Theres nothing to do?
Why keep asking for feedback when you’ve listened to nothing that literally EVERY player has been begging for for years? You can’t even progress at your own pace, you finish all the boring easy challenges and have to wait for them to refresh the next day! Into the same soulless boring challenges on repeat! No story mode, fine. Didn’t listen to what anyone wanted and gave us an AI bot instead of pros, fine. But where are the game modes? Where is hall of meat? Where is skate? Where are death races? Where are any of the online MODES? Where is the mega park at lesst? Also regarding customisation why can’t we even get jewellery, tattoos, decide how to wear hats & hoods etc. everything we had on old skate games. The actual gameplay and physics is great but EVERYTHING IS MISSING!! Sorry but we waited 15 years for this game, this feels unacceptable.1.4KViews48likes31CommentsRip Chips in new update
Why are the challenges back to giving only five rip chips per objective? When it was changed to 20 per, it made the smaller challenges actually worth it. Now there’s almost no point in doing any challenges since some boxes are over 400 rip chips 🤦♂️🤦♂️1.6KViews37likes52CommentsDon't flag DS4Windows as cheat software and not support Playstation controllers
Kinda hard to test your game with a controller if half of the controllers don't function without banned 3rd party software. The only way to play most EA games with a playstation controller on PC is using DS4Windows. Either implement native DS4/5 support or remove this software from your anti cheat flags. Fairly frustrating, especially for a controller oriented game.5.8KViews32likes14CommentsTix & Auto-Exchange - Issues & Suggestions.
I want to preface this by saying I genuinely want skate. to succeed. I know a lot of us do. This is a long post so I don't blame anyone for skipping it. TL;DR: I created this post to highlight bigger issues and brainstorm constructive alternatives that could potentially help. The change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Description: I understand the purpose behind Auto-Exchange, but it's the wrong decision. The feature is not a quality of life improvement. It fundamentally changes the value and perception of seasonal currency. The announced change has already received a ton of negative feedback and will weaken the trust with players, if it hasn't done so already. This game chose a non-traditional approach to seasonal progression & currency. Instead of a standard battle pass model that expires and resets, it introduced a legacy feature and allowed seasonal currency to rollover into future seasons. Changing this so abruptly feels like a step away from what made the system stand out. Although I originally questioned the route, I quickly embraced it because it was the first time I'd experienced it and thought it was dope. I understand it's Early Access and games need to make money, but the systems feel like they're being tightened, while monetization already feels fully established. Most of us want to spend money on this game, we just need to feel like the systems respect/value our time and choices. This post could be much longer, but I wanted to focus on highlighting bigger issues and brainstorming constructive alternatives that could potentially help. Issues Players Who Don't Collect Everything Not every player wants every item. Auto-Exchange assumes that All Items hold Equal Value. I don't have the metrics for players who Collect Everything vs. Unlock Specific Items, but the game being gender-neutral is a large result of players not wanting to collect every item. I personally collect everything, but I find myself skipping all of the filler content until the end of the season since I have the option to choose what I unlock. I'm not used to having the choice. Filler content aside, some players save for items they want in future seasons which distrupts the intent and importance of the current season. This is why I was shocked to see the rollover and legacy system introduced because it's the first time I've heard of it. In the recent Dev Update: Auto-Exchange System, it says: "Like most games with seasonal currencies, that means you’ll need to spend your Tix in the season you’ve earned them, starting now with Season 2." Coming from building & operating multiple FiveM servers, I understand the challenges around player intent and live-service systems. I've been in a similar position where I sold and gave away valued in-game items. By the time I wanted to move in a new direction, I couldn't just take items away from players, especially those that paid. Sure I could've, but it's wrong. Once value is given or sold, you can't just take it back later without damaging trust. You work through flawed systems, you don't rip the bandaid off. Players Who Paid For Tix On November 10th, 2025 a Dev Update: 2025 was posted with information on Tix Rollover. "If you purchased Tix with SVB, any leftover Tix you purchased will roll over at the end of the season. If you didn’t purchase Tix with SVB, you’ll get a portion of those rolled over to the next season." This gave players the trust to spend money on Tix without a worry of potential wipes. On February 12th, 2026 the Auto-Exchange System is announced. (3 Weeks Left in Season 2) "Starting with the end of Season 2 and going forward, Tix will not roll over from season to season - this includes earned Tix, and those purchased with SVB." This is a big change in expectation, especially with only a few weeks left in the season. Speaking for myself, I completed the pass weeks ago, and I imagine many players are alike. I also didn't buy any Tix, so I feel for those that did in good faith they would rollover. Those players should receive a refund if nothing else is to change. Like I mentioned above, I was shocked to hear about the rollover feature. On the exact date of the announcement, I had provided some insight on Discord for "Tix not rolling over in full" with mention of taking currency away. General Wording Tix Rollover: "Our intention with Season 1 was to make sure players could get enough Tix through Seasonal Tasks and Challenges to complete the skate.Pass. Well, we went a bit overboard - we’re seeing that some players are still overflowing with Tix, even after unlocking all the goods they want." Providing 20,000 potential extra Tix is still overboard, see "Seasonal Reward Cap". I'm aware that Standard Pass users were possibly overflowing with Tix, but as a Premium Pass user, I had 2,695 Tix remaining when Season 1 ended. I was not overflowing. Clearer communication is needed. Auto-Exchange System: "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." If the goal was to "reduce wasted Tix", wiping them completely doesn't solve anything. It's a step in the opposite direction. Currency Conflict The game currently has: - Rip Chips - SVB - Tix - Event Currency & Rip Score (Tied to Currency & Progression) It's a lot, and it causes overlap. Tix serve multiple roles: - Seasonal progression currency - Purchasable progression - Page unlock control & Now has expiring value Seasonal currencies should control pacing and reset engagement. Purchasable currencies create ownership expectation. This creates a design conflict. Alternatives Seasonal Reward Cap Season 2 introduced "Seasonal Challenge Tuning Details" imaged below. 56,356 Tix were needed to complete Season 2 - Premium. 76,357 is the Max Earnable Tix for Season 2. This will leave players with a potential of earning 20,001 Tix that can't be used. The amount of earnable Tix is way too high relative to the cost of completion for the pass. Oversupplying seasonal currency made rollover inevitable. Re-Design: If a full pass costs 50,000 Tix to complete, The season should only distribute around 55,000-60,000 Tix total. Total Pass Cost: 50,000 Tix Total Max Earnable Tix: 55,000 - 60,000 Tix Total Rollover Tix: 5,000 - 10,000 Tix This Adds: - A safety buffer - Limited rollover - Predictable completion Players ending up with massive surplus is a planning/tuning problem, not a player problem. Currency Rollover Cap In regard to the "Seasonal Reward Cap", having a limited rollover would allow for a solution that maintains the value of Tix. In Season 1, a Limited Rollover Percentage was used to preserve the economy which I thought was more than fair, but it was said to be "not what we want". Removing a portion was a better solution. "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." I lost 75% of my Tix, but it was honestly better than nothing. With a safety buffer of 10,000 Tix, a 75% rollover would result in 2,500 Tix carrying into the next season. This is only if you complete every single task including co-op. I truly don't think a rollover of 2500 Tix is bad for the economy, but it becomes an issue when players save through multiple seasons. I still think it can be possible, see "Currency Conversion" below. Currency Conversion If rollover is being removed, another option could be converting leftover Tix at the end of each season. With players purchasing or saving through multiple seasons, this also provides them benefit without wasting Tix. Tix will convert into all or any of the following: - Rip Chips - Rip Score - SVB (Small Conversion) This avoids the holding value from disappearing entirely. Pros: - Nothing disappears - Nothing is auto-spent - Preserves player trust Cons: - New system - Introduces new issues The overall risks can be balanced and tuned. Players are happy with something rather than nothing. Monetize Rip Chips Instead If a secondary monetization needs to exist, Rip Chips are better than Tix. Why: - Doesn't affect seasonal progress - Doesn't unlock pass pages - Already used in-game & stockpiled. Pros: - Doesn't break the seasonal economy - Doesn't expire or lose value - Can be controlled with required progression Cons: - New system - Introduces new issues Risks: - Allows players to accelerate/purchase progression - Reduces early game engagement - Affects district progression Risks can be controlled. Districts are already controlled by required progression. Example: I have about 150,000 Rip Chips, but even when Brickswich is released, I won't be able to purchase loot boxes until I level up the district. As a daily player, Rip Chips have no value beyond a certain point. They could gain value by: - Adding Rip Chip Shop Cosmetics - Bundled Rip Chip Drops - Low Effort Re-Textures This will keep them relevant, provide them value, and won't affect seasonal pacing. The extra value also works solely for stockpiled currency & "Currency Conversion" (ie; Tix to Rip Chips). I understand a large risk is "paying to unlock cosmetics faster", but that's already what Tix are doing. --- Overall, the change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Community can't drive every decision, but I think now is an important time to really consider all of the feedback being shared from players. Thanks to anyone who took the time to read, hope everyone has a great week ❤️ --- Noteable Links: - Dev Update 2025 | EA Forums - 12906782 - skate. Season 2 | EA Forums - 12961373 - Dev Update: Auto-Exchange System | EA Forums - 13180528998Views29likes14Comments"Get on-board!" Shut up!
This message drives me crazy whenever I'm doing a challenge. I bailed, OBVIOUSLY I have to get back on my board. We don't need this message AT ALL, especially not after EVERY BAIL, and we certainly don't need it to linger for 10 freaking seconds while doing our next attempt. Annoys me so much, I had to make this post.Tix Change = NO NO NO NOOOOOO
Edit - At least make the Tix converted to a 1-1 for SVB, so the next seasom we can re-buy our tix back with the tix we grinded. Or, or just don't do this change at all. I am gonna make this abundantly clear and slightly short n' simple. I am gonna try to be calm and respectful. This change, should NOT go through. I have done every Tix challenge since release, and even gathered randoms and a friend EVERY WEEK for the OTL challenges the devs so strongly incentivised to be done with others, because they HATE solo players. I have OVERGRINDED the amount of Tix and even purchased some Tix prior to finishing the skate.pass, because of the PRIOR changes mentioned about TIX NOT FULLY being carried over season to season. Now... With the new changes announced, now I find out I WASTED ALL MY TIME AND SOME MONEY ON TIX THAT WON'T AT ALL BE CARRIED OVER?! WHAT?! WHY?! Who and What is making these decisions man? I LOVE this game and have TRIED my BEST to get people into it, because I LOVE skateboarding and I love skate. These changes man... As if the SVB greed wasn't enough, now we have 0 incentive to play anymore because Tix will go to waste. Please.. DO NOT go through with this change. I also still haven't gotten my 600 Tix refunded from the bug from the start of Season 2... in the photos attached to this forum post is my CURRENT Tix and such for proof. I am gonna be absolutely LIVID beyond belief if they all are going to waste. as a side note, YES I have also gotten ALL DIY and all boxes opened too. I only grind the Tix challenges because I have reached MAX everywhere else and got bored of grinding ripchips everyday. I login, do the dailies; get the free stuff from the store until tomorrow's challenges refresh, and then the weeklies an then monthlies reset. Rinse and Repeat.. Do ya'll devs hate us consistent players???1.6KViews25likes63Commentsmy feelings about skate.
This game was nowhere near ready for the public. It’s getting cooked everywhere on social media, and honestly, a lot of the criticism is valid. I’ve been losing more and more interest myself. These days I mostly just log in to check the shop and then end up standing around AFK, wondering why I even bothered. The biggest issue is that there’s just nothing to do. The map is technically full of challenges, but they’re repetitive, the rewards feel meaningless, and in multiplayer there’s no real sense of battling — you just finish your line and carry whoever can’t. After level 10, there’s almost no reason to bother with them anymore. I know leaderboards are coming, but it’s drip-fed content and that doesn’t solve the bigger problem. The world feels empty in places it shouldn’t. There are huge open, unused areas like the top of the Stadium or Hedgemont’s Hartcore Plaza. According to the lore, this city was built by skaters — but so much of it doesn’t feel alive or skateable. Then there are spots like the Walk of Fame-inspired street, where there’s one challenge and nothing else. Even worse, the spot isn’t all that appealing to skate. On the flip side, some areas are way too obvious, practically yelling “Skate me!” when the joy of skating is in figuring out how to ride things that weren’t meant to be skated. Lighting is another issue. Certain parts of the map, especially in Market Mile, are just too dark and never see sunlight. Then there’s the ImpervaTEK Community Parks — visually unappealing, awkward layouts, and they rotate daily, which makes it hard to really connect with them. The Dime park works much better, mostly because it stays consistent and lets you find new ways to skate it over time. The shop feels completely off. Clothing often looks nearly identical but is priced differently just because of a brand logo. Items like the Grim Reaper bundle at ~25€ are beyond ridiculous. On top of that, the characters themselves look too similar and, honestly, kind of ugly. The soundtrack is another mixed bag. As someone who’s a fan of some of the artists, it’s frustrating when the chosen songs don’t fit the vibe. Mood Swings by Little Simz or HIT THE FLOOR by Denzel Curry might be okay, but they’re far from the best skating tracks those artists could’ve offered. Out of the whole soundtrack, I can genuinely say I only like about four songs. Throwdowns don’t really work either. The areas are too small or oddly proportioned, with circles that cut off ramps and force me to drop in extra ramps just to make it skateable. And quick-drop ramps themselves are ugly when disabled — the blur is so striking it makes recorded clips unusable. Speaking of clips, recordings often get ruined by random players resetting mid-line, breaking the flow and any sense of realism. And yet… the core gameplay is still fun. Skating itself feels smooth, rewarding, and at its best, it reminds me why I play. There are a few spots I always come back to, even if the map feels too small overall, because those areas let me rediscover why I enjoy the game. Challenges can also be fun, especially when shared with other players. Multiplayer, when people aren’t being disruptive, can actually create a nice sense of community. The evolving world elements show promise too — if they’re expanded, they could add real life to the city. The soundtrack, for all its flaws, does have some tracks that fit perfectly, and when they hit, the skating vibe is there. The Dime park is proof of how good things can look and play when the layout and aesthetics click. Even customization, limited as it is, at least gives players a way to express some personal style. What this game needs now are solutions, and I brought some. Options to play challenges in versus mode. Throwdowns should be reworked — give us paintable areas or let us choose pre-painted spots nearby instead of dropping random circles that break the flow. The soundtrack could be so much stronger if the devs actually listened to players. We’re the ones who hear these songs every session — why not gather insights on favorites, or even take suggestions? Every skater has at least one track they instantly connect with skating. As for the shop, reset it. Refund players, remove the Vans jeans — that are just free pants with a tiny Vans label on it — and start fresh. And finally, give us real milestones. Not just “rip score” for cosmetic unlocks, that doesn’t even make sense — I’m talking actual achievements like completing 50 challenges or landing a 50m grind. This game still has something at its core — the skating feels right. But everything wrapped around it feels unfinished, shallow, or careless. That’s why people are frustrated. It could be great, but right now, it isn’t there.709Views24likes16CommentsFeature Suggestion: Rip Chip Shop Cosmetics
Main Topic: Tix & Auto-Exchange - Issues & Suggestions TL;DR: I received a really positive response from my prior post regarding Tix & Auto-Exchange, so I wanted to provide an add-on specifically focused on increasing the value of Rip Chips. Description: I wasn't originally planning to follow through with this concept, but given the positive response I wanted to provide an add-on. This post is intentionally simple and created with community in mind. It doesn't rely on new systems or extended production pipelines. It focuses on expanding on what already exists and increasing the value of Rip Chips. The goal was to keep the concept within the current shop system so that implementation or approval wouldn't feel like a major resource investment. How it works: Uses current shop framework Style (Rip Chips) mirrors Skater (SVB) Build (Rip Chips) mirrors Board (SVB) Rotational items regulate stockpiles naturally Items can be bundled at discounted prices Note: All items are blank and simple variants of existing items in-game. I also tried to coordinate outfits for each bundle. The prices are placeholder. Low Effort Re-Textures All of the mock-ups attached are retextures of meshes that are already in-game. No new geometry, no new silhouettes, no brand dependency & no seasonal dependency. Since these meshes already exist, expanding blank variations is a great way to increase cosmetic depth and longevity. There's realistically dozens of usable variations per color component, and with lore brands, opportunities are endless. I posted something similar when I submitted for the #skate-tshirt-contest. (The discord Auto-Mod kept stopping my message, so the message was broken up) Cosmetics Currently, new meshes only appear within seasonal releases or costume bundles/outfits. If the shop continues to rely primarily on repeating meshes with limited diversity, it will limit microtransaction growth and player engagement. There's a strong opportunity to expand the cosmetic pool with an abundance of simple to unique options that: - Increase a players personal expression - Strengthen the cosmetic pool - Add value to all currencies I don't think it's about replacing the current cosmetic system, rather adding onto it. While some of the costumes don't land for me, I truly respect the effort and talent put into the processes of asset creation. I may not love the costumes, but I know there's people who do. Rip Chip Cosmetic Identity If you're a daily player, Rip Chips have no value beyond a certain point. They could represent a layer of customization that is currently missing. Basic blank textures could represent Rip Chip items, while lore driven concepts could fit in seamlessly without feeling out of place. These cosmetic items can support stockpiled currency and potential "Currency Conversion" systems. Rip Chips are the main source of engagement and progression, they need to scale with player investment. Black & White Socks. I know it's been said, but I can't leave them out. As I mentioned, there's plenty of complex items throughout the current catalogue, yet we still don't have plain black or white socks. Core outfit staples like plain black & white socks are foundational clothing items in everyone's wardrobe. While you read this, quickly stop and check what color your socks are; mine are black 😋 Every cosmetic item gains flexibility and value by having a blank black & white version to pair with it. We're five months into early-access, something this fundamental still being absent is a design choice. Unless the socks are planned for Brickswich or awaiting approval, I can't justify the decision. I'm being patient, but I'll always be realistic about the situation. There was a Development Update that mentioned socks roughly a year ago, but there's never been any follow up since. The entire system was scrapped. Even brief clarification on whether black & white socks are still planned would go a long way. It goes back to needing clearer communication. The silence creates uncertainty and decreases your trust level with players. Asset Development I work in 3D development on live-service models, so I understand there's a lot of moving parts; pipelines, QA, and approvals exist. Your direction can change at moments notice and you need to stay on your toes, but considering community feedback is equally as important as development. Coming from Grand Theft Auto, I'm no stranger to lore-friendly content. The game needs to lean into the cosmetic lore found throughout the city. I've seen a handful of players mention that they would enjoy some merchandise such as SV Pizza, M-Corp, Franks Furters. I'd personally love a "What The Buck" t-shirt. Dollarama for my fellow Canadians. I also undersand there are limits to asset creation. There's only so many t-shirt shilhouettes or pant cuts that can be introduced before the catagloge starts feeling redundant or oversaturated. With that said, I honestly believe there's still so much room for more. --- I put this together in a couple hours to demonstrate how small adjustments could meaningfully improve the player experience. I have a lot of appreciation and respect for the development team and what they've built so far. The team is clearly capable of doing amazing things. Whatever is preventing these simple features from being implemented is ultimately holding the game back as a whole. --- I appreciate anyone who takes the time to read, enjoy the rest of the week! Love to the skate. Team ❤️ Back