Pokémon TCG Pocket Devs Looking to Improve Trading Following Major Player Backlash
Pokémon TCG Pocket's Trading Feature Under Fire: Developer Promises Improvements
Creatures Inc., the developer behind Pokémon TCG Pocket, is addressing significant player backlash regarding the recently launched trading feature. A statement on X/Twitter acknowledged the negative feedback, explaining that while the initial design aimed to prevent trading abuse, unintended restrictions have hindered casual enjoyment.
The developer pledged to address concerns by offering Trade Tokens as rewards in future events. However, this promise was immediately contradicted by the February 3rd Cresselia ex Drop Event, which notably lacked Trade Tokens.
The trading system, already criticized for its pay-to-play elements (limiting pack openings and Wonder Picking without in-app purchases), introduced Trade Tokens as an additional hurdle. Players heavily criticized the high cost of acquiring these tokens, requiring the deletion of five cards to trade one of equal rarity.
Every Alternate Art 'Secret' Card in Pokémon TCG Pocket: Space Time Smackdown
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Creatures Inc. stated that the restrictions were intended to combat bot activity and multi-account abuse. While aiming for a fair and fun collecting experience, the company admitted that current limitations hinder casual trading. They committed to investigating improvements and providing alternative ways to obtain Trade Tokens via events.
The statement, however, lacked specifics regarding the nature or timing of these changes. Furthermore, the developer remains silent on potential refunds or compensation for players who traded under the current, heavily criticized system.
The limited availability of Trade Tokens further fuels player concerns. Only 200 were offered as premium Battle Pass rewards (a $9.99 monthly subscription), sufficient for trading a single 3-Diamond card. The absence of tokens in the recent Cresselia ex event directly contradicts the developer's recent promise.
Many players perceive the trading mechanics as a revenue-generating tactic, particularly given the game's estimated $200 million in revenue during its first month, before trading was even implemented. The inability to trade cards of 2-Star rarity or higher reinforces this perception, as it forces players to spend significant sums for random card acquisition. One player reported spending approximately $1,500 to complete the first set.
The community's response has been overwhelmingly negative, with players labeling the system "predatory," "toxic," and a "monumental failure."
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