Pokémon TCG Pocket's trading feature, launched last week, has faced significant player backlash, prompting developer Creatures Inc. to address concerns. In a statement on X/Twitter, Creatures Inc. acknowledged the negative feedback, explaining that the restrictive trading mechanics—including the controversial Trade Tokens—were intended to prevent bot abuse and maintain a fair gaming environment. However, they admitted these restrictions inadvertently hinder casual enjoyment of the trading feature.
The company pledged to alleviate these issues by offering Trade Tokens as rewards in future events. This promise, however, has already been broken, as the February 3rd Cresselia ex Drop Event did not include any Trade Tokens.
The trading system, alongside existing limitations on pack openings and Wonder Picking (both requiring in-app purchases), further restricts players through the Trade Token system. Players are required to delete five cards from their collection to obtain a single Trade Token of the same rarity, leading to widespread criticism regarding its high cost.
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Creatures Inc. stated that the restrictions were designed to combat bot activity and multi-account exploitation. While aiming for a balanced and fair gameplay experience, they recognized that the current system negatively impacts casual players. They are actively exploring improvements but haven't provided specific details on the nature or timing of these changes.
The statement also failed to address potential refunds or compensation for players who used the trading feature before adjustments. The lack of Trade Tokens in the recent event, despite the promised event distribution, further fuels player frustration. Only 200 Trade Tokens were offered as premium rewards within the Battle Pass (requiring a $9.99 monthly subscription). This is enough for a single 3-Diamond card trade, the lowest rarity requiring Tokens.
The inability to trade cards of 2-Star rarity or higher also raises concerns about the trading system's revenue-generating intent. Players argue that this restriction forces them to spend significant sums on packs to obtain desired cards, hindering free gameplay. One player reported spending approximately $1,500 to complete the first set.
The community has expressed strong disapproval, labeling the mechanic as "predatory," "toxic," and a "monumental failure." These criticisms come amidst Pokémon TCG Pocket's reported $200 million revenue in its first month, before the trading feature's implementation.