Pokémon TCG Pocket Dev Introduces Trade Tokens, Yet Controversial Feature Remains Unaddressed
Creatures Inc., the developer behind Pokémon Trading Card Game Pocket, has recently provided players with 1,000 Trade Tokens, sufficient for only two significant trades. This move comes as the company continues to seek solutions for the trading system, which has stirred significant controversy among the player base.
Upon logging in today, players discovered these tokens in their Gift menu, albeit without any accompanying message. Creatures Inc. took to X/Twitter to express gratitude for the community's feedback and patience. The trading feature, introduced last week, faced harsh criticism, with the developer being labeled as "hilariously toxic," "predatory," and "downright greedy."
The trading mechanic, alongside other restrictions such as limitations on opening packs or using the Wonder Pick feature, has been a point of contention. The requirement to use Trade Tokens added another layer of restriction, with players needing to sacrifice five cards from their collection to trade one of the same rarity, leading to widespread criticism over the high cost.
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It has been eight days since the introduction of trading, which received immediate backlash. Creatures Inc. had previously hinted at potential issues when it announced the feature nearly three weeks ago, stating, "Your concerns are seen... Once this feature becomes available, I'd like to invite everyone to try it and provide feedback." This led many to hope for a more favorable implementation, but the reality fell short of expectations. In response, Creatures Inc. acknowledged 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 offering required items as rewards in future events. However, the recent Cresselia ex Drop Event, launched on February 3, failed to include any such rewards, further frustrating the community.
Many fans believe that the trading system is designed primarily to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month prior to the introduction of trading. The inability to trade cards of 2 Star rarity or higher is seen as a strategy to encourage spending, as players cannot easily trade for missing cards and must rely on purchasing packs for a chance to obtain them. For instance, one player spent around $1,500 to complete the first set, while the third set was released just last week.
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