The change this time would remove its $19.99 USD price tag and make it go free-to-play. On September 29, 2020, Rocket League became more available than it’s ever been.
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However, the update that really pushed Rocket League over the edge in 2020, for me, was the fact that players no longer had to pay to own it. I don’t know if the improved search functionality is related to new servers or merely having a bigger pool of players. The “not enough players to start match” problem still exists, but only occurs on rare occasions. Matches now connect in mere seconds, with the longest wait time being somewhere around the 20-30 second mark. Now in ranked matches, you can only select one match type to search.
The latest season of Rocket League has some sweet neon arenas with player anthems. Even then, matches were susceptible to the known “not enough players to start match” error and could fail to start. This sometimes meant a minute or two (if not longer) until you were connected to a server and a match in either of those ranks. In the past, you could start your multiplayer ranked match search for a 3v3, 2v2, or 1v1 duel simultaneously.
Menus for matchmaking were modified as well, changing the overall search criteria. There was a visual overhaul to the UI with small changes to stats, garage items, and snappier menus. I feel as though Rocket League trimmed a lot of fat when it became part of the Epic Games family. However, one standout has been the improved network stability for competitive ranks. Since the acquisition, there’s been noticeable quality of life improvements. The name game would evolve once more because of this, requiring players to create universal Epic Games IDs to play Rocket League. Since the game was built on Unreal Engine 3, I can’t say it wasn’t a bad thing for Psyonix. I haven’t been able to find a firm number, however, speculation in a few places points to a $200 to $300 million USD price tag. I honestly never thought that Epic Games would be the one to buy Psyonix, especially considering the PlayStation launch exclusivity and Steam player base. In May of 2019, Epic Games opened its assumedly massive wallet and purchased the developer of Rocket League, Psyonix. More importantly, it was a sign that the game itself was evolving. When the Rocket ID released, it finally felt like there was some balance to the Force. 2020 has been one hell of a year for everyone, but some games like Rocket League have done exceptionally well due to key updates.
Inventory management was also helped by consolidating all owned items into one place. Players could finally request and accept new friends with a universal ID. The digital walls finally came down on February 19, 2019, when Psyonix introduced the Rocket ID during the “Friends” update.
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There were rumors of a single Rocket ID, which was perfect for someone like me who favored the PC experience over a console. A few buddies were on PlayStation 4, some on Xbox, and a handful of others I met along the way were on PC. Prior to true cross-platform play, my friends were fairly isolated. As for the nearly 6-year-old Rocket League - a game I’ve been avidly playing since launch - the updates have led to quality of life improvements and an overall shift in the user experience during 2020. This can be a good thing, especially for developers who didn’t necessarily meet expectations at launch. As each GaaS title evolves, so does the player experience. Fortnite, Call of Duty, and the Destiny franchises have all embraced seasons and ongoing updates to make improvements based on community feedback. It’s hard to deny the fact that the games as a service (GaaS) business model has dominated the last few years of the industry.