Rocket League Credits and Trade Holds: A Comprehensive Guide
The burning question on every Rocket League trader’s mind: How long is the Rocket League credit trade hold? The answer depends on the situation. After purchasing credits in Rocket League, a 72-hour (3 days) trade hold is placed on all credits in your account, which prevents you from trading them or items built with those credits during that time. This is a security measure. Furthermore, trading items with other players can have a 15-day hold if you haven’t enabled Mobile Authenticator for at least 7 days. For very close friends, the hold is only 1 day. Understanding these nuances is key to navigating the Rocket League trading ecosystem effectively.
Understanding Trade Holds in Rocket League
Trade holds are a frustrating but necessary part of Rocket League’s trading system. They exist to protect players from fraud and unauthorized account access. When an item is held, it’s essentially paused in transit between accounts, giving the owner time to verify the transaction. Several factors affect the length of a trade hold, and understanding them can save you headaches down the road.
Why Trade Holds Exist
- Fraud Prevention: The primary goal of trade holds is to deter fraud. By introducing a delay, stolen items are less valuable to thieves because the original owner has time to recover their account and cancel the trade.
- Account Security: Holds also act as a safeguard against unauthorized access. If someone gains access to your account and attempts to trade away your valuable items, the trade hold provides a window to report the breach and prevent the transaction from completing.
- Safe Trading Environment: Overall, trade holds contribute to a safer and more reliable trading environment within Rocket League, encouraging legitimate trading and discouraging malicious activities.
Factors Affecting Trade Hold Duration
Several factors influence how long a trade hold lasts:
- New Credit Purchases: As previously mentioned, purchasing credits directly from the game triggers a 72-hour (3 days) trade hold on those credits and items crafted with them.
- Mobile Authenticator: If your Steam/Epic Games account is not protected by a Mobile Authenticator for at least seven days, all trades leaving your account will be held for up to 15 days. Enabling the Mobile Authenticator is highly recommended for quicker trades.
- Friendship Duration: Trading with friends on Steam reduces trade hold duration, but only if you’ve been friends for over a year. In that case, the hold is significantly shortened to just 1 day.
- Trade Hold System: Rocket League also uses a trade hold system. Trading items will be held for up to 15 days, but this provides you time to discover any transactions on hold that you didn’t make.
How to Minimize Trade Hold Duration
While you can’t completely eliminate trade holds, you can take steps to minimize their impact:
- Enable Mobile Authenticator: This is the most crucial step. A Mobile Authenticator adds an extra layer of security and significantly reduces trade hold durations.
- Trade with Long-Term Friends: If possible, prioritize trading with players you’ve been friends with on Steam for over a year.
- Purchase Credits Wisely: Be mindful of the 72-hour trade hold on newly purchased credits, and plan your trades accordingly.
- Avoid Suspicious Trades: Be wary of deals that seem too good to be true. A legitimate trade is less likely to trigger flags that could extend the hold.
Understanding the intricacies of trade holds is vital for any Rocket League trader. By following these tips, you can reduce frustration and ensure a smoother trading experience. For more insights on the broader impact of gaming on learning and behavior, check out the Games Learning Society at GamesLearningSociety.org.
Frequently Asked Questions (FAQs)
1. How much is 1 million credits in Rocket League worth in real money?
The value of Rocket League credits fluctuates, especially on unofficial marketplaces, due to trading. But generally people buy these credits from traders or 3rd party sites (this violates the TOS, and can theoretically result in a ban) for something like $0.39/100 credits, so 1,000,000 credits would be about 3900 dollars. The most reliable way is to buy directly from the store, but you should remember it is against the TOS.
2. What is a trade hold and why does it exist?
A trade hold is a period where traded items are held by the trading platform before being delivered. It exists to deter fraud and provide a window for users to recover compromised accounts.
3. How much are 500 credits in Rocket League if purchased directly from the game?
500 Credits cost $4.99 when purchased directly from Rocket League’s Item Shop.
4. Can you get Rocket League credits for free?
Technically, it is possible to get credits for free, but it’s difficult and requires either extreme luck or consistent effort. You can earn credits by progressing through the premium tiers of the Rocket Pass, which requires an initial purchase and only ever gives you enough to purchase the next season’s premium pass. You can also claim Rocket League Credits as a reward on Buff for free!
5. How many Rocket League credits can you buy with $50?
With $50, you can purchase 6,500 Rocket League credits from the Item Shop.
6. What is the maximum number of credits you can trade in Rocket League at once?
The maximum number of credits you can trade at once depends on your account level:
- Level 1-29: Cannot trade.
- Level 30-99: 3 daily trades with a 2,000 Credit Trade limit.
- Level 100-249: 10 daily trades with a 10,000 Credit Trade limit.
- Level 250 and above: Unlimited daily trades with a 100,000 Credit Trade limit.
7. Why can’t I trade my credits for 3 days after purchasing them?
This is due to a 72-hour (3 days) Trade Hold placed on all Credits in your account after purchase. It’s a security measure to prevent fraud.
8. What is the 7-day trade ban I’ve heard about?
The 7-day trade ban refers to a week-long trade hold on traded items, preventing them from being traded again during that period. This measure was implemented to reduce scamming and fraud.
9. Why is there sometimes a 15-day trade hold on trades?
The 15-day trade hold applies if your account doesn’t have a Mobile Authenticator enabled for at least seven days. It allows you time to discover any unauthorized transactions.
10. Is it allowed to sell Rocket League credits for real money?
No, it is not allowed. Blueprints, Credits, and other in-game items may only be traded in-game. This is to ensure a safer and healthier ecosystem. Attempting to sell in-game items personally or through third-party websites is not allowed.
11. Do I need to purchase 500 credits to be able to trade in Rocket League?
Yes, to reduce fraud, players involved in any trade must have purchased at least 500 Credits (or Esports Tokens, Starter Pack, etc). This does not apply to players who played before the Free to Play update.
12. How can I purchase Credits in Rocket League?
Here’s how to purchase Credits in Rocket League:
- Start Rocket League.
- From the Main Menu, select Item Shop.
- Click on the Buy Credits button in the bottom left corner.
- Select the number of Credits you want to purchase.
- Select Purchase to go to your platform’s check-out system.
- Complete and place your order.
13. What is the rarest item in Rocket League?
The Alpha Boost, also known as Gold Rush, is widely considered one of the rarest and most valuable items in Rocket League.
14. Can I trade with players on other platforms?
You can only trade with other players logged into the same platform as you. For example, if you build a Blueprint with Credits on Xbox, you can only trade it to another player on Xbox.
15. I bought something from the Item Shop, can I trade it?
No, Item Shop purchases from both the Item Shop and Esports shop are non-tradeable.
Hopefully, this guide has provided clarity on the intricacies of Rocket League credits and trade holds. Remember to prioritize account security and trade responsibly.