![]() |
![]() |
|||
![]() |
||||
![]() |
||||
Frequently Asked Forum Questions | ![]() |
|||
![]() |
||||
![]() |
![]() |
|||
![]() | ||||
![]() | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
![]() | ||||
![]() | ||||
![]() | ||||
![]() | ||||
![]() | ||||
![]() |
I don't see why giving it's own gametype slot (like Slayer, CTF, etc. have) is that much more significant.
: and it included many glitches in the settings. The "barrel roll" move in Grifball Dash
: was one such glitch, although it was accepted by the community as a legitimate move
: (it was our BXR).
What "barrel roll" move?
: Halo 4 Grifball was the only one that was built from the ground-up as its own
: gametype.
I really disagree, like I indicated above, I think they failed to make Assault fully work and salvaged the parts required for Grifball.
: They brought in Grifball community members to help create the
: gametype and demo it at PAX. They added passing to make it quicker and
: more sporty. They added auto-catch and continuous rounds to make the game
: faster, while keeping options to turn those things off if the community
: wanted. It was clearly given some level of priority during development,
: which Grifball had never received before and many other gametypes (Racing,
: Assault, etc) never received for Halo 4.
I seem to remember Bungie getting input from Grifball community people when they were finishing Reach.