Pokémon TCG Pocket Devs Looking to Improve Trading Following Major Player Backlash
Pokémon TCG Pocket developer Creatures Inc. is actively investigating improvements to its trading feature, launched last week to significant player backlash. In an X/Twitter statement, Creatures Inc. acknowledged player feedback, explaining the trading restrictions were intended to prevent abuse but inadvertently hindered casual enjoyment. The company promised future events would offer Trade Tokens as rewards, a promise immediately broken with the February 3rd Cresselia ex Drop Event lacking any such tokens.
The trading feature, already criticized for its restrictive nature—limiting pack openings and Wonder Picking without in-app purchases—introduced Trade Tokens, requiring players to delete five cards to trade one of equal rarity. This sparked considerable outrage.
Every Alternate Art 'Secret' Card in Pokémon TCG Pocket: Space Time Smackdown
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Creatures Inc. stated that the item requirements and restrictions were designed to combat bot activity and multi-account abuse, aiming for a fair environment while preserving the core collecting experience. However, the company admitted the restrictions negatively impacted casual play and pledged to improve the feature. Future methods for obtaining Trade Tokens, including event distributions, were also promised, though specifics regarding changes and timelines remain absent.
The statement provided no clarity on refunds or compensation for players who traded under the current system, potentially leaving them at a disadvantage should Trade Token costs change. The February 1st Battle Pass refresh offered only 200 Trade Tokens (enough for one 3-Diamond card trade) as a premium reward, and the Cresselia ex Drop Event contained none, despite the recent vow to include them.
Players have voiced concerns that the trading mechanic is primarily designed to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month, before the trading feature’s implementation. The inability to trade 2-Star or higher rarity cards further fuels this suspicion, as readily trading for missing cards would reduce the need for costly random pack purchases. One player reported spending approximately $1,500 to complete the first set.
The trading mechanic has been widely criticized as "predatory and downright greedy," "hilariously toxic," and a "monumental failure."
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