Rocket League® - Dirkened
Since the Blueprint Update release last week, we have pored over all of your comments on Discord, Reddit, Twitter, and beyond. We have heard your feedback that Item Shop and Blueprint pricing did not meet community expectations. After carefully reviewing all the data available to us, we're making the following changes, starting today:

Item Pricing Reductions
Reduced the base price ranges of Item Rarities (before attributes like Paint) to the following values:
  • Rare: 50-100 Credits
  • Very Rare: 100-200 Credits
  • Import: 300-500 Credits
  • Exotic: 700-800 Credits
[/list]
Item Attributes
Paint and Special Editions now add less cost across the board, based on rarity:
  • Most Paint Colors: 50-200 additional Credits
  • Burnt Sienna: 0 additional Credits
  • Titanium White: 100-500 additional Credits
  • Special Editions: 200-400 additional Credits
[/list]

Occasionally, special items will have custom pricing that varies from the above guidelines.

For in-game purchases made between December 4 and December 11 (today) at 12:00 p.m. PST (8:00 p.m. UTC) we will add Credits equal to any difference in price directly to your account. For example, purchasers of Crimson Fennec will receive 500 Credits back today, as a Crimson Fennec now costs 700 instead of 1200 Credits. This price adjustment is a one-time only event, and only applies to purchases made between December 4 and December 11.

These Credit returns will be complete within the next few hours. There will be no in-game display explaining this change. Players with any questions or concerns about recent purchases may contact our Customer Care team.
We always take feedback from our passionate community seriously, and we hope that this change in pricing reflects that. As always, thank you for being part of what makes Rocket League what it is today.

To see what else is included in today’s update, check out the patch notes here.
Rocket League® - contact@rockpapershotgun.com (Matt Cox)

Last Wednesday, Rocket League did away with loot boxes. You’d think that would be cause for celebration, but developers Psyonix have replaced them with Blueprints that many players consider overpriced.

The short version is that yeah, they are, but it’s more important that this replaces an exploitative model that profits from obsessional gamblers doing themselves serious harm. For the longer version, we need to descend into the murky world of value propositions.

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Rocket League®

Update: Most prices have been reduced.

Original story: Loot boxes are reviled by many, but their removal from Rocket League hasn't been met with open arms. Even if the new system technically saves players money on ultra rare items—loot boxes are not known for their value—it doesn't feel that way. What it feels like is shopping at a tourist trap where all the items are marked up 500 percent.

As a brief primer, Rocket League's old system dropped crates after completed games. Keys, which cost a dollar a piece in bulk, opened them. Chances are, any given crate revealed a boring decal for a car you don't use, but they also offered the slight possibility of getting a coveted Black Market item, a category which includes universal animated decals and showy goal explosions.

The new system drops Blueprints instead of crates, and crafting a Blueprint costs Credits. If you're lucky enough to get a Blueprint for a Black Market item you want, it costs 2,200 Credits to build. At $25 for 3,000 Credits, that's a pricey decal.

It is technically a discount, at least if opening crates had been your primary way of obtaining new items. Unless you were ridiculously lucky, you might've had to spend hundreds of dollars on keys to get a Black Market item in the past, and it wouldn't necessarily have been one you wanted. Spending $20 on keys to open 20 crates for 20 items only feels like a better deal until I look at my mess of an inventory, which is full of duplicates and uninteresting wheels and paint finishes I'll never use.

But back when loot boxes were still around, marketplace websites connected players for trades, and deals could be struck on popular items—sometimes more than $25 for extremely coveted decals, cars, and goal explosions, but sometimes less. Now the market can only adapt to Psyonix's price point.

I didn't play the market, hunting for players willing to take my Titanium White car bodies in exchange for keys I could use for the next trade, so the change affects me less than others. But I think many of us can agree on this: There's no damn way I'll ever put down $25 to buy enough Credits to unlock one Black Market decal, even if I've spent far more on keys over the past several years. I appreciate that it's no longer an exploitative game of chance, but the new context makes me ask: "Will I really get $25 worth of enjoyment out of this item?" The answer is a resounding no.

I might spend $10 on an item I really want—Rare, Very Rare, Import, and Exotic items now go for between $1 and $15 worth of Credits—but even that's pushing it. If I had my way, I'd lower prices, but more importantly, I'd let players dismantle the crap they don't want for Credits.

I would happily discard 30 old player banners and car toppers to build a Blueprint.

Right now, you can trade up items for better items, but the system is annoyingly restrictive: you have to match five items of the same rarity from the same set, and some items can't be traded up at all, which means my inventory is clogged with orphans. After years of playing, I have loads of items that do nothing for me. 

Knowing that inventory clutter is an issue, Psyonix added a way to archive old items, clearly skirting the obvious alternative. Let us turn them into Credits, the way unwanted Hearthstone cards can be turned into Dust to buy other cards. I would happily discard 30 old player banners and car toppers to build a Blueprint. Does Psyonix make less money that way? Maybe, but I'm not spending $25 for one decal, either, so it seems we're at a stalemate.

I'd wager that, whatever the pricing, Psyonix will pull in less money than it did with loot boxes—there's a reason they became so popular with game publishers, after all. Loot boxes rain cash, and it's an overall good that Psyonix has done away with them in favor of transparency. But the fact that most of us are getting a better deal with direct purchases doesn't counteract the sticker shock. The replacements are simply too expensive.

Right now, I'd wait and see what happens to the prices. A more business-minded person once told me that you always want to start high when pricing something for the first time, because it's easy to lower prices if sales stagnate, but much harder to raise prices if it turns out you undervalued your product. That may be the strategy here.

Rocket League®

Rocket League has tossed out its loot box system entirely as of the latest update, which went live last night. Given the reputation of loot boxes, you might assume that this would be cause for the community to celebrate, but it looks like the replacement might actually be worse.

Update 1.70 gets rid of everything relating to crates and keys, replacing the system with a shop where you can spend credits on specific items, or you can use them to craft the new blueprints. The community aren't exactly convinced it's better value for money.

Previously, players would buy keys and, as this Reddit post notes, you'd get one crate, and thus one item, for every key. Because the results were random, you could get an extremely rare item, technically, for just over $1. The downside was that you could open 20 crates and not get anything you wanted, but you'd still have 20 items to show for it. With the new system, players could spend $20 on a single item. 

Now your $1 will net you only the least desirable items, and you'll still need to shell out a minimum of $5 for 500 credits, the smallest bundle. You know exactly what you're getting, unlike the crates, but this transparency comes at a steep cost. 

One of the shop's current featured items is a car that's being sold for 1,200 credits, which is technically just over $10, but you'll actually need to buy two bundles of credits, 500 and 1,100, if your balance is empty, costing you around $15. Some of these items have been in the game for years—with players trading them for a few keys each, worth a few bucks—but they're now being sold for nearly ten times that by Psyonix.  

Rocket League isn't free-to-play, and you might end up spending the same amount on an item as a copy of the game. Some players are already predicting that this is the first move in Rocket League making the shift to free-to-play, however, and the shop certainly looks the part. 

Generally, the mood on the Rocket League subreddit has turned pretty sour, with all of the top posts being extremely critical and one calling for the now traditional boycott. I guess it is possible to make something less popular than loot boxes.

Rocket League® - Dirkened

Every hero has a journey. Yours begins in Rocket Pass 5 on December 4 following the Blueprint Update! Prepare to find your inner strength and climb to the Pro Tiers to be the best like no one ever was.

Upgrade to Rocket Pass Premium and wield the power of the newest car, Chikara. This anime-inspired supercar will be unlocked immediately, and the Chikara GTX will be waiting for you at Tier 70. Rocket Pass 5 features 70 Tiers of new items including Holosphere Wheels, Metallograph Animated Decal, and three new Goal Explosions! But the journey doesn't end there. Unlock the Pro Tiers beyond Tier 70 and get Painted and Special Edition versions of select Rocket Pass 5 items!

Your challenge awaits. Rocket Pass 5 has brand new Weekly Challenges in both the free and Rocket Pass Premium tracks. You'll be able to complete Weekly Challenges from previous weeks throughout Rocket Pass 5 to get to the Pro Tiers even faster, just like in Rocket Pass 4.

Upgrade to Rocket Pass Premium for 1000 Credits, or get a headstart on your journey with the Premium Bundle and a 12-Tier Boost for 2000 Credits. Since Credits are replacing Keys on December 4, Credits have been added to Rocket Pass. You can now earn up to 1000 Credits in Rocket Pass Premium.

Rocket Pass 4 ends on December 3 (the day before the Blueprint Update), so there's still time to get the Pro Tiers if you haven't yet. Rocket Pass 5 will begin on December 4 following the update. So, stay focused, train hard, and get ready for your Rocket Pass 5 journey!
Rocket League® - contact@rockpapershotgun.com (Lauren Morton)

Big changes are coming to car football today. Rocket League has replaced its lock and key lootbox system with an item shop and blueprints for items. The new system is still random, but takes away the risk that you’ll spend any actual money on an item you don’t want.

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Rocket League® - Dirkened
Scheduled Release: 12/4/2019, 10 a.m. PST / 6 p.m. UTC

THE HEADLINES
  • Keys and Decryptors have been converted into Credits and Bonus Gifts, respectively
  • Crates have been converted into Unrevealed Blueprints
  • The Item Shop is now live
  • New feature: Item Archiving
  • Competitive Season 12 Rewards (Universal Decals) will be distributed to eligible players
  • Rocket Pass 5 begins on December 4


NEW CONTENT

Item Shop
  • The Item Shop is now live
  • From the main menu, select ‘Item Shop,’ then the ‘Featured’ tab
  • You can find the Esports Shop next to the Featured tab
  • Items here can be purchased for the displayed number of Credits
  • Use the ‘Buy Credits’ button in the lower-left corner to purchase additional Credits

Rocket Pass 5
  • Rocket Pass 5 begins on December 4
    • Credits are now available as a reward at certain Premium Upgrade Tiers instead of Keys

Competitive Season 12 Rewards
  • Competitive Season 12 has ended. Titles and Reward Items will be awarded for your highest Rank achieved during the season, and successful completion of the appropriate Season Reward Levels.
  • Season 12 Rewards are custom, non-tradeable Universal Decals that can be used on any customizable Car Body
    • Bronze I or higher – ‘Season 12 – Bronze’ Universal Decal
    • Silver I or higher – ‘Season 12 – Silver’ Universal Decal + lower Universal Decals
    • Gold I or higher – ‘Season 12 – Gold’ Universal Decal + lower Universal Decals
    • Platinum I or higher – ‘Season 12 – Platinum’ Universal Decal + lower Universal Decals
    • Diamond I or higher – ‘Season 12 – Diamond’ Universal Decal + lower Universal Decals
    • Champion I or higher – ‘Season 12 – Champion’ Universal Decal + lower Universal Decals
  • Grand Champion Rewards
    • Competitive Soccar Grand Champion – ‘Season 12 – Grand Champion’ In-Game Title + ‘Season 12 – Grand Champion’ Universal Decal + lower Universal Decals
    • Rumble Grand Champion – ‘Season 12 – RNG Champ’ In-Game Title + ‘Season 12 – Grand Champion’ Universal Decal + lower Universal Decals
    • Dropshot Grand Champion – ‘Season 12 – Floor Destroyer’ In-Game Title + ‘Season 12 – Grand Champion’ Universal Decal + lower Universal Decals
    • Hoops Grand Champion – ‘Season 12 – Dunk Master’ In-Game Title + ‘Season 12 – Grand Champion’ Universal Decal + lower Universal Decals
    • Snow Day Grand Champion – ‘Season 12 – Blizzard Wizard’ In-Game Title + ‘Season 12 – Grand Champion’ Universal Decal + lower Universal Decals

General
  • Content from the Supersonic Fury, Revenge of the Battle-Cars, and Chaos Run DLC Packs has been added to all accounts on all platforms


CHANGES AND UPDATES

Blueprints
  • Blueprints have replaced Crates in Rocket League
  • Each Blueprint can build one item for a displayed number of Credits
  • All Crates in your inventory have been converted into unrevealed Blueprints
    • Revealing a Blueprint will show you which item that Blueprint can build, along with how many Credits that item will require to build
  • Blueprints may drop after select Online Matches
  • You can trade revealed Blueprints to other players

Credits and Bonus Gifts
  • All Keys have been converted into Credits
    • Each Key in your inventory is worth 100-130 Credits. Learn more about the conversion process here
    • Credits can be traded, but only one player in a transaction can offer Credits (no Credit-for-Credit trading)
    • Credits are subject to a trade hold for 72 hours after purchase. The trade hold on newly-purchased Credits will apply to all Credits in your inventory
  • During a trade hold, you cannot trade Credits, items built from Blueprints with Credits during the trade hold, or items from Pro Tiers of Rocket Pass purchased with Credits during the trade hold
  • All Decryptors have been converted into Bonus Gifts

  • Bonus Gifts are free to open
  • Bonus Gifts contain one item from either the Revival or Vindicator Blueprint Series

Item Archiving and Inventory Management
  • You can now archive items you no longer want to view with the rest of your inventory
  • ‘Archived Items’ tab has been added to the Manage Inventory screen
    • This tab will only appear in Manage Inventory if you have archived at least one item, and will disappear if you have nothing archived
  • To archive an item, go to Manage Inventory, highlight the item, click the left stick (controller) or click the box icon in the upper-right corner of the item thumbnail (mouse)
    • To remove an item from the archive, find it under ‘Archived Items,’ click the left stick (controller) or click the box icon in the upper-right corner of the item thumbnail (mouse). The item will then reappear under the appropriate tab (Wheels, Decal, etc.)
  • ‘Blueprint,’ and ‘Gift Pack’ tabs have been added to the Manage Inventory screen
    • All Blueprints will appear in the Blueprint tab, unless archived
    • All Bonus Gifts will appear in the Gift Pack tab, unless archived

Competitive Season 13
  • Competitive Season 13 begins
  • Season 13 brings a “soft reset” that requires you to do placement matches in each playlist to recalibrate your Rank
  • Winning half of your placement matches will land you near your previous season ranking
  • League Rankings will be temporarily empty until players complete their placement matches
  • All placement match wins count towards your Bronze Season Reward Level progress
  • With the start of Season 13, we have adjusted how Party MMR works for Competitive Playlists. A Party's MMR will now be weighted closer to the MMR of the highest Ranked player in the group than in previous seasons.

BUG FIXES

General
  • Fixed rotor and hub clipping from several Wheel types
  • Fixed Replays to use the correct Goal Explosion for Orange and Blue teams
  • Fixed the appearance of Painted Patriarch Wheels
  • Player nameplates no longer reappear after a goal is scored, or when fast-forwarding/rewinding
  • Fixed Animus GP Topper placement and Car Body behavior
  • French translation of Quick Play has been fixed
  • Irradiator wheels no longer transparent when looking from the inside out

Rocket League® - Dirkened
We hope your Spike Rush skills are still sharp and on-point, because the mode is making a return for a limited time! Get ready to hit Throwback Stadium for some zany action starting December 4!

Once it’s live, you’ll be able to play Spike Rush from the “Spike Rush” tab in the “Play Online” menu. Check out the start and end times for this limited-time event below:
  • Spike Rush start date: December 4 at 10 a.m. PST (6 p.m. UTC)
  • Spike Rush end date: December 9 at 10 a.m. PST (6 p.m. UTC)

XP earned from Online Matches in the Spike Rush playlist will count toward your Rocket Pass 5 progress, so jump in, have fun, and start your Rocket Pass journey!
Rocket League®

I suppose it's only a few polygons, but still, modders have acted with remarkable speed to put Elon Musk's latest meme vehicle in almost every conceivable game. While many of these Cybertruck mods are not yet publicly downloadable, several YouTube videos have appeared displaying demo models and early attempts - some of which, er, look better than others.

One of the more basic models for GTA 5 has been demoed by YouTube channel Elite Rejects, with neither of the video's hosts feeling particularly impressed by the truck. It really does look like a texture pop-in problem - but then, so does the real life Cybertruck.

The best one I've seen for GTA so far is by YouTube channel Fred Walkthrough, which already has working lights and genuinely looks like something straight out of Cyberpunk 2077. It's still a work in progress, and the creator says they're not yet ready to publicly release the build, but it's already looking nearly complete - it even has a cupholder with coffee.

Read more

Rocket League® - Dirkened

Every hero has a journey. Yours begins in Rocket Pass 5 on December 4 following the Blueprint Update! Prepare to find your inner strength and climb to the Pro Tiers to be the best like no one ever was.

Upgrade to Rocket Pass Premium and wield the power of the newest car, Chikara. This anime-inspired supercar will be unlocked immediately, and the Chikara GTX will be waiting for you at Tier 70. Rocket Pass 5 features 70 Tiers of new items including Holosphere Wheels, Metallograph Animated Decal, and three new Goal Explosions! But the journey doesn't end there. Unlock the Pro Tiers beyond Tier 70 and get Painted and Special Edition versions of select Rocket Pass 5 items!

Your challenge awaits. Rocket Pass 5 has brand new Weekly Challenges in both the free and Rocket Pass Premium tracks. You'll be able to complete Weekly Challenges from previous weeks throughout Rocket Pass 5 to get to the Pro Tiers even faster, just like in Rocket Pass 4.

Upgrade to Rocket Pass Premium for 1000 Credits, or get a headstart on your journey with the Premium Bundle and a 12-Tier Boost for 2000 Credits. Since Credits are replacing Keys on December 4, Credits have been added to Rocket Pass. You can now earn up to 1000 Credits in Rocket Pass Premium.

Rocket Pass 4 ends on December 3 (the day before the Blueprint Update), so there's still time to get the Pro Tiers if you haven't yet. Rocket Pass 5 will begin on December 4 following the update. So, stay focused, train hard, and get ready for your Rocket Pass 5 journey!
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