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The Blueprint Update: Revolutionizing Item Acquisition in Rocket Leagu…

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작성자 Vallie 작성일23-08-18 21:46 조회31회 댓글0건

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Rocket League, the well-known vehicular soccer video game witnessed its fair share of equipment evolution over the years. One such expression that has lingered is "Non-Crate," which refers to items that were procured through a different mechanism before the introduction of blueprints. In this write-up, we delve into the understanding of NCE Rocket League, uncovering its origins and bringing to light on the changing landscape of in-game objects.


Delving into the Genesis of NCE Rocket League


To grasp the relevance of NCE Rocket League, we need to travel back to 2016 when Psyonix introduced "Crates" into the game. These crates required a purchased "key" to unlock, resulting in a vibrant trading community and an ecosystem where certain items were coveted. Meanwhile, Uncommon, Rare, and Very Rare objects could only be obtained randomly after concluding a match, with loot serving as the primary method of obtaining.


Unpacking the Advancements of v1.50 and the Blueprint Update


With the release of v1.50, Psyonix incorporated substantial modifications to item acquisition. The game transitioned from random drops to a system based on progressing in levels, ensuring players received items at regular intervals. However, it wasn't until the "Blueprint Update" in the latter part of 2019 that randomized crates were completely substituted with blueprints. Items not obtained through crates remained a part of the game, retaining the label due to its conciseness compared to "Non-Blueprint."


The Introduction of Rocket Pass and Drops


The month of September of a subsequent year marked the arrival of the Rocket Pass, introducing a new way to get items. Instead of getting free items after every level up, players now had to depend on "Drops." These Drops, resembling of the original crate system, could be obtained through specific Rocket Pass levels or by completing Rocket Pass challenges. Unlocking Drops required player interaction and retained the familiar animation associated with crates.


Dissecting the Terminology: NCE Rocket League's Non-Crate or Drop Items?


While the term "Non-Crate" remains, it could be opportune for the Rocket League community to accept a more exact description, such as "Drop Items." With loot crates long gone from the game, the association with absent items could lead to confusion among newer players. By adopting a term that aligns with the current mechanics, players can readily understand the characteristics of these items and navigate the in-game economy more effectively.


Summing Up Key Points in the Conclusion


The world of Rocket League's in-game items has undergone noteworthy changes since the introduction of crates, leading to the term "Non-Crate" that remains in use at present. As blueprints replaced loot crates and the Rocket Pass brought forth Drops, the significance of NCE Rocket League has evolved. It's time to shed the obsolete term and welcome "Drop Items" to precisely represent the present state of the game. By understanding this language, players can fully engage in the energetic world of Rocket League's item acquisition.

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