Sunset Overdrive items exl. on XBOX One!

 

We all know it’s coming and slowly more news about what the XBOX One version of Rocket League will include is coming out. Like today when Insomniac Games announced that items from the Sunset Overdrive game will be in the XBOX One version of Rocket League:

I’m among the millions of people out there who fell in love with Rocket League last year. It’s a game that is easy to grasp, but takes real skill to master. I am no master, but I’m still giddy over the course of an entire match. It’s that kind of big, high-action fun that I relish to counter (and complement!) hours spent in other realistic, gritty, or cerebral gaming experiences. Rocket League is a game high on action and reliant on reflex. It’s all about near-misses and sudden opportunities. In short, Rocket League would naturally fit with the world of Sunset Overdrive — Insomniac Games

It will not be the last studio that will be working with the people from Rocket League to bring small items to the game. If the excitement we have had on the PS4 and PC will be the same on the One you can expect a new #1 hit.

With the new cars that are coming to the One and now with the first announcement from both Insomniac and Psyonix. The official sign has been given.

Stay tuned for more info about the XBOX One version. And of course any other Rocket League news!

Source: Rocket League

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Rocket League: Revenge of the Battle Cars coming October 13!

We were anxiously waiting for a release date for the Revenge of the Battle Cars DLC, and now we have a date!

This just in: we have a date confirmation for Revenge of the Battle-Cars DLC — October 13 on 4 and PC! — Rocket League

Less than 2 weeks for some serious grinding. We recommend to take the Gizmo for a spin while you are mastering the tiny car. Won’t be any different as driving the Scarab!

Thanks to: Rocket League Informer & Rocket League

Nosgoth Flags coming to Rocket League in October!

We didn’t saw it coming, but Psyonix is adding new game themed flags to the game. No, Driveclub isn’t in this time. This time it’s Nosgoth, one of their own:

As some of you may know, Nosgoth isn’t the only game the team here at Psyonix has been developing over the past few years. Our football-meets-driving hit, Rocket League, has also been tearing up the charts since we released it earlier this summer.

While both of our games are thematically different, the one thing they share in common (besides “us”) is that they have strong, passionate communities. It’s with that in mind that we wanted to find a way to bring our two games together — which is why we’ll be adding special Nosgoth-themed Flags to Rocket League this October.

Available in patch v1.06, the Nosgoth-themed Flags will include three different designs:

  • “Nosgoth” (The Pillars of Nosgoth Insignia)
  • “Nosgoth – Human” (Human Insignia)
  • “Nosgoth – Vampire” (Vampire Insignia)

You’ll be able to access each flag as they are unlocked (as post-match rewards for completing games) in the Garage section of the game under “Antennas/ Video Games.”

Thanks to: Rocket League Twitter

Rocket League as a physical copy in near future?

So while we are all waiting on the next Rocket League DLC there is some interesting news to share with you all. And that’s about the future of Rocket League. As we all know Rocket League was made available for PS+ users through the PS Store.

It became an hugely success with more than 5 million downloads. A success that maybe even Psyonix wasn’t counting on. But seeing how popular Rocket League was with the PS+ users. The non PS+ users are missing out big time (you can buy the game for €20’s now in the PS Store). People who didn’t download or bought the game from the PS Store are maybe the next target for Psyonix:

Physical retail is something we have considered and we would like to do some day,” he said.

“We’re still trying to figure out the best way to approach it – what would people want in that physical version? People want there to be something cool in order to get them to double dip or feel like they are getting more if they are playing for the first time. — MCVUK

It’s not certain that a physical release is coming, but it’s something they are thinking about. We’ll keep you posted about further developments when Psyonix has more news.

Thanks to: Playstationlifestyle.net

Ranked Season patch underway!

With Patch 1.05 and the Ranked Season coming out, a lot of players were not satisfied with the gaining/loss ratio in the season. Even Rocket League themselves were aware that things didn’t work out as they wanted too. So, the adjustments are being made as we speak:

ASAP. We’ve already begun testing to make sure the server-side changes work. We’ll update everyone when we have specifics — Rocket League

Officially they wanted to make changes when Season 2 was about to begin, but seeing the problems the community has right now, they are really trying to implement changes to the ranking system right now. Much appreciated!

Stay tuned!

[REPOST] Rocket League’s answer: How does Ranked Season work?

This is a repost from the Psyonix post on Reddit on the questions that the community has regarding the new ranked season. You can find it here: *OFFICAL* Ranked Season Play

Now that we’re a few days into Season 1 and we’ve had the chance to watch its performance in the real-world more closely, it’s a great time to make this post so that you all have a better idea of how the system “officially” works and for us to let you know what we think we’re doing right and what we’re doing wrong. This is a possible TLDR, so get ready!

How Preseason Worked and Didn’t Work

Our goal for Season 1’s ranking system was to eliminate the common problems we saw with Preseason. We used raw skill ranking (MMR) in Preseason to determine your division and leaderboard standings:

  • 1) Our skill system is similar to other modern games and tracks a “Skill” and “Uncertainty” for each player.
  • 2) Your skill value goes up or down based on wins, losses, and match difficulty
  • 3) Over time, your uncertainty decreases as the system becomes more confident about your skill

This worked great for matchmaking, but it performed poorly for seasonal player ranking because it becomes harder and harder for you to change your skill over time (and the leaderboards become stagnant)

How Season 1 Works Differently   For Season, we are continuing the approach of taking methods used by other popular competitive games by introducing a “Points” system that sits on top of a “hidden” Skill Rating/ MMR, from which the points get its influence. At a high level, this smooths away the Preseason problems as “Rank Points” (RP) follow a few key rules:

  • 1) You gain or lose points that are proportional to the difficulty of the match you played (based on MMR, not RP)
  • 2) Your RP should “trend” towards your MMR. So, if for example, you’re “Bronze III” by RP but your MMR is matching you against “Silver II” players, you should gain extra RP via wins and lose less RP with losses until you end up near the “Silver II” division
  • 3) RP is actually not involved in matchmaking at all, it is still controlled entirely by your hidden MMR

What We’ve Learned From the Real World   Based on your feedback and our own experiences in Season 1, it has become obvious that our system wasn’t quite working the way we intended. But why?

Problem 1: When we reset the Preseason standings, we reset everyone’s MMR “uncertainty” to allow player skills to move around more freely with the new season. It turns out this was a mistake because it made matchmaking less accurate AND it caused problems with the RP algorithm that was supposed to “trend” you towards your MMR. Those two issues combined created a climate where players see small gains but significant losses when they shouldn’t have

Problem 2: We didn’t seed Ranked divisions as well as we wanted to. Specifically, anyone from 0-499 MMR was placed into Bronze I, 500-999 MMR in Silver I, and 1000+ into Gold I. This is particularly troublesome for players in the Bronze rank, where a 100 MMR player and a 499 MMR player are vastly different but started with the same RP.

What We’re Doing to Address Real World Problems   A couple of things, actually:

  • 1) We plan on implementing placement matches in the near future (most likely in Season 2)
  • 2) We are restoring your hidden MMR Skills and Uncertainties to Preseason values, but with a minimum uncertainty (your skill never completely stagnates). This will improve matchmaking quality AND fix problems with your RP incorrectly “trending” towards your MMR. In other words, you’ll see fewer small RP gains and fewer large RP losses (We are doing this very SOON).
  • 3) We are actively investigating re-seeding players into more accurate divisions. A 499 Preseason MMR player could instead be placed into Bronze III instead of Bronze I, for example. We will also be careful not to reduce anyone’s RP who has already climbed past where they would have been re-seeded (We are also doing this SOON).

Parting Words

We will be keeping an eye on system behavior and player feedback with our immediate and larger-scale reworks prior to- and for Season 2.After all, our primary goal is to ensure that Ranked play is both competitive AND fun, so that’s what we’re going to work towards accomplishing.

Thanks to all of you for helping us find our way there. We’re definitely in this together!

Patch 1.05 – How does the new point system work?

Its the day after Patch 1.05 came out. The day after Rocket League had some issues with bringing back the servers online. Now that the storm is over and everyone actually can play the game again in the ranked regions. Some players have their questions about the new ranked system.

Not only on Twitter people ask other on what the new ranked season is about regarding points. You see it also on /r/RocketLeague and the official Psyonix forums, where a lot of key players from the community are gathered.

Martintheboss

Let’s hope Rocket League goes into more detail about the points. So everyone knows what to expect when they win or lose.