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Trade Holds are a security feature used to deter fraud in Rocket League.
After purchase, a 72-hour (3 days) Trade Hold will be placed on all Credits in your account.
During the Trade Hold you will not be able to trade the following:
All Credits in your account
Items built from Blueprints with Credits during the Trade Hold
Items from Pro Tiers of Rocket Pass purchased with Credits during the Trade Hold
When the Trade Hold is done all the above Items become tradable.
Note: If you are a new player this trade hold may be longer. Trade holds will not be lifted under any circumstance."
https://support.rocketleague.com/hc/en-us/articles/360015609674-Why-do-I-have-to-wait-3-days-to-trade-my-Credits-
If you have trade-able credits which have already passed the cool-down phase and then you buy more credits, the new credits should be placed into a separate slot in your inventory.
So basically you should have two credit slots, one which are trade-able, and ones which aren't.
At-least that's the way it used to work with keys.
In other side you can try :
https://support.rocketleague.com/hc/en-us/articles/360024050613-I-Have-a-Suggestion-or-Feedback
So that means that if I currently have 10.000 credits, and for some dumb reason I decide to spend some actual money and buy more, ALL my credits get blocked for 3 days?
I'd understand if the new credits were untradable, but ALL of them? What soft boiled egg thought this was a good idea?
That's why I said it sounded like a glitch.
I've bought keys in the past, and before, if I had 20 keys that were tradable, and I bought 10 more keys, my inventory would then have two separate groups of keys:
- the 20 tradable keys I already had
- and the 10 new keys which are still trade locked
That's how it worked in the old system. It would make perfect sense for credits to work the exact same way. Strange.