Rocket League® - denekriD


It’s been two weeks since Rocket League’s Progression Update went live and one week since our inaugural Rocket Pass was released. We’ve received a lot of positive feedback on both of those items, with many of you embracing the new ways in which you can earn free content by playing matches online while also unlocking new Battle-Cars and Goal Explosions with the Rocket Pass Premium Upgrade. We’re also taking your feedback into account as we consider different ways to fine-tune progression in upcoming updates and adjusting future versions of Rocket Pass.

Before touching on our last update and the XP conversion, though, we wanted to share some news about RocketID, which includes cross-platform friends and parties. As outlined in our Summer Roadmap Update, our goal was to release RocketID in September, but we’ve made the difficult decision to push it out of September and include it in a future update. We want to ensure that RocketID is operating flawlessly on all platforms before its release, and this extra time will ensure that you'll be playing and partying up with friends on different platforms with ease.

Between the progression and XP changes, Rocket Pass and the introduction of Clubs, the Progression Update is one of the largest updates we’ve ever had. An update of this size is always a challenge and the two hotfixes we released in the days after the update went live are reflections of those challenges. That pair of hotfixes allowed us to address the most urgent issues -- control input and unintended changes to ball physics -- within 48 hours of the Progression Update’s release, while still leaving some additional bugs to address in future updates.

Another change we made after the Progression Update, was focused on where Level 75 ‘Rocketeer’ players would land in the new XP system. Initially, most of our Rocketeers ended up between Levels 110-120 and our fix the following week adjusted placement in the new system, pushing most of those affected players up into the Level 200-225 range.

Two major factors went into determining how you would be converted into the new progression system: online matches played -- which excludes private matches and is based on our own internally-tracked match history -- and earned XP. The internal match history we used for this conversion process may not line up with what you see on stat-tracking websites for a number of reasons, including local save data file corruption or manipulation. Along with matches played and XP, we've  factored in progress on your last level before the update, while granting up to 10 additional levels to players based on where they fell within the curve of matches played by their same-level peers.

We’ll share more on RocketID (like a release date) when the time is right, along with our Autumn/ Winter Roadmap blog in early October. In the meantime, be sure to leave us feedback on Rocket Pass and the new progression system via Twitter, Discord, and Reddit. Thanks, everyone!

 
Rocket League® - denekriD


After the ‘Ceiling Shuffle’ showcase in last month’s Community Spotlight, we sent out an open invitation to all of you to share any new mechanics you might have tucked up your sleeve. To our surprise, it only took a few weeks before another new discovery was trending in community videos and Custom Training packs -- the ‘Hel-Jump!’
https://www.youtube.com/watch?v=p1KxjeQT5As
It really is incredible that we are still witnessing newly-discovered mechanics three years after Rocket League’s release. In the above video, Redditor u/HelvetiaGaming shows us that precise positioning and timing allows you to fly away while maintaining a second indefinite jump, much like when performing a ceiling shot. Though the now-dubbed ‘Hel-Jump’ is an interesting trick, it demands exact timing and a lot of boost. With all that being said, what are the pros and cons to using the ‘Hel-Jump?'

The ‘Hel-Jump’ is a versatile ability that can be used off of the ground, the walls, or even the ceiling, and if you don’t execute it correctly, you can recover by wavedashing instead of flying away. More importantly, though, is that a successful ‘Hel-Jump’ gives you a flip reset so there’s no timer on your next aerial dodge; which brings us to the cons: this is a very boost-hungry mechanic that punishes hard if you do not perform it correctly. Outside of freestyling, the opportunities to perform a ‘Hel-Jump’ may not present themselves often either, because of how long it takes to gain altitude.


Custom Training

Let’s face it: your teammates don’t want you to practice every new technique you come across in the middle of a Competitive match -- but you’ve got to practice somewhere, right? This month’s refreshed list of Custom Training packs offers a few effective ways to try out the brand new ‘Hel-Jump’ technique with two dedicated training packs. You can practice on the ground, off of the wall, or even from the ceiling! But don’t worry if you’re struggling to get a hang of this one; take a break and spend some time nailing sick aerial goals with the rest of the packs that we have to offer in the Featured Tab’s newest lineup.

#
Author
Name
Difficulty
Code
1
Penguin
Heljump Training
Champion
196F-186A-7898-00D8
2
Eric
Heljump Practice
Diamond
CFF8-2949-F2D9-C9C8
3
Poquito
Clears - Backboard Reads
Diamond
85B9-2469-C941-1176
4
Juju
Retreating Saves
Diamond
7D8F-A579-6A47-4DFA
5
FLuuMP
Air Roll Shots
Silver
A4D6-1260-C51D-4375
6
Torment
Aerial Roof Reads
Grand Champion
E335-9A2E-0AAB-DDCE
7
Wayprotein
Striker Instinct
Champion
AE53-497A-804E-AD39
8
C0M0D0
Lil' Bit of Everything
Platinum
7287-9448-5384-D4CF
9
Moldy Bread
Redirects & Backboards
Diamond
7D8F-A579-6A47-4DFA

Head back to last month’s Community Spotlight for more featured Custom Training and information on how to Ceiling Shuffle! And be sure to show off your latest highlight reel with ‘Hel-Jump’s or even a new technique on Twitter or the subreddit and you might see yourself showcased in the next Community Spotlight.


 
Rocket League® - denekriD
https://www.youtube.com/watch?v=aeNRhnoAiis
Hi everyone! Following the launch of the Progression Update, we wanted to share more information on Rocket Pass!

Rocket Pass, our new time-limited progression system, is another important part of our Summer Roadmap and it's now only days away! Starting at 10 am PDT on September 5 (1pm EDT, 7pm CEST) Rocket Pass will be live on all platforms. We’ll be counting down the days in-game -- so keep an eye on the in-game blog and news ticker -- and you can get a full rundown on Rocket Pass and the Premium Upgrade here on the landing page. Thank you, and let us know what you think of Rocket Pass on Reddit and Twitter.


Rocket League® - denekriD


Bug Fixes

Hotfix v1.52
  • Resolved an issue where certain boosts emitted an intense lens flare at certain distances
  • Fixed a bug that prevented keyboard and mouse players from using camera swivel
Hotfix v1.51
  • Fixed an issue that prevented dodging left/right, air ‘stalling,’ and other movements when holding the air roll left/right buttons
  • Fixed unintended changes to the ball physics that affected ‘dribbling,’ ‘flicking,’ and other similar mechanics
 
Rocket League® - denekriD

THE HEADLINES
  • Progression: Gaining Experience and Leveling Up has been rebuilt from the ground-up
  • Clubs: You can now form a ‘Club’ with other players and participate in Club Matches
  • Rocket Pass 1 will go live one week after this update’s release
  • Match Forfeit adjustments
  • Real-time text filtering has been added for Player Names, Clubs, and Tournaments
NEW CONTENT
Rocket Pass
  • Rocket Pass 1 will go live the week after this update is released
  • Read more about Rocket Pass here
Achievements and Trophies
  • ‘Join the Club!’
  • ‘Together is Better’
  • ‘New Challenger’
  • ‘People Person’
  • ‘Squad Goals’
  • ‘Best of the Bunch’
CHANGES AND UPDATES
General
  • The Garage Tabs have been reordered to make Goal Explosions easier to access
  • Increased Maximum Keys allowed in a single trade to 200
  • [Steam] Added “Particle Detail” to Video Options
  • [Nintendo Switch] Text Size of UI is now adjusted between Docked and Undocked states
  • Spectator Camera: Player hotkeys are now synchronized across all spectators
  • Updated visuals on some Arenas to better handle alternate team colors
  • Added controller vibration when you matchmake into a game



Progression
  • Gaining Experience and Leveling Up have been rebuilt from the ground-up
  • Experience (XP)
    • You can now only earn XP in Online Casual & Competitive Matches
    • XP is now primarily based on Match Length, not your score
      • You earn a scaling amount of XP for each second of a match, including Overtime, up to a maximum of 20 minutes
      • A match must be at least 60 seconds long to reward any XP
    • New match XP bonuses have been added, including:
      • Score
      • MVP
      • Consecutive Games (when you stay in the same Casual server)
      • Backfill (when you replace a bot in a Casual match)
      • Weekly Wins
        • Each day, you accumulate 2 Weekly Win bonuses, up to a maximum of 14 (one week’s worth)
        • Each win earns +200% XP and consumes one of your bonus wins
    • XP is only rewarded if a match is completed
      • Forfeiting a match counts as match completion
    • Match Stats that grant Score have been revised to focus on important events
      • Goals, Assists, Saves, Clears, etc. all still give Score and a notification
      • First Touch, Aerial Hit, Bicycle Hit, and Juggle Hit no longer award Score
        • These stats are still tracked and updated for your Career Stats page
  • Leveling
    • From Level 20 upward, Levels now require a flat amount of XP instead of taking progressively longer to earn
    • The Level 75 cap has been removed; there is no longer a Level cap
    • Conversion
      • All players have been converted to a new Level based on multiple factors, including total Online Matches played and total XP earned
      • Players Level 40 and below convert to roughly the same level as before
      • Players above Level 40 convert to a higher level than before
      • Players who have been capped at Level 75 for some time will gain extra Levels based on total Online Matches played
  • Rewards
    • Avatar Borders
      • Added a new Customization Item: Avatar Borders
      • You unlock new Avatar Borders by leveling up in addition to Titles
      • You can select a Border and customize its coloration from the Garage submenu
      • Borders are unlocked every 25 Levels up to Level 300, after which they are unlocked every 50 Levels
    • Uncommon / “Online” Drops
      • You will now receive a random Uncommon or higher item every time you Level up
      • Uncommon items and higher will no longer drop randomly after matches
    • Common / “Offline” Drops
      • You will now unlock all Common items for a specific Customization Item slot simultaneously, rather than one at a time
      • Each slot’s Common items are unlocked after a set number of total matches played (Online or Offline)
      • You will not lose access to any Common items you have already unlocked
    • Titles
      • Titles are now awarded to your account for reaching specific Levels
        • You will retain any Titles you have previously earned
      • You can equip any Title you have acquired via the “Titles” option in the Garage submenu, not just the highest-level one you possess
        • The ‘Rookie’ and ‘Semi-Pro’ Titles have been removed as part of this change to prevent players from equipping misleading titles for their skill level
      • Legacy XP Titles have had their level requirements adjusted for the new XP system.
        • ‘Veteran’: Level 20
        • ‘Expert’: Level 40
        • ‘Master’: Level 60
        • ‘Legend’: Level 80
        • ‘Rocketeer’: Level 100
      • Additional new titles are available every one hundred Levels after Level 100
      • Titles will also be available elsewhere, including Rocket Pass and Events
Match Forfeit
  • Forfeit Votes can no longer be triggered until 90 seconds have elapsed in a given Competitive Match
    • 1v1 Competitive Matches do not have the 90-second restriction
  • You can still Vote to Forfeit even after another player has left your team
    • Forfeiting allows you to still earn XP and rewards for a match
    • If you “Leave” early you will not earn XP
  • Players can now only trigger one Forfeit vote each unless everyone on their team has also initiated a Forfeit vote


Clubs
  • You can now form a ‘Club’ with other players
  • A Club consists of:
    • A roster of up to 20 members
    • A Club Name
      • Between 3-32 characters
      • Club Names are not unique
    • A Club Tag
      • Between 2-4 characters
      • Shows before your username on banners, scoreboards, etc.
        • e.g. [PSY] Devone
      • Club Tags are not unique
    • Club Colors
      • Primary & Secondary
    • Club Owner
      • The player who created the Club by default
      • Can add/remove members
      • Ownership can be transferred to another Club member by the owner
      • Club Owners must transfer ownership before they leave a Club
  • Editing Your Club
    • The Club owner can rename a Club (name & tag) once per week
    • The Club owner can change the Club’s colors with no restrictions
  • Club Matches
    • When a Casual or Competitive Match is created and if each team is composed entirely of members of a single Club (one per team), a “Club Match” will be activated
    • Club Matches change the team colors and stadium colors to Club colors
      • If the colors are too similar, we find a suitable color for one team by first attempting to use their Secondary color, then a neutral option
      • Club Members who wish to opt out of this functionality can enable “Force Default Team Colors” under Interface Options
    • Club Names will replace “Blue Team” and “Orange Team” on the scoreboard, and when goals are scored
    • Club Matches do not occur in 1v1 matches, Private Matches, or Tournaments
  • Club Utilities
    • Clubs can set a Message of the Day (MOTD) to easily communicate to all members
    • The Private Match button in the Club Menu lets you quickly and easily create or join a lobby just for your Club
  • Verification
    • Clubs may be “Verified” which adds an exclusive checkmark by their name on the in-game scoreboard
    • This verification flag guarantees a particular club / player is the “real” one verified by Psyonix
    • Club Tags and Names are unique among Verified Clubs, but are not globally unique
    • Changing a Verified Club’s name or tag will cause it to lose verified status
    • Verification will only be made available to select partners and esports organizations
  • Cross-Platform
    • Clubs support cross-platform membership, but you will not be able to invite cross-platform players until the RocketID system is released later this year
Text Filtering
  • Implemented a new real-time text filtering system that applies to the following cases on all platforms:
    • Player Names
    • Club Names & Tags
    • Tournament Names and Team Names
  • [Steam] You may need to choose a new player name if your current player name is filtered out
  • Chat will be added to this filter system in a future update
BUG FIXES
General
  • Fixed Postgame Spotlight camera breaking if players left the match
  • When the “Match Notifications” option is set to Time Updates or Kickoffs Only, you will once again hear the audio cues for hidden notifications like “1 Minute Remaining”
  • Fixed an issue that could cause reconnecting to a Ranked Match to fail
  • Fixed appearance of Painted ‘Mainframe’ Decals
  • Fixed chat input being lost when an item popup occurs
  • Fixed an issue causing ball trail effects to shorten at high framerates
  • Fixed removing items from a trade by selecting them in the trade window
  • Fixed paint finish on ‘‘89 Batmobile’
  • Trails are now properly aligned with Wheels on ‘‘99 Nissan Skyline GT-R R34’
  • Thumbnail of Painted ‘K2’ Wheels now display the correct color
  • Battle-Cars no longer spawn in as invisible to some players
  • Titanium White ‘MDGA’ Decal no longer appears as grey
  • Event Currency notification now properly displays after a match ends
KNOWN ISSUES
  • New item notification shows for some players in Garage despite having no new items
  • [PS4, Xbox One] Details window not showing in trades when only one item per player is in the trade window
  • [macOS. SteamOS] Textures on some buildings in the background may be missing
  • On Salty Shores, some ground textures load a few seconds after reaching the Choose Team screen
  • Moving quickly between the Showroom and Garage may cause Boosts and Trails to not display properly when viewing in Redeem Rewards and Crate Preview menus
  • Some Gray Wheels (Voltaic) may appear similar to Titanium White variants
  • Black texture can be seen sometimes outside of the Neo Tokyo and Tokyo Underpass Arenas
  • [Steam] Some Rocket Boosts may appear shorter than normal when playing Rocket League at higher frame rates
 
Rocket League® - denekriD

Soccar returns to Seattle as Rocket League comes BACK at PAX West this weekend!

This year, we’re supporting THREE community tournaments, including one packed full of Mutator goodness. We’ll be on-hand for both PC tournaments with prizes for first-, second- and third-place teams! Check out the full tournament schedule below.
(Note: All above times are PDT)

Remember, all three tournaments are free to enter for any PAX West 2018 badgeholder and spots in each tournament are filled on a first-come, first-serve basis.

 
Aug 23, 2018
Rocket League® - denekriD


Our previous blog took the wraps off of Clubs, a brand new in-game social feature that will unite you and your friends and make competing as a team in Rocket League easier than ever. If you’re on the hunt for more details, you’re in the right place!

Club Creation and Membership
First things first -- you can either create your own Club, or join one owned by a Party member! To create one from scratch, select ‘Create Club’ from the Play menu. From there, you, the Club Owner, can choose the name, tag, and preferred primary/secondary color set. Once it’s up and running, you can…
  • Invite new members
  • Set Club News
  • Reset Club Colors
  • Change the Club Name or Tag
  • Disband the Club
  • Create or join Private Matches from the Club screen


Want to queue up for a Casual or Competitive Playlist Match with some of your Club members? Then don't worry, you’ll still party up and queue as you normally would. If your whole party is part of your Club and your opponents are all members of their own club, we activate a Club Match. In this mode, the stadium colors will change to each Club's Primary color, and the team names will update to reflect your Club names. If your colors are too similar, we'll randomly pick one team to use their Secondary color or a safe neutral option.

How does Club ownership work? Only current Club Owners can designate a new owner if they decide to leave or step down from the leadership position. Additionally, a Club Owner has to step down before they can fully leave a Club -- we don’t want any leaderless Clubs roaming the Wasteland, now do we?

(Note: This may be the first place you run into our new real-time language filtering, as Rocket League and PsyNet will be actively filtering out some inappropriate Club Names and Tags during the creation phase.)

Looking to join a Club instead of starting your own? The Club Owner is the only person who can invite you in. To receive an invite, Party up with the Owner and you’ll see a pop-up notification once it’s sent. Clubs can have up to 20 members, Owner included.

Club Participation in Online Matches and Tournaments
When playing online in Casual or Competitive Matches or in Tournaments with your Clubmates, you’ll Party up with them as you normally would and the Party Leader will queue your group up for matches. You can still play in every type of online match with players outside of your club as well, so you can mix and match away!

We’re not tracking Club-level stats at this time, so shots, saves, wins, losses, and so on won’t have any additional effect on your account or Club.

Verified Clubs
While anyone with a copy of Rocket League can create or join a Club, Verified Clubs will be reserved for Esports organizations in RLCS and Rivals Series, friends of Rocket League and Psyonix and notable community members and influencers. We’ll be reaching out to these groups and individuals directly about verification in the coming weeks.

FAQ
Can I be in more than one Club at once?

Your account can only be in one Club at a time.

I don’t want to own this Club anymore, what should I do?

No problem! You can transfer ownership to another member by selecting their name on the Club screen and selecting the transfer option from the drop-down menu.

How do I get my Club Verified?

At this time, we’re reaching out to groups and individuals directly about verification.

My Club is Verified. What happens if I change the Club Name or Tag?

Changing the Name or Tag will cause the Club to lose its Verified status.

Where can Club Matches occur?

Club Matches can occur in Casual or Competitive Playlist matches. They do not occur in Private Matches or Tournaments.
Rocket League® - denekriD


Our next Rocket League update arrives next week! Coming to all platforms on August 29, the Progression Update is focused on how and when you earn XP and how you play with your friends online.

Our overhaul of progression moves XP from Offline Matches to Online and will give first-time and Rocketeer players alike new ways to unlock FREE content. We’ve also removed the level 75 cap, added XP bonuses and created new in-game Titles you can earn over time. Be sure to catch up on new progression system details in our deep dive blog.



Joining the progression changes is Clubs, our newest in-game social feature. Clubs lets you and your friends organize and compete as a proper team within the Rocket League client. You’ll be able to name your Club, create a custom Club Tag and have up to 20 players unified as one! We’ll dive deeper into Clubs before the update goes live, so consider this a brief peek at what’s to come.

What else is coming in the Progression Update?
  • Avatar Borders: A brand new Customization Item that lives alongside your platform’s Avatar and your Player Banner!
  • Real-time filtering for text related to Clubs, Tournaments, and Party Chat
  • New Achievements and Trophies
  • A ‘Particle Details’ Video Option
  • Quality of Life (QoL) changes and bug fixes
  • ...and more!



What about Rocket Pass and RocketID? Rocket Pass will go live the week after the Progression Update is released -- be on the lookout for an in-game countdown once we’re closer to the launch! As for RocketID and Cross-Platform Parties, we’re still on track to release it before the end of September, as outlined in our latest Roadmap Update blog. In the meantime, let us know what you think of Clubs on Twitter and the subreddit!

Oh, and did we mention we have an official Discord server now? Head on over to http://discord.gg/rocketleague and join us and over 60,000 Rocket League players. You’ll be able to talk with the devs, ask questions and find plenty of passionate, awesome RL enthusiasts to team up with -- just in time for Clubs, as a matter of fact. Thanks, everyone!

 
Rocket League® - denekriD


Hello everyone! We’ve been hard at work finalizing our upcoming Rocket League update for the end of August;  because everything is not releasing at once, we wanted to give you a clear idea of what you can expect later this month and into September.

First, the most pressing news: we are still putting the finishing touches on RocketID -- better known as Cross-Platform Parties -- by making sure that it lives up to our standards and yours. With that in mind, we have decided to target RocketID for September (pending first-party certification) instead of this month as we had originally planned. It was a tough decision to make, yes, but our focus on quality -- even at the expense of our schedule -- is in place so that we can provide you with the excellent play experience that you deserve.

Though RocketID has been pushed out to the update after next, we’re still on track to deliver the "August Update," as it’s called for now, by the end of the month. The August Update includes a big change to progression, which updates what happens when you gain levels in Rocket League along with major tuning related to how frequently that happens. Our intent is to make gaining levels desirable, achievable, and rewarding.

We’re also very excited about our first Rocket Pass, which launches one week after the August Update rolls out to you. Rocket Pass and its "Premium" upgrade features a ton of fantastic content for you to collect --  you can learn more about it in our Closer Look from June.

In addition to Cross-Platform Parties in September, there are also a number of new features and content coming later this year. We’ll be kicking off Competitive Season 9 this fall, along with moving all Sports Playlists, like Rumble, Dropshot, etc. into their own Ranked tab (may the best players win)! And be sure to keep an eye out for additional announcements in the coming weeks, including some exciting social features we think will be a big hit.

That’s a quick preview of the next couple of months of what’s in the development pipeline. We’re still planning another Roadmap blog to cover the last few months of 2018. Be sure to share your thoughts on RocketID, Rocket Pass and progression with us on Twitter and the Subreddit. Thanks for your continued support!
Rocket League® - denekriD


It’s been just over a year since we first introduced the Language Ban system to Rocket League, which means: Happy Belated Birthday, ‘Thor.’ (And yes, that IS what we call it internally!)

In celebration of that birthday, we thought it useful to share some quick stats regarding how the system limits toxicity and player harassment on an ongoing basis. That means that since activating the system on August 2, 2017, ‘Thor’ has...
  • Levied over 520,000 bans on more than 283,000 accounts
  • Of these accounts, 66% were banned once, and 34% were banned multiple times (including both Game and Chat Bans)
  • 94.4% of players banned once have returned to online play after the ban was served
  • 66% of all bans are Game Bans; 34% are Chat Bans, which were introduced earlier this year
  • All of the bans back-to-back accumulate to over 2,700 years, 142,000 weeks, or more than 86,210,000,000 seconds
We’re still working on evolving this system as we strive to keep Rocket League a fun, all-ages-friendly environment. That will include adding real-time language filtering that we believe will make an appearance later this year. We'll keep you updated when we have more to share!
...