trying to make my own grifball maps in Anniversary, for those who have CEA but not Reach. Problem is, I can’t figure out which would be a good map for it. High Noon perhaps? Using a “grid” as the court. I just need to figure out how to make some walls.

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> -snip-

> 2533275010817669;12:
> Well said, m8, well said. Too bad nothing can be done now :(. Yes I can picture it in my head without any diffuculty, even in the Spartan’s POV (I guess I played too much Reach lol). Just being killed over and over again without any chance to react, with your “teammates” aidding the other team in harassing you. Poor Spartans that are suffering this right now. Those 2 teams could make an example beyond excellence of how to play Grifball that way it’s meant to. Love Grifball so much, I wish it was real.
>
> Now… Who are the AGLA?

The AGLA (American Grifball League of America, though I have known some UK members that joined, so reasons to the name) is a dedicated, professional, and competetive Grifball community that strictly plays the gametype as intended (Whether it be for fun or seriousness) and members usually have excellent skills in said gametype due to alot of practice. Some members also specialize in creating custom games Grifball courts in Forge. These individuals are extremely dedicated to the gametype and are very respectable, some even have quite the sense of humor. They strongly frown upon people who use Grifball strictly to boost and/or troll and usually only see spawntrapping as legitimate if it is done for a couple of seconds for the sake of scoring the goal(As that would be strategy), not being done to boost stuff.

If you would like to meet some of these people this link (Click Meh!) would be a great place to start :slight_smile: .

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> > -snip-
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>
>
> > 2533275010817669;12:
> > Well said, m8, well said. Too bad nothing can be done now :(. Yes I can picture it in my head without any diffuculty, even in the Spartan’s POV (I guess I played too much Reach lol). Just being killed over and over again without any chance to react, with your “teammates” aidding the other team in harassing you. Poor Spartans that are suffering this right now. Those 2 teams could make an example beyond excellence of how to play Grifball that way it’s meant to. Love Grifball so much, I wish it was real.
> >
> > Now… Who are the AGLA?
>
> The AGLA (American Grifball League of America, though I have known some UK members that joined, so reasons to the name) is a dedicated, professional, and competetive Grifball community that strictly plays the gametype as intended (Whether it be for fun or seriousness) and members usually have excellent skills in said gametype due to alot of practice. Some members also specialize in creating custom games Grifball courts in Forge. These individuals are extremely dedicated to the gametype and are very respectable, some even have quite the sense of humor. They strongly frown upon people who use Grifball strictly to boost and/or troll and usually only see spawntrapping as legitimate if it is done for a couple of seconds for the sake of scoring the goal(As that would be strategy), not being done to boost stuff.
>
> If you would like to meet some of these people this link (Click Meh!) would be a great place to start :slight_smile: .

Wow I’m impressed. A site dedicated to a gamemode: Grifball. :smiley: