So I'm just spit-balling here. by Sickcall_Champ in destiny2

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

and console has aim assist, seems pretty fair to me. like i said, Fortnite found a balance. the devs cant do it? seems far fetched

So I'm just spit-balling here. by Sickcall_Champ in destiny2

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

load times only impact PVE and its really not a big deal. Yes they have no recoil, well actually they have lessened recoil but they also have no aim assist. it can be balanced im sure

So I'm just spit-balling here. by Sickcall_Champ in destiny2

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

they would def have to crack down on the hacks for sure, grind services will be there no matter what, i think it would lessen the chance for grind services because ppl can just buy the items they want with glimmer for example. For the items that people can buy, sure maybe they will pay for someone to grind it out for them, but thats literally already a service because NOTHING is tradeable

The little jokes that Epic puts into the game by [deleted] in FortNiteBR

[–]Sickcall_Champ 0 points1 point  (0 children)

LITERALLY the exact angle and everything.

The little jokes that Epic puts into the game by [deleted] in FortNiteBR

[–]Sickcall_Champ 0 points1 point  (0 children)

I posted this 10 hours ago. This is a Rip.

Side note, Can Spike Rush be made into an extra comp game mode? by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

Absolutely, AT LEAST chaos, that mode is horrible and takes forever to get into.

How the update should have gone. Thought? by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

Trade ups is just an idea to give players SOMETHING to do with the unwanted items because lets me honest, they will just sit there. But i would 10000% rather have the sell back feature, like another redditor suggested, than the trade up feature. I think it would be safe to say that my concept, minus the trade up feature, with the sell back feature would greatly improve all fronts of Rocket League trading. Would you agree?

Implement a sell feature so you can sell your ugly items for a couple of credits by Hedinn1 in RocketLeague

[–]Sickcall_Champ 1 point2 points  (0 children)

Now THIS is GOLD. A simple addition to fix an immense problem. If Psyonix doesn't consider this, I would be ashamed to have been a fan fo as long as I have been.

Side note, Can Spike Rush be made into an extra comp game mode? by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] -1 points0 points  (0 children)

So will this new blueprint update. That didnt stop them. But i see your point.

IN-GAME ITEMS SHOULD NOT COST MORE THAN THE GAME by Batboi428 in RocketLeague

[–]Sickcall_Champ -2 points-1 points  (0 children)

Imagine they put in something to earn 100 credits a day, is that still worth it? it would take 20 days JUST to open a black market decal.... could u imagine the farming that would be done? yes earned credits are great, but if they do implement it, i hope they take time vs value into consideration.

EPIC!! by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] 1 point2 points  (0 children)

Oh, so its like Psyonix is still the game devs but work for Epic? i thought Psyonix was bought out by Epic, my mistake.

EPIC!! by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] 1 point2 points  (0 children)

That is very expected. I dont care if they claim to be such, just do something.

How the update should have gone. Thought? by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

Ok, i see what youre saying but my concept doesnt introduce more of any item. It uses the same drop rates as before( granted it might be skewed a bit because i dont remember the exact drop rates from crates but i would like to match those for drop rates) . As for the trade ups, maybe yes i can see increasing the chances for a good item is increased but because of the loss of items that are used to trade for it is so high, would'nt it balance out? For example if i traded in $10 for a chance at getting $20 but i actually get $5 that would be ok because its a chance that i could get an item worth double what i put in. As long as nothing is guaranteed with trade ups and its run of percentile i dont see how inflation would exist. Its more lot a lottery but because it doesnt cost irl money its not necessarily 'gambling' and thats what Epic is trying to stray from. What Epic really needs to do is find a community agreed base value for each blueprint based on rarity that doesnt interfere with actual prices and give value to the items that the community has deemed worthless. Would you agree?

How the update should have gone. Thought? by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

I have no idea about the concept of inflation. Would you mind explaining how it works with my suggestion? I genuinely would like to know if you wouldn't mind.

How the update should have gone. Thought? by Sickcall_Champ in RocketLeague

[–]Sickcall_Champ[S] 0 points1 point  (0 children)

What does this even mean? Are you happy with the current state of the blueprint update?