Pokémon TCG Pocket Dev Introduces Trade Tokens, Yet Controversial Feature Remains Unaddressed
Creatures Inc., the developer behind the Pokémon Trading Card Game Pocket, has recently distributed 1,000 Trade Tokens to players, sufficient for only two significant trades. This move comes as the company continues to explore solutions to address the contentious trading mechanic that has stirred significant controversy within the community.
Upon logging in today, players will discover these Trade Tokens in their Gift menu, albeit without an accompanying message. However, Creatures Inc. took to X/Twitter to express gratitude for the feedback and patience shown by fans. The trading feature, introduced last week, faced severe criticism, with the developer being labeled as "hilariously toxic," "predatory," and "downright greedy."
The trading system in Pokémon TCG Pocket not only restricts players from opening packs or using Wonder Picking excessively without spending real money but also introduced Trade Tokens as an additional barrier. Players have voiced their frustration over the high cost of these tokens, which requires them to remove five cards from their collection to trade just one card of the same rarity.
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It has been eight days since the trading feature was rolled out, met with intense backlash. Creatures Inc. had previously hinted at the feature almost three weeks ago, acknowledging fan concerns and inviting feedback upon its release. Many players hoped for a more favorable implementation, but their expectations were not met. In response, Creatures Inc. admitted that "some of the restrictions put in place are preventing players from being able to casually enjoy" trading.
The developer promised to address these complaints by introducing required items as rewards in upcoming events. However, the recent Cresselia ex Drop Event, launched on February 3, did not include any such rewards, further disappointing the community.
Fans have criticized the trading system, suggesting it is designed primarily to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month before trading was introduced. The inability to trade cards of 2 Star rarity or higher further supports this view, as it prevents players from easily acquiring missing cards, pushing them to spend more money on random chances to obtain them. For instance, one player reportedly spent around $1,500 just to complete the first set, with the third set arriving last week.
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