Name | Rocket League® | ||
Developer | Psyonix, Inc. | ||
Publisher | Psyonix, Inc. | ||
Tags | |||
Release | 2015-07-07 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  11940  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  4 Hours  | ||
Main Story + Extras |  12 Hours  | ||
Completionist |  27 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  5,000,000 .. 10,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 10453 | ||
Average playtime (last 2 weeks) | 762 | ||
Median playtime (forever) | 1693 | ||
Median playtime (last 2 weeks) | 478 | ||
Public Linux depots | TAGame Linux [2.84 G] | ||
DLC | Rocket League® - Supersonic Fury DLC Pack Rocket League® - Revenge of the Battle-Cars DLC Pack Rocket League® - Back to the Future™ Car Pack Rocket League® - Chaos Run DLC Pack Rocket League® - Batman v Superman: Dawn of Justice Car Pack Rocket League® - Proteus Rocket League® - Vulcan Rocket League® - Triton Rocket League® - Hot Wheels® Twin Mill™ III Rocket League® - The Fate of the Furious™ Ice Charger Rocket League® - Hot Wheels® Bone Shaker™ Rocket League® - Aftershock Rocket League® - Esper Rocket League® - Masamune Rocket League® - Marauder Rocket League® – Fast & Furious™ '70 Dodge® Charger R/T Rocket League® – Fast & Furious™ '99 Nissan Skyline GT-R R34 Rocket League® - DC Super Heroes DLC Pack Rocket League® - Jurassic World™ Car Pack Rocket League® - Hot Wheels® Triple Threat DLC Pack Rocket League® - McLaren 570S Car Pack Rocket League® - MLB Fan Pack Rocket League® - Ghostbusters™ Ecto-1 Car Pack Rocket League® - Knight Rider Car Pack |
“Community First” has long been part of our mission statement here at Psyonix, and it’s a mantra we are always pushing to improve upon. The happiness of our players will always drive us to grow and influence the decisions we make in Rocket League, which is why I want to directly address the recent issues with our servers, matchmaking delays, and our PsyNet backend.
MATCHMAKING SERVER DELAYS Issues with matchmaking delays have only become apparent in recent days, going back to the Dropshot release last week. Our matchmaking server has periodically fallen into a problem state with a huge backlog of match reservations -- there are empty servers for you to play on, but PsyNet isn’t putting you into the servers fast enough. This causes the extreme search times being reported on social media. As this is a new problem, we are still investigating the root cause. We have made changes in the interim to reduce the likelihood of it recurring, but more substantial improvements will be made throughout 2017. DEDICATED SERVER PERFORMANCE The last category of “server issues” deals with problems when actually connected to a dedicated game server. This is most commonly reported as in-game lag spikes or hiccups independent of the player’s ping to the server. This problem is particularly difficult to identify because so many issues factor into a user’s experience with a dedicated server. Local connection problems can cause packet loss or an unstable connection despite a steady ping sample. Individual ISPs can have routing issues to one of our server hosts that causes unusually high ping that we have no control over. However, these outside factors do not mean there are not legitimate issues at hand, and this is another set of problems we need to own. After reports of instability in January, we significantly expanded our hardware investment in Europe, US-East, US-West, and Oceania to reduce our dependency on virtual servers. For those who are unfamiliar with the term, a “virtual” server exists in the cloud and can be rapidly spun up in quantity to meet demand. While virtual servers are not inherently bad -- and many games successfully and heavily rely on them -- we weren’t confident in their recent reliability. For context, we do not view virtual servers as a cost-saving measure, but instead as a way to scale to unexpected demand. It takes time to order and deploy hardware servers, and without a virtual solution, players would be forced to wait in long queues to get into an available server if demand spiked above our capacity. We ordered enough hardware servers to satisfy demand above our then-peak population to ensure a good experience for everyone. For a time, this seemed to have a positive impact, but the concerns have resurfaced since our latest update. We are addressing the issues with our game servers on a few fronts:
Growing pains are just that -- painful -- and we cannot thank our players enough for sticking with us as we continue to grow. Some of the issues we face will be addressed shortly, including those in our next hotfix; while other projects, like growing our Online Services team, will take more time to bear fruit. We thank you for your continued patience during this time, and as always, we welcome your feedback on Reddit, Facebook, and Twitter. We promise to do better by all of our players in the future. |