Blueprints Arrive In Rocket League, Spike Rush Returns

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Blueprints finally here.
Blueprints finally here. Psyonix

Rocket League has officially replaced Crates with Blueprints. This change comes with Update V1.70. In addition, the Spike Rush mode also makes a return.

Let's start with Spike Rush. While this mode does return, it's only for a limited time. Spike Rush officially went live on December 4 at 1:00 p.m. EST and lasts until December 9 at 1:00 p.m. EST. To play, just go to the "Play Online" menu and choose the "Spike Rush" tab. While its return may be limited, any XP earned from Online Matches in the Spike Rush playlist is going to count toward players' Rocket Pass 5 progress.

It's back.
It's back. Psyonix

Speaking of Rocket Pass 5, this also started on December 4. This means that Credits, rather than Keys, are now going to be available as a reward at certain Premium Upgrade Tiers.

Those who have been keeping tabs on Rocket League probably aren't surprised with the change to Blueprints. It was in October when developer Psyonix announced that they were no longer moving forward with paid and randomized crates. Instead, the developer announced plans to introduce the Blueprints system. Many see the change as a result of government regulators around the world looking deeper into loot crates and microtransactions. You can read more about that here.

Below are the details about Blueprints as this new system goes live:

  • Blueprints have replaced Crates in Rocket League.
  • Each Blueprint can build one item for a displayed number of Credits.
  • All Crates in a player's inventory have been converted into unrevealed Blueprints.
  • Revealing a Blueprint shows players which item that Blueprint can build, along with how many Credits that item will require to build.
  • Blueprints may drop after select Online Matches.
  • Players can trade revealed Blueprints to other players.

Credits and Bonus Gifts

With the new Blueprints system in place, Keys are now converted to Credits using the conversion below:

  • 1-9 Keys = 100 Credits
  • 10-19 Keys = 110 Credits
  • 20-49 Keys = 120 Credits
  • 50 or more Keys = 130 Credits

While Credits can be traded, only one player can offer Credits in a transaction. What this means is that Rocket League isn't allowing any Credit-for-Credit trading. After purchase, Credits are subject to a trade hold for 72 hours. The trade hold on newly-purchased Credits also applies to Credits in the inventory. During a trade hold, players are unable to trade:

  • Credits
  • Items built from Blueprints with Credits during the trade hold
  • Items from Pro Tiers of Rocket Pass purchased with Credits during the trade hold

In addition, all Decryptors have been converted into Bonus Gifts, which are free to open. Bonus Gifts contain one item from either the Revival or Vindicator Blueprint Series.

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