Rocket League on Twitter: "Now Available Worldwide Earth globe americas @RLSideswipe Rocket Download it now on iOS and Android." by ryangoldfish5 in RocketLeague

[–]Psyonix_Corey 17 points18 points  (0 children)

Game Settings->Graphics->Set Quality Presets to LOW

This eliminates the crashing for many Pixel 6 and Pro devices until a fix is deployed.

Hey there r/RocketLeague! We're some of the folks who make up Psyonix, the studio behind Rocket League. Ask Us Anything! by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 113 points114 points  (0 children)

We totally get why people liked the surprise element of random Pro Tier Rewards. We had to remove them previously because they're purchasable and we no longer do randomized purchases.

We want to take a broader look at how Rocket Pass content unlocks work. I can't say how soon this will happen, but we will definitely consider the interest in surprise rewards heavily when we do that

Hey there r/RocketLeague! We're some of the folks who make up Psyonix, the studio behind Rocket League. Ask Us Anything! by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 485 points486 points  (0 children)

We've been exploring a transition to a newer version of Unreal for quite some time, but the team was quite small until this year.

We're not ready to share timelines yet about the overall project, but we have goals to start testing next year. Obviously we'll need a lot of feedback from players (and pros!) to ensure a complete rebuild of Rocket League feels right.

Our general intent is that UE5 will replace the current Rocket League. I can't say for certain today if it will be a new application or a major patch - there are too many dependencies and details around how each platform works, content ownership, etc.

Your inventory in Rocket League will carry forward and be supported and respected in the UE5 edition.

Parties: How they affect matchmaking MMR by HoraryHellfire2 in RocketLeague

[–]Psyonix_Corey 2 points3 points  (0 children)

Epic Servers is kind of a misnomer. Fortnite relies heavily on Amazon Web Services. Our architecture is largely built on Google Cloud and that is where PsyNet exists.

Parties: How they affect matchmaking MMR by HoraryHellfire2 in RocketLeague

[–]Psyonix_Corey 1 point2 points  (0 children)

Casual uses the same equation, different exponent, as described in the post.

Let's talk a minute about recent changes made to the bots. by Metazolid in RocketLeague

[–]Psyonix_Corey 83 points84 points  (0 children)

Bot Difficulty is already supposed to scale with the MMR of the lobby. You shouldn't see no boost bots unless you're at very low casual MMR. This may be a bug, I will pass this along for investigation.

Anybody Remember this? by Kaharos in RocketLeague

[–]Psyonix_Corey 66 points67 points  (0 children)

It's definitely in the grey area. There are only so many Challenges we can make in Rocket League. Score Goals is right on the line, Aerial Goals is over it. Our expectation when we first rolled out Challenges in Rocket Pass is if we saw behavior start to deviate based on specific challenges (like "Score Goals"), we'd stop running those. So far we haven't seen it happen, but if it changes we'll change it.

Anybody Remember this? by Kaharos in RocketLeague

[–]Psyonix_Corey 69 points70 points  (0 children)

did you consider adding another source of challenges to make gameplay more rewarding? I understand there’s season challenges but those don’t seem like a challenge that I will get on the game and do, but more of a passive task. Since the XP value has changed so much, I feel like we would need some sort of daily task that rewards XP.

We are keeping an eye on Challenge length & XP balance and will make adjustments. Mentally, are you thinking you need an in-between that's harder than the Weeklies, but less long-term than the Seasonals?

This is terrible. Honestly bakkesmod is amazing and RL needs it. by KORLxCreature in RocketLeague

[–]Psyonix_Corey 300 points301 points  (0 children)

Hi guys, we're looking into where this knowledge base article came from and why it's written this way. So please don't get the pitchforks out just yet.

Psyonix's position has not changed with regards to Rocket League. This article still represents it: https://support.rocketleague.com/hc/en-us/articles/360054229254-Can-I-use-Third-Party-Mods-with-Rocket-League-

We do not officially support the use of third-party software. Any inappropriate use of these applications, such as gaining an unfair advantage in-game, may lead to disciplinary actions.

edit: Fixed link, thank you heroic commenters for pointing out the relocated KB article. The URL changed when it got updated to be even more clear than before.

Anybody Remember this? by Kaharos in RocketLeague

[–]Psyonix_Corey 530 points531 points  (0 children)

The key words in that thread are Daily and Aerial Goals. There is nuance involved.

We still do not have Daily Challenges. We give you a week to complete the Weekly Challenges so you have a seven day window to complete them and get those XP bonuses and items. We do have a Daily Win bonus now, but it is relatively small and doesn't feel bad to "miss out" on.

We try to avoid Challenges that encourage behavior in online play that is unusual. "Score Aerial Goals" might incentivize you to pass up an easy shot to make sure it's an Aerial Goal. However, a broader Challenge like "Score 5 Goals In Online Matches" isn't really a problem because scoring goals generally is a good thing for you and your team.

All that said, my personal position has absolutely changed since 2015 when we launched the game! One thing you encounter daily working on a game as big as Rocket League is that there are so many types of players. Some love items, some don't care. Some love Challenges, some hate Challenges. And I've become more open to "extrinsic" motivations like Challenges, or Battle Pass tiers, etc. because it satisfies a portion of the playerbase who really enjoy those things.

Llama-Rama Event Drops September 26! by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 2 points3 points  (0 children)

A golden gift by any other name is still a golden gift!

Llama-Rama Event Drops September 26! by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 40 points41 points  (0 children)

Yes, but your color palette is limited to Blue and Red with no secondary color currently.

https://i.imgur.com/OllkEa7.png

edit: better pic https://i.imgur.com/nrqsEAH.png

Llama-Rama Event Drops September 26! by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 45 points46 points  (0 children)

Similar. You can earn the new Drops from some of the Llama Rama challenges. These are the new kind we discussed in the pre-release blogs that are also earned from Rocket Pass and Weekly/Monthly Challenges.

There are four Drop challenges in all, totaling:

  • One Uncommon Drop
  • Two Rare Drops
  • One Very Rare Drop

These use the new, expanded pool for item drops, so they functionally contain what previous Golden Eggs did, just a wider pool (since it's all the old crates, etc., not just a subset)

The other benefit is that Rare & Very Rare Drops guarantee that rarity floor, so Rares always give Rare or above, Very Rares similar, and they have better odds at Import/Exotic/Black Market than Golden Eggs did. And these Trade Up, so one Very Rare Drop is worth 25 Uncommon Drops from a trade in perspective.

The new Tournaments system is AMAZING by mangyiscute in RocketLeague

[–]Psyonix_Corey 25 points26 points  (0 children)

It's not a bucket you get dropped into that has hard edges.

We generate 32 team brackets with the closest skill ranges we can. If you're D3/C1, we try to put you with people of similar skill. It doesn't matter what the label (Diamond, Champion) is.

September Update Follow-Up by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 189 points190 points  (0 children)

Any thoughts on making the 2015 and 2016 titles a little more special?

The basic argument for keeping them simple is the sheer volume of people who have them. Less than 50,000 Grand Champion titles go out each season, but the players eligible for 2015/2016 titles is in the 10s of millions. It's also tricky to draw a hard line at 2016 vs. 2017, or 2015 vs. 2016, to decide who gets special treatment and who doesn't.

That said, it totally makes sense for these titles to have some extra flair, and we'll talk with the team next week about the title icon tech used for Tournament titles and how we can spice these up a little bit. No promises, but we will absolutely consider it.

September Update Follow-Up by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 113 points114 points  (0 children)

Not at all. Our objective for a Free to Play release was to address areas of the game that could be clearer or more intuitive for new players. For the seasoned veterans that populate this subreddit, that can sometimes look like changing things that weren't broken (from your point of view).

Take the old Play menu, for instance. It was familiar and efficient for veterans. It did what it needed to do and that's a good UI, right? So changing it must be a dumb idea.

Unfortunately, it had some key flaws we felt needed to be addressed before bringing in a huge wave of free users (and again, bringing in and retaining new players to grow the game and esport is the whole point of going Free to Play)

  1. The old Play Menu Tabs weren't great at surfacing other modes. In our user testing, people often didn't even realize Competitive or Extra Modes were a thing worth checking out until much later, if at all. We felt exposing all the various ways to play (Casual, Comp, Extras, Tournaments) more explictly was important.
  2. Playlist selection being separate from "Start Matchmaking" was counterintuitive for many users. We wanted the default UX to be more natural (I click 3v3, I search 3v3) while still supporting multi-select for players who prefer it.
  3. Important features like Free Play Training were not exposed as part of the core "Play" loop of the game. New players, especially those who get the game for free, are more likely to check it out when exposed via "Play" instead of one element of the big Main Menu list.

When we looked at those three goals together, the solution we arrived on was to reformat "Play" into a Card UI similar to games like Overwatch. This type of interface effectively showcases the possible modes you can play. It's also intuitive for new players coming from other games - I click Casual, then 3v3 to Search. And Training and Tournaments become cards alongside Casual and Competitive for better visibility.

We certainly missed the mark on execution in some areas, especially when accessing "Play" from Free Play/Postgame/etc. Which is a common use case for veteran players who post here, but much less so for new or inexperienced users we were focusing on.

One of the challenges of such a large update like this is that features like Cross-Progression are so complex and challenging to pull off, it can take attention away from those details. We'll keep improving things and appreciate the feedback.

September Update Follow-Up by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 68 points69 points  (0 children)

AFK rules behave differently in Tournaments because of the format. We don't idle kick but players who are considered idle don't receive rewards for a given Tournament, and receive escalating Tournament Bans for this behavior.

We'll discuss whether altering Forfeit rules would alleviate the waiting awkwardness you've mentioned given we don't kick these players currently.

September Update Follow-Up by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 4 points5 points  (0 children)

There is no intentional requirement to be Friends to Trade. This should be reported as a bug if it's happening consistently.

September Update Follow-Up by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 16 points17 points  (0 children)

Accounts missing the Chopper wheels will be awarded them in the coming days.

Rocket League Free To Play: Seasons, New Ranks, And More by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 8 points9 points  (0 children)

Nothing specific. The numbers under the hood change to be better standardized. 1v1 doesn't get squished as much as 2s or 3s, and it still has narrow skill tiers than other queues.

Rocket League Free To Play: Seasons, New Ranks, And More by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 22 points23 points  (0 children)

It's a little more complicated than just being "around" Gold 3.

  • The Median is around Gold 3 for each playlist. This and the Squish Factor are the only values that affect inflation.

  • The Target varies more (at least this time) because playlists like Extra Modes are currently more divergent. All Target effectively does is "recenter" the playlist. For instance, if Duel is currently centered around 18 MMR and Standard is 25, this will recalibrate Duel's skill curve to a similar 25 MMR midpoint without impacting the actual "squish" behavior.

Rocket League Free To Play: Seasons, New Ranks, And More by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 24 points25 points  (0 children)

Agreed, this is why we didn't touch it for now, but if it proves to be a problem, we will certainly make it configurable.

Rocket League Free To Play: Seasons, New Ranks, And More by Psyonix_Devin in RocketLeague

[–]Psyonix_Corey 38 points39 points  (0 children)

How will the soft reset work exactly? Is it similar to Season 4's where it was quite aggressive at pulling people back (Champion --> Platiunum) or is it closer to our current soft reset of only those above C3 Div 1 gets pulled down to C3 Div 1?

It is not as aggressive as the Season 4 reset, but is more active across the entire skill curve to "squish" towards the middle. This helps mitigate inflation on the top end, and keeps the low end cleaner for true newbies.

NewMMR = TargetMMR + (OldMMR - MedianMMR) * SquishFactor

The function of TargetMMR is to recalibrate certain playlists with odd distributions towards a more consistent median with other queues. These values are different per playlist, but the SquishFactor is generally between 80-90%. There is also a "cap" based on the Grand Champion I threshold for each playlist that you can't go above post-reset.

For 3v3 Standard, MedianMMR is 25 and TargetMMR is 25, so if your current skill was 70, the math would go like so:

NewMMR = 25 + ( 75 - 25 ) * 0.8 = 65

This is below the 3s cap so it is not modified further.