A few months back I clearly stated that alot of players were Exploiting the game’s flaws to their advantage. Hence Lobby boosting and/or spawn killing.
Yet today I was bombarded yet again with a Full lobby of spawn killers.
But this wasn’t the the worst part, the people taking part in the activity were the same people that had done such wrong doings months before.
Meaning nothing was achieved with in that time.
Don’t see this as a Personal issue,
But as a community crisis.
This can all be avoided with the right fixes to Matchmaking [Grifball].
If the rounds weren’t up to 5 we wouldn’t have the game lasting 20 minutes.
Solution: Revert back to 3.
Spawn killing can be worked around with “Safe Havens” where the players could spawn at a higher platform where they can avoid the spawn killers.
Currently I am working on a map that will do so.
All i need is Support from the YOU or the Community itself that can make this all happen.
I ask You [Forum Readers & 343] as holders of the Door of Opportunity, let me help. You have my word, or have my head.
I don’t know about Safe Havens, but I agree Grifball needs to go back to 3 rounds. It’s meant to be a quick, fun game, not some super-serious campaign mode.
Blargball, Zealot Blargball, Jumpack and Jetpack Grifball still end at 3 goals.
As far as spawn camping, that’s a legitimate strategy and has been since Grifball’s creation 4 years ago. Spawn trapping - where players sit on the spawn so that you die before you even spawn - is cheating and there’s currently a discussion on GrifballHub about what can be done about this.
People have talked about raised platforms forever, but they have never been viable because, although they may slow up spawn killing, they also stop the defense’s ability to stop an incoming bomb runner.
I could just as easily take the bungie grifball variants, update them with the new settings, and give them to you all over at the hub. Only thing 343i would need to change is the wording on evolved to say dash and everyone could have their end at 3 scores gametype.
5 rounds is just fine. 3 felt nice and quick, but I like the 5 rounds to win.
Course, I know how to get out of spawn traps. And when you play with a team that knows how to play Grifball, 5 rounds can go by fast.
Not to mention that 3-round limits only work if your team scores 3 goals. Those games can last just as long as 5-round limit games and 5-round limit games can go by just as fast as 3-round limit games.
> 5 rounds is just fine. 3 felt nice and quick, but I like the 5 rounds to win.
> Course, I know how to get out of spawn traps. And when you play with a team that knows how to play Grifball, 5 rounds can go by fast.
It’s not hard i agree, to get out of spawn killing.Just look at the stats.
I’m the one who got least affected.
The team is my main focus, saving them from the “flaw” within Grifball.
5 rounds is too much to clutch since if you get 3 scored the game is basically over, why carry on?
the problem with spawn killing is down to the almighty flaw in the mini-games design, yes you can prevent people dieing off of spawn but at the end of it all they are still facing the team on there side, they also have less of a chance to guard there plant point off of spawn.
i agree with making it 3 rounds, or ends if one team scores 3 points out of the 5 since they already have a guaranteed win and there is no point on carrying on.
though, this topic seems like a cheep attempt at getting a map into matchmaking and i’m against it, if you want a griffball map in matchmaking then you are best off finding the place that is in charge, i’ve spoken to the people in game but i can’t remember who they were and what the site was.
> the problem with spawn killing is down to the almighty flaw in the mini-games design, yes you can prevent people dieing off of spawn but at the end of it all they are still facing the team on there side, they also have less of a chance to guard there plant point off of spawn.
>
> i agree with making it 3 rounds, or ends if one team scores 3 points out of the 5 since they already have a guaranteed win and there is no point on carrying on.
>
> though, this topic seems like a cheep attempt at getting a map into matchmaking and i’m against it, if you want a griffball map in matchmaking then you are best off finding the place that is in charge, i’ve spoken to the people in game but i can’t remember who they were and what the site was.
It’s the grifball hub, but I don’t believe that Pros should handle this sort of thing.
For now if I can gain your support I can fix Grifball.
Trust me you’ll be able to defend the bomb sites just as efficiently as before.
Grifballhub is in control of the Grifball playlist, just like MLG is in control of theirs. Nearly everything Grifball related has to go through the Hub at some point for approval.
> > the problem with spawn killing is down to the almighty flaw in the mini-games design, yes you can prevent people dieing off of spawn but at the end of it all they are still facing the team on there side, they also have less of a chance to guard there plant point off of spawn.
> >
> > i agree with making it 3 rounds, or ends if one team scores 3 points out of the 5 since they already have a guaranteed win and there is no point on carrying on.
> >
> > though, this topic seems like a cheep attempt at getting a map into matchmaking and i’m against it, if you want a griffball map in matchmaking then you are best off finding the place that is in charge, i’ve spoken to the people in game but i can’t remember who they were and what the site was.
>
> It’s the grifball hub, but I don’t believe that Pros should handle this sort of thing.
>
> For now if I can gain your support I can fix Grifball.
> Trust me you’ll be able to defend the bomb sites just as efficiently as before.
>
> Have my Word, Or have my Head.
i’m not going to give some random person support to help get his idea’s and maps applied to matchmaking who ask for it, because they ask makes it a pathetic and cheep attempt at getting something they want applied.
girffball hub have the best knowledge of the game, they’ve been playing it since halo 3 so they have the best and most indepth knowledege and experience, i’m also willing to bet that having spawn killing in the gametype plays a key role in how it plays.
with evenly matched teams without spawn killing, it is just going to be a stalemate since no team is going to be-able to push in and plant the bomb, instead they will be dieing while they try because of the people spawning safely, with spawn killing, it allows one team to keep the other team at bay for enough time to get the bomb in for a plant, this requires a lot of effort.
the problem with spawn killing in matchmaking is down to connection but mostly un-evenly matched teams, it is one good team going up against people who don’t have a clue so it’s obvious that this is going to be abused.
> > > the problem with spawn killing is down to the almighty flaw in the mini-games design, yes you can prevent people dieing off of spawn but at the end of it all they are still facing the team on there side, they also have less of a chance to guard there plant point off of spawn.
> > >
> > > i agree with making it 3 rounds, or ends if one team scores 3 points out of the 5 since they already have a guaranteed win and there is no point on carrying on.
> > >
> > > though, this topic seems like a cheep attempt at getting a map into matchmaking and i’m against it, if you want a griffball map in matchmaking then you are best off finding the place that is in charge, i’ve spoken to the people in game but i can’t remember who they were and what the site was.
> >
> > It’s the grifball hub, but I don’t believe that Pros should handle this sort of thing.
> >
> > For now if I can gain your support I can fix Grifball.
> > Trust me you’ll be able to defend the bomb sites just as efficiently as before.
> >
> > Have my Word, Or have my Head.
>
> i’m not going to give some random person support to help get his idea’s and maps applied to matchmaking who ask for it, because they ask makes it a pathetic and cheep attempt at getting something they want applied.
>
> girffball hub have the best knowledge of the game, they’ve been playing it since halo 3 so they have the best and most indepth knowledege and experience, i’m also willing to bet that having spawn killing in the gametype plays a key role in how it plays.
>
> with evenly matched teams without spawn killing, it is just going to be a stalemate since no team is going to be-able to push in and plant the bomb, instead they will be dieing while they try because of the people spawning safely, with spawn killing, it allows one team to keep the other team at bay for enough time to get the bomb in for a plant, this requires a lot of effort.
>
> the problem with spawn killing in matchmaking is down to connection but mostly un-evenly matched teams, it is one good team going up against people who don’t have a clue so it’s obvious that this is going to be abused.
Please research my Service Record for Halo 3.
I have been playing too from Halo 3, In H3 the only problem was Jump clutching besides that the Game was perfect.
"spawn killing, it allows one team to keep the other team at bay for enough time to get the bomb in for a plant, this requires a lot of effort.
Trust me, people can be more decieving than you think.
Ever hear of stat padding?
It’s not a personal issue but a community crisis.
Just for the sake of arguement, have you even played Grifball?
[Funny how you deny change]
If it’s a “community crisis,” why not take your great idea to Grifballhub and talk to them about it since it’s their playlist? Gaining support here won’t do much for your cause, really.
> > > > the problem with spawn killing is down to the almighty flaw in the mini-games design, yes you can prevent people dieing off of spawn but at the end of it all they are still facing the team on there side, they also have less of a chance to guard there plant point off of spawn.
> > > >
> > > > i agree with making it 3 rounds, or ends if one team scores 3 points out of the 5 since they already have a guaranteed win and there is no point on carrying on.
> > > >
> > > > though, this topic seems like a cheep attempt at getting a map into matchmaking and i’m against it, if you want a griffball map in matchmaking then you are best off finding the place that is in charge, i’ve spoken to the people in game but i can’t remember who they were and what the site was.
> > >
> > > It’s the grifball hub, but I don’t believe that Pros should handle this sort of thing.
> > >
> > > For now if I can gain your support I can fix Grifball.
> > > Trust me you’ll be able to defend the bomb sites just as efficiently as before.
> > >
> > > Have my Word, Or have my Head.
> >
> > i’m not going to give some random person support to help get his idea’s and maps applied to matchmaking who ask for it, because they ask makes it a pathetic and cheep attempt at getting something they want applied.
> >
> > girffball hub have the best knowledge of the game, they’ve been playing it since halo 3 so they have the best and most indepth knowledege and experience, i’m also willing to bet that having spawn killing in the gametype plays a key role in how it plays.
> >
> > with evenly matched teams without spawn killing, it is just going to be a stalemate since no team is going to be-able to push in and plant the bomb, instead they will be dieing while they try because of the people spawning safely, with spawn killing, it allows one team to keep the other team at bay for enough time to get the bomb in for a plant, this requires a lot of effort.
> >
> > the problem with spawn killing in matchmaking is down to connection but mostly un-evenly matched teams, it is one good team going up against people who don’t have a clue so it’s obvious that this is going to be abused.
>
> Please research my Service Record for Halo 3.
> I have been playing too from Halo 3, In H3 the only problem was Jump clutching besides that the Game was perfect.
>
> "spawn killing, it allows one team to keep the other team at bay for enough time to get the bomb in for a plant, this requires a lot of effort.
>
> Trust me, people can be more decieving than you think.
> Ever hear of stat padding?
> It’s not a personal issue but a community crisis.
>
> Just for the sake of arguement, have you even played Grifball?
> [Funny how you deny change]
yes, i’ve played griffball even against competent teams and spawn killing is that much of an issue.
by stat padding do you mean people going in with guests on and just mindlessly killing them?
simple solution, limit the max party size to 4 instead of 8 or only allow 1 player per console, yes these will annoy people but it is the best way to combat it.
In regards to “take it down to 3 because there’s no point in playing after that point,” this is how assault works. This is how CTF works. This is how pretty much every single objective gametype has worked (Invasion excluded.) Spartans fight to the end, winnable or not.
The reason stat-padding is an issue is because objective games are broken in Reach - people are rewarded for kills, not for completing the objective.
Finally, if “pros” are not in charge of the playlist, than who? Who, in your opinion, has a greater understanding of the game than people who have been playing the game, making maps, and running Grifball leagues over the past three years?
> In regards to “take it down to 3 because there’s no point in playing after that point,” this is how assault works. This is how CTF works. This is how pretty much every single objective gametype has worked (Invasion excluded.) Spartans fight to the end, winnable or not.
>
> The reason stat-padding is an issue is because objective games are broken in Reach - people are rewarded for kills, not for completing the objective.
>
> Finally, if “pros” are not in charge of the playlist, than who? Who, in your opinion, has a greater understanding of the game than people who have been playing the game, making maps, and running Grifball leagues over the past three years?
no one has the best knowledge and opinion, the best thing you can do is to talk with the players to get there opinions and views to adjust and create a better version of what you are trying to create.
I agree, and that’s where the whole “been running a Grifball Community” for almost four years comes in. We constantly request feedback from our community about maps and gametypes. We hold and advertise open events so players from all over have the chance to try out new things and leave their feedback which influences our decision of whether to propose something for matchmaking. We have an entire subforum dedicated to the discussion of Grifball in matchmaking and even what we’d like to see Grifball look like in Halo 4.
That said, having and extensive knowledge of the history of the game is quite beneficial when making decisions regarding the playlist.
> I agree, and that’s where the whole “been running a Grifball Community” for almost four years comes in. We constantly request feedback from our community about maps and gametypes. We hold and advertise open events so players from all over have the chance to try out new things and leave their feedback which influences our decision of whether to propose something for matchmaking. We have an entire subforum dedicated to the discussion of Grifball in matchmaking and even what we’d like to see Grifball look like in Halo 4.
>
> That said, having and extensive knowledge of the history of the game is quite beneficial when making decisions regarding the playlist.
and is the best way to do things, having 1 person making all the decisions and idea’s is never going to work because he will only be doing things that he likes without regards to the actual community, this results in people complaining.
anyway, i’m not a griffball fan myself and personally feel that it shouldn’t even have it’s own playlist but i hope for things to be the best, good maps and maybe some more interesting gametypes.