The system is by no means without its disadvantages, however, and they are very frustrating ones to have to deal with. When looking at other games and comparing them to the way in which Rocket League pushes content, it makes you wonder why they are implementing such a system in the first place. Take the Blizzard shooter Overwatch for example, who offer a similar methodology of players earning loot boxes for items to be awarded at random. The difference here is, Overwatch isn’t billing you for unlocking a box that may or may not have what you want inside.
The monetary factor is a key issue in this instance. Sure, Rocket League should be commended for bringing the free updates that it has done since launch, offering new arenas, game modes and more free of charge. But there are some aspects that do feel like a slap in the face at times, such as decals for import cars. You could unlock a decal and think “wow, this is going to www.lolga.com look great!” before the sudden realization that the car that it is compatible with is sat somewhere in a different crate that you are yet to unlock.
Ultimately, Rocket League Trading serve as a gambling system, and just like any form of gambling, you’re going to need plenty of money to do it for an extended period of time. Perhaps operating with a system that would see players being able to purchase the items they want rather than the monetized lucky dip scenario that we have been presented with, it would be a more pleasing spend for the fans. This wouldn’t, however, be very effective from a business point of view, especially with crates providing a constant source of income rather than say, a DLC pack.