GrifballHub.com recently ran a survey to get the community’s feedback on several aspects of Grifball in Reach. We posted our results of the Grifball Evolved v3.0 portion of the survey last week. This week, let’s take a look at the rest of the survey, including the questions on Grifball Dash. This gametype features both Evade and Sprint, with the runner at 120% speed.
So how does the community feel about Grifball Dash? Basically, the community likes it, and some people are even enthusiastic supporters of the gametype.
I think the games last just the right length. I’ve had Evolved games take forever, but this one lasts long enough without dragging
The length of the games in Grifball Dash seem to vary widely, much like Grifball in Halo 3. A plurality of responses were in the 10-20 minute range, and a majority of answers were under 30 minutes. Most people felt that the games were the right length, and less than 10% thought that the games were either far too long or far too short.
As the runner, even I have to say that it’s a little too easy to score. It’s fun to be able to either turn on the Sprint juice and score, or to do a barrel-roll and score from half-way across the court, but I don’t know how fair that is to the defense.
It’s a lot of fun, but it might be too unbalanced in the runner’s favor. Or maybe the teams we face just need to create new strategies for stopping the runner.
The scoring difficulty may have contributed to the pleasing game length. The players said that it was definitely not too difficult to score. About an equal number of respondents said that it was either a little too easy to score, or the difficulty was just right. Relatedly, a majority of players said that the ball carrier was just easy enough to kill, with the rest of the minorities of players split on whether it was too difficult or too easy.
The biggest point of contention regarding Grifball Dash is the Armor Abilities (AAs). With both Sprint and Evade available, the data about how players use the AAs is rather revealing.
I love having the choice of Sprint and Evade. It adds a tactical element to the game that was lacking in Halo 3
The game just doesn’t play well… the runners dropping speed but with sprint is just not a good trade off.
Regular Grifball without loadouts! Holy crap why do we need loadouts?
When I played, the runner could use sprint only if s/he had sprint before getting the ball, and somebody with evade would be left with nothing; I would not allow the runner to use either ability with the ball.
It is possible to evade with the bomb. Not many people know how but I do. Some of the highlights are of me doing them. So evade is usefull for someone who only has the bomb for a short period of time where as sprint is great for runners.
I like how you get to choose between evade and sprint.
It is a change up adding sprint as well… but it is not nearly as enjoyable as the Grifball Evolved 3.0 gametype.
DO A BARREL ROLL DO A BARREL ROLL
According to our survey, almost half of the players prefer using Evade, while the other two quarters either use Sprint or alternative between the two. Tanks in particular mostly prefer to play as rollie-pollies, although a few Runners also enjoy using Evade (perhaps in an attempt to pull of the elusive Barrel Roll).
Sprinting tanks are easy to kill.
I don’t like sprint. I think it is OP and a little goofy.
Its fun using sprint as a tank as it allows you to get forward a lot easier
Perhaps the most important comment we have received previously is that Tanks who use Sprint are too difficult to kill. The results do reveal that there is cause for concern. 40% of respondents felt that Tanks who use Sprint are more difficult to kill than Tanks who use Evade. 25% of players felt that Tanks that use Evade are more difficult to kill. The other 33% of players think that Tanks who use either AA are equally easy to defeat.
Best “serious” gametype you guys have made. The AA’s balance each other out and I absolutely LOVE this gametype.
When it comes to killing the runner, a majority of players feel that it is just the right difficulty, regardless of which AA they use. However, a significant number of players who use Sprint find it too easy to kill the enemy bomb carrier, while a number of players who use Evade find it too difficult.
I would love to have Dash in matchmaking. I might never choose anything else.
Overall, most players find the gametype very enjoyable. Of the survey respondents, only 30% say that they would consider “vetoing” Grifball Dash if it came up in matchmaking. A solid majority would also rate the game 4 or 5 out of 5 on the “fun” scale.
Our survey also asked three other questions regarding the GGL Coliseum, such as how it works with gametypes that use AAs, like Grifball Dash and Grifball Evolved.
Thank you for adding healthpacks!
The last change we made to the GGL Coliseum was adding in health packs. These give the Runner the chance to re-fill his healthbar after he takes some damage, allowing him to go on more sprees, punching through the enemy Tanks. Almost 75% of players feel that this was a good choice.
The healthpacks were, by default, set to respawn every 60 seconds. A quarter of players would like to see the 60 second timer remain untouched. A slight plurality of respondents said that they would like the healthpack to respawn every 30 seconds or less. As a result, we are going to change the healthpack to respawn every 30 seconds.
With the current settings, it takes quite a while to traverse the length of the court (much longer than in Halo 3, even with sprint and/or evade), and with what I feel are the “optimum” settings I could file my taxes faster than I could run the length of the court.
I think the length of the court is perfect. A Halo 3-sized court would be much too small. As a Runner, I really appreciate having the extra room to maneuver, especially since Tanks with Sprint or Evade can catch me if I run out of juice.
Finally, we asked whether players felt that the GGL Coliseum was too big or too small. Over three-quarters of players said that they felt that the map was the right size for games with AAs. The remaining respondents were evenly split between saying that it was too big and that it was too small.
We’d like to thank everyone who has given their feedback so far. If you have any other comments, please leave them below. We always love to hear more feedback, and the more opinions we can get before we submit maps and gametypes to Bungie, the better. So please keep your comments coming!