{
"post": {
"title": "Did Rocket League ever get an update regarding gameplay mechanics?",
"selftext": "I've had the game since its Xbox release, so I think a year or so after the PS4 launch. \n\nThe only gameplay update I remember is the hitbox normalisation update (making every car have 1 of ~5 hitboxes). I don't seem to remember a single update regarding movement, hitboxes, boost amount/power etc other than this. Did servers ever get updated, I can't remember if they had dedicated servers since launch. \n\nWas this game just polished af since launch?",
"url": "https://www.reddit.com/r/RocketLeague/comments/18r6kzy/did_rocket_league_ever_get_an_update_regarding/"
},
"comments": [
{
"body": "If I remember correctly, back when Rocket Labs was released in 2016, it allowed the player to retain their flip if they didn't use their jump to get in the air (prior to this, you would lose your flip, say by coming off the ceiling, even if you didn't jump). \n\n\nNot sure if transparent goalposts count as a gameplay mechanic but that was also introduced in mid 2017."
},
{
"body": "Flip reset mechanics weren't in the original game but were added when non standard maps were added (eg underpass) to allow you to keep you flip indefinitely after going of ramps and such"
},
{
"body": "All things considered... the game is pretty simple since it's entirely physics-based rather than having \"press b to pass\" mechanics which can introduce a whole range of balance issues/bugs. They haven't needed to update boost amount/power for example because it's the same for both teams, entirely balanced and fair, they didn't have to tweak any values past \"yeah that feels nice\".\n\nYou also have to remember RL is a sequel to SARPBC, so RL is basically the polished/updated version of that.",
"replies": [
{
"body": "I'm surprised they never felt the need to adjust boost amounts even after people started playing the game in ways that were never intended. Like juggling and flip resetting across the map. The fact that the initial boost values were so on point is a bit of a miracle.",
"replies": [
{
"body": "They could've been any value and the same thing would've happened. People will maximise what they have. They had literally 0 reason to change it.",
"replies": [
{
"body": "It can definitely still be too much/too little boost. Or maybe it couldve been too strong/weak. But it's overall super solid feeling. I think that's pretty surprising considering that the game is played very differently now to how the devs originally intended years ago.\n\nI know what you're saying, but people at some point could have definitely said 'we don't get enough boost' or something"
}
]
}
]
}
]
},
{
"body": "Hitbox standardization probably counts, as does the current hitbox un-standardization."
},
{
"body": "I wasn't around for this but wasn't directional air roll added after?",
"replies": [
{
"body": "Yes directional airroll wasn't available as a keybind originally"
}
]
},
{
"body": "I think small boost pads used to give between 12 and 13 boost but were changed to give exactly 12 at some point.",
"replies": [
{
"body": "it's always been 12.5 right? i haven't played in a few months if i'm honest, but i'd be surprised if they changed it. this meant 8 small pads gave you exactly 100",
"replies": [
{
"body": "Nope, it's been exactly 12 for years now."
}
]
}
]
},
{
"body": "I don't remember when, but once an update caused a change in ball physics, and it caused such an uproar that YouTubers and RLCS Pros were outraged at the change. It was later reverted and called a \"bug\" in the patch notes. \n\n\nSo let's just say if there was a change, those players who dedicated thousands of hours on building up their muscle memory towards how the ball & car interact with the environment, will have to retrain and it will set their peak abilities by hundreds of hours. \n\n\nIt's the equivalent of changing chess rules so that a bishop can move through pieces like a horse. One change, and you completely void all chess strategies, learnt openings, and several thousands of hours invested in learning how to play standard chess."
},
{
"body": "I could be misremembering; but in alpha or early beta I think they changed the back wall slightly' specifically how it connected to the floor. Iirc it was a less rounded transition, and if the ball wasn't perfectly flat on the ground it was likely to go up and out; instead of just straight up. Thats the only major thing I remember that changed gameplay-wise, and even that was so early you could probably consider a development choice rather than a update."
},
{
"body": "Ball-Bounce behavior was adjusted at some point in 2016."
},
{
"body": "Pretty sure there were a couple updates messing with demo mechanics"
},
{
"body": "Well i do know they adjusted the hitbox to fit the Formula 1 car better (mostly from the front), and another car as well which i can’t remember atm, maybe more cars, which made a few people suggest the game is becoming pay to win but personally I’m not of that opinion. Other than that, mechanics have not changed i believe.",
"replies": [
{
"body": "That's really interesting. I wouldn't say pay to win because every car is good, but I'm definitely against a hitbox only being accessible to players who spend money",
"replies": [
{
"body": "From what i could tell, the hit box itself wasn’t changed, it was moved forward because it was so much more behind the front splitter. Now the back is protruding after the hitbox instead of the front."
}
]
}
]
}
]
}