Rocket League Update 1.50 – the most notable changes

Rocket League Update 1.50 – the most notable changes

Today, August 29, the latest Rocket League update has gone live. There were many small changes and bug fixes, but also some significant ones that will completely change several existing systems.

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Progression system updates

Most notably, the progression system has been fully overhauled. Where there used to be just 75 levels with some title rewards for reaching certain thresholds, levels are now unlimited and will continue to be awarded with experience earned. On top of this, from level 20 upwards, levels require a flat amount of XP instead of taking progressively longer to earn.

With the progression overhaul comes Rocket Pass, a reward system similar to Fortnite’s Battle Pass. It is a new time-limited progression system allowing players to earn new customisation items in Rocket League. There will be both free and paid Rocket Pass options. For more in-depth information, check out the official post.

The first Rocket Pass will go live one week after the update.

Clubs

The second big feature being introduced is Clubs. Players can now start or join a custom club within Rocket League, for which you can choose a name, colours, and a tag. Up to twenty players can be in a club and represent their team.

When a casual or competitive match is created and if each team is composed entirely of members of a single club, a “Club Match” will be activated. In this case, the stadium and team colours will change to represent the clubs. Additionally, the ‘orange’ and ‘blue’ team names will be replaced with the club name. (This will also happen without being in a Club Match when a single full team is in a club together.)

Unfortunately, clubs are not yet the often requested ‘team ranked’ mode. Leaderboards and ranks will still be bound to individual players. But perhaps this is a small first step, a try-out to see how popular a ‘clan’ system would be.

Match forfeit changes

A few changes were made to the way a match forfeit works. For starters, a forfeit cannot be triggered until 90 seconds have elapsed in any competitive match. (Excluding 1v1 matches.) This is a welcome change as players are hasty to vote to forfeit when a quick goal is conceded, killing team morale and synergy.

A forfeit counts as a completed match, which will ensure that XP is earned despite not playing until the end. It will simply reward less XP due to the shorter duration.

For the full scoop, including the many minor changes and bug fixes, you can check out the official article on the Rocket League website.

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Author
Michael Kloos
Michael Kloos is a Dutch esports journalist and enthusiast with a particular like of Rocket League and VALORANT. He is also an avid fantasy/sci-fi reader and writer. He spends most of his time trying not to be in the real world.