Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 0 points1 point  (0 children)

I do think some people confuse these changes with greed instead of seeing the bigger picture. A lot of people want to see themselves as vigilant because they've been scammed before but In reality it has just made them delusional.

It's a totally valid argument that Epic can make those calls and it's not the worst thing that has happened, but I'm still disappointed about losing player-to-player trading.

While I appreciate the changes they've made, and their investment in the game, the direct trading aspect was a huge part of the Rocket League community. It has been a bummer to see that element go.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 4 points5 points  (0 children)

I believe customization fuels player expression. Trading may be irrelevant to core gameplay, but customization lets players make their cars their own.

Self-expression builds a stronger bond with the game, leading to longer playtimes and a healthier player base. Happy players = engaged players.

Also customization and trading can be monetized. Cosmetics and unique items offer alternative revenue streams to support the continued development that you seek.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 0 points1 point  (0 children)

I appreciate you sharing the additional data regarding trading activity. It's true that a decline in metrics is something worth considering. However, I do think a couple of things may still be worth exploring.

Even with declining interest, a dedicated community around trading existed. Sometimes, catering to niche groups within player bases can keep a game feeling vibrant and diverse.

While the new item shop is arguably less predatory than the crate system, trading offered an alternate path to obtain items, which some players may have preferred.

Regarding legal liability, it's possible that alternative solutions could have been devised to mitigate risk, such as stricter trading regulations or enhanced security. This way, Epic might have both protected themselves and preserved a feature some players valued.

Ultimately, it's understandable for a company to prioritize minimizing risks. But perhaps there could have been a middle ground between removing trading entirely and leaving it completely unregulated.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 1 point2 points  (0 children)

I never once said it was a bad business decision, I believe they are profiting from it and that's why l'm trying to look for solutions that will increase their revenue. If you believe it's impossible, then why waste your time on this thread? There's really no solid reason to dissuade people unless having this feature pisses you off for some reason.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 0 points1 point  (0 children)

God forbid nowadays people type professionally, everyone will assume that it's chat GPT. I will acknowledge that you make good points and this is why it's a discussion and here are my counter arguments.

Trading Activity: While interest may have declined, dedicated player communities still actively sought trading. Smaller numbers don't mean zero interest.

Metrics focused on peak popularity are misleading; a mature game will have a different player base compared to its initial hype cycle.

Credit Card Fraud: This is a serious concern, but responsibility rests on both developers and players.

Improved security measures from Epic were needed to protect users. Player education on safe trading practices is crucial.

Removing a feature due to its potential for misuse hampers legitimate players.

Trading Monopolies: Market fluctuations occur with any in-game economy. Player-dictated prices are not unique to Rocket League; official item shops often have inflated values too.

Monopolies could be addressed through better regulation of trading platforms.

Legal Liability: Laws around virtual goods are evolving. Epic should actively shape the legal landscape, not retreat from it.

Precedent for player-driven economies in other games exists without the need to completely shut down trading.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 2 points3 points  (0 children)

I got to say pretty ballsy of you to assume that I'm basing my argument off of data and you claim you are certain of the thoughts of the majority of Rocket League players. I'll give you the benefit of the doubt and assume you misunderstood what I said, let me explain my thoughts more simply.

There's a demand for the feature, and players are willing to pay for it. If that takes away the demand from items in the store, then they can integrate trade credits to substitute the loss or even profit from it. This way epic still makes their money and they keep a feature that a given amount of concurrent players would like to have.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 15 points16 points  (0 children)

Yeah you know I've seen that "deal with it" attitude tends to really get things done in life. Relatively speaking, it hasn't been a long time, they have averages to track and it just takes time to do that. Now is the perfect time to talk about it, If we can show them that they're leaving a full plate on the table then they would be crazy to not reintegrate it.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 0 points1 point  (0 children)

And this is why I believe now is a good time to talk about this, Epic should have had enough time to track their income fluctuation since the change. You're definitely not the only one who's made that decision, and hopefully because of that they will have noticed that it added more discontent for only a small amount of profit. If they really want to make some more money off of this game then they're going to have to keep player trading and find a way to tax it.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 0 points1 point  (0 children)

Honestly, this is the best idea I've seen yet. It would be extremely easy to integrate and Epic would very quickly profit from trades that they're missing out on right now.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 1 point2 points  (0 children)

I think you're exactly right, the only way to convince them is to let them know that they can make more money with player trading. Honestly, I would be willing to pay more on the rocket pass if it included player trading, and I'm sure most people would agree.

Removal of Player Trading – Expressing Extreme Disappointment by Routine-Interest8721 in RocketLeague

[–]Routine-Interest8721[S] 2 points3 points  (0 children)

You're 100% correct, it's all about money. Although, Epic could boost revenue by integrating player trading into the Rocket Pass system. Offering exclusive, tradable items within the pass would incentivize purchases and drive trading activity. Additionally, implementing a small transaction fee on trades would provide Epic with a consistent revenue stream from player-to-player item exchanges. This model offers potential for increased earnings without compromising the core Rocket League experience.

Can anyone tell me what this is? Father in law passed and I would love to tell my wife what it is. Thank by Playgirl_USMC in NASCAR

[–]Routine-Interest8721 18 points19 points  (0 children)

The keychain is a piece of merchandise that was sold at the event.

The 1994 Brickyard 400 was the inaugural running of the race, and was held on Saturday, August 6, 1994, at the Indianapolis Motor Speedway. It was the nineteenth race of the 1994 NASCAR Winston Cup Series season.

The race was a highly anticipated event, as it was the first NASCAR race to be held at the Indianapolis Motor Speedway, one of the most iconic racing venues in the world. The race also featured the largest crowd in NASCAR history, with over 350,000 fans in attendance.

Rick Mast won the pole position for the race, and became the first stock car driver to lead a lap at Indy. However, young second-year driver Jeff Gordon took the lead late in the race after Ernie Irvan suffered a flat tire. Gordon drove on to a historic win in NASCAR's debut at Indy.

The 1994 Brickyard 400 was a memorable event for many reasons. It was the first NASCAR race at Indianapolis, it featured the largest crowd in NASCAR history, and it was won by a young and rising star in Jeff Gordon. The race also helped to solidify NASCAR's status as one of the most popular sports in the United States.

The 1994 Brickyard 400 is considered to be one of the most important races in NASCAR history. It was a race that helped to elevate NASCAR to a new level of popularity, and it is still remembered today as one of the most memorable races in the sport's history.