Sabitlenmiş Tweet
clyk
1.6K posts

clyk
@qyful
𝗐𝗁𝗒 𝗌𝗍𝗈𝗉 𝗇𝗈𝗐 ¿
̵̨͊̈̋̊̒̋͝ͅ ̶̭̱̳̭̹͈̰͠ ̷̼̭̙̑̄̔̾ Katılım Haziran 2021
716 Takip Edilen221 Takipçiler
clyk retweetledi
clyk retweetledi
clyk retweetledi
clyk retweetledi

Just ate pizza, potato chips, and drank soda #22YearsYoung
English
clyk retweetledi
clyk retweetledi
clyk retweetledi
clyk retweetledi
clyk retweetledi

clyk retweetledi
clyk retweetledi

The golden age of @RocketLeague exists within its formal self.
With the influx of so many new players due to @jynxzi's entry into the game, there is absolutely no better time than now, for @PsyonixStudios and @EpicGames to put this game back on track to what it used to be. That being said, there is also absolutely no time to waste.
A lot of hope was created with the recent blog post about the use of anti cheat to prevent bots and ddosing from taking place.
The new and returning players, whether they want to play this game casually or competitively, will undoubtedly experience playing against bots at some point in their time playing this game. We don't want these players to leave the game as quickly as they entered it. That being said, I'm hopeful that they can lock in to prevent and mitigate this issue completely.
PLAYER TO PLAYER TRADING:
This is another topic that needs to be severely addressed. So I wanted to put forth some ideas for how Epic and Psyonix could reimplement a trading system that doesn't completely kill their revenue.
I believe as players/community of this game, there probably needs to be some sacrifices on our end in order to obtain a win win scenario if we want trading back.
The idea I'm presenting here may have been brought up by someone else in the past, but I genuinely believe that Epic should mimic the Steam market model.
Instead of being able to trade items for items, every single trade should be a mandatory credit to item trade. Not being allowed to trade items for items, even send items for free to other players, allows Epic games to place a 10 credit minimum to the trade, and they take a 5% cut of every trade that is made.
With this model, they are making revenue both by credits being purchased in the game, as well as credits being traded from player to player. The steam market proves that this model is profitable.
As for RMT, and their concern that some items will be traded for real money due to players wanting to avoid fees, lets just say that this is completely unavoidable whether trading is a thing or not. If trading isn't available, people just sell accounts. It happens whether they like it or not.
If they still want to incentivize their item shop to the max, they should focus on releasing cosmetics that can't be obtained any other way, directly in the shop. If this were the case, then those items won't be tradeable. Think of collaborator items/cars.
Let me know what you all think of these ideas. I had initially wrote this post a few days ago with a few more points but the post didn't get published for some reason so I'm just sending out a more summarized version.
English
clyk retweetledi
clyk retweetledi
clyk retweetledi
clyk retweetledi
clyk retweetledi
clyk retweetledi























