Pokémon TCG: Devs Address Player Backlash on Trading
Pokémon TCG Pocket developer Creatures Inc. is actively investigating improvements to its trading feature, launched last week to significant player backlash. A statement on X/Twitter thanked players for their feedback, explaining the controversial trading mechanics were intended to prevent abuse, but inadvertently hindered casual enjoyment. The statement promised future events would offer Trade Tokens as rewards, a promise already broken by the February 3rd Cresselia ex Drop Event, which included none.
The trading feature, alongside existing restrictions on pack openings and Wonder Picking, introduced Trade Tokens. Players heavily criticized the high cost of acquiring these tokens; five cards of the same rarity must be deleted to obtain one trade token.
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Creatures Inc. stated the item requirements and restrictions were designed to prevent bot abuse and prohibited actions using multiple accounts. Their goal was to balance the game fairly while preserving the fun of collecting. However, they acknowledged player feedback regarding the restrictions hindering casual enjoyment and pledged to improve the feature. They plan to offer multiple ways to obtain Trade Tokens, including event distributions.
The statement lacked specifics on changes or timelines. The uncertainty also extends to whether existing trades will be refunded or compensated, potentially leaving early adopters at a disadvantage if token costs change.
Creatures Inc.’s commitment to including Trade Tokens in events is questionable. Only 200 were offered as premium Battle Pass rewards (a $9.99 monthly subscription) on February 1st—enough for one 3-Diamond card trade. The Cresselia ex Drop Event also failed to include any. Players can earn promo cards, Pack Hourglasses, Shinedust, shop tickets, and experience, but no Trade Tokens.
Fans voiced concerns that the trading mechanic is designed to increase revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month before the trading feature. 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 in-app purchases. One player reported spending approximately $1,500 to complete the first set.
Players described the mechanic as "predatory and downright greedy," "hilariously toxic," and a "monumental failure."
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