I love Grifball, but I feel some improvement is needed. The following are my opinions on what I feel are minor flaws.
Sarge’s Laboratory is too dark in the edges. Its very hard to see incoming players.
The announcer is too quiet. Most people complain about an overactive announcer in games, but in GB, he only says “Scored!” when you’re the one earning the point. This is a problem because when teammates don’t have mics, or I’m away from the ball and an enemy scores, I won’t know unless I remember to check the corner of the screen. I feel hearing the announcer say “enemy team dropped the ball!” is infinitely more important than “comeback kill!”
The score in the corner of the screen should reflect the total score in Grifball Pro, not the score for the round. Its a nice reminder to now where your team stands.
All in all I am very pleased with Grifball. If these changes were put in place, I would be quite happy.
Agreed on all but the Sarge Labortory being too dark in the edges. Do you think maybe your brightness is too low perhaps? Try knocking it up one and see if it helps any.
Boosting the brightness just makes the already too bright color palette of the game blinding. Baby Blue Spartan Team vs Pink Spartan Team gets really annoying when you boost it worse than default.
Constructive criticism for Grifball #2.
Make sure that lag is taken into account when setting up matches. It’s probably far important to have lag-free Grifball than just about any other playlist. When I get into a game and I hammer a guy (what appears to me to be) at the same time he hammers me, we should both die. It angers me that I know the reason I died has nothing to do with my skill and everything to do with the fact I’m not host.
Next, sprint needs to be removed. Grif is supposed to be faster than the other team. When the enemy guys can basically maintain the same distance from me with no problem while I’m carrying the ball, I have very few options for being able to get away. And I can’t throw the ball. Spartans in Grifball throw the ball with wet-noodle arms. Seriously. It’s that bad! If I had a shot of hitting my teammate across the map, then it might be OK. In addition, it take about a half-second to a second using sprint to get from outside radar to hammering distance which is just crazy. It completely removes the ability to make ANY sort of tactical decision and just makes the game a hammer-fest without any real purpose. If Sprint is somehow left in, then Grif’s speed needs a bump AND radar need to cover a wider range. And before someone says well the teams spawn across from each other, I say the ball isn’t always where you can see the enemy spawning and moving. I use my radar ALL the time to try to see where people are located especially if I think some guy’s at my back. But radar is totally useless and removes an important tactical element from the game.
> Constructive criticism for Grifball #2.
>
> Make sure that lag is taken into account when setting up matches. It’s probably far important to have lag-free Grifball than just about any other playlist. When I get into a game and I hammer a guy (what appears to me to be) at the same time he hammers me, we should both die. It angers me that I know the reason I died has nothing to do with my skill and everything to do with the fact I’m not host.
>
> Next, sprint needs to be removed. Grif is supposed to be faster than the other team. When the enemy guys can basically maintain the same distance from me with no problem while I’m carrying the ball, I have very few options for being able to get away. And I can’t throw the ball. Spartans in Grifball throw the ball with wet-noodle arms. Seriously. It’s that bad! If I had a shot of hitting my teammate across the map, then it might be OK. In addition, it take about a half-second to a second using sprint to get from outside radar to hammering distance which is just crazy. It completely removes the ability to make ANY sort of tactical decision and just makes the game a hammer-fest without any real purpose. If Sprint is somehow left in, then Grif’s speed needs a bump AND radar need to cover a wider range. And before someone says well the teams spawn across from each other, I say the ball isn’t always where you can see the enemy spawning and moving. I use my radar ALL the time to try to see where people are located especially if I think some guy’s at my back. But radar is totally useless and removes an important tactical element from the game.
Your entire second paragraph, seems like a pointless rant against sprinting where you complain about how everyone but Grif can sprint and how you can’t throw the ball. Then you go way off into a tangent about how you can’t seem to use the radar (WTF seriously?).
So because you are having trouble controlling certain aspects of the game they should be removed? Not gonna happen son, sprint is here to stay and there is no real problem with that.
> I love Grifball, but I feel some improvement is needed. The following are my opinions on what I feel are minor flaws.
>
> Sarge’s Laboratory is too dark in the edges. Its very hard to see incoming players.
>
> The announcer is too quiet. Most people complain about an overactive announcer in games, but in GB, he only says “Scored!” when you’re the one earning the point. This is a problem because when teammates don’t have mics, or I’m away from the ball and an enemy scores, I won’t know unless I remember to check the corner of the screen. I feel hearing the announcer say “enemy team dropped the ball!” is infinitely more important than “comeback kill!”
>
> The score in the corner of the screen should reflect the total score in Grifball Pro, not the score for the round. Its a nice reminder to now where your team stands.
>
> All in all I am very pleased with Grifball. If these changes were put in place, I would be quite happy.
Great points, but in my opinion Grifball needs to emphasize connection quality because if it doesn’t, things get real ugly…
I agree about better connections, but I unfortunately don’t see that happening any time soon. I also agree with a faster Grif.