In a recent move, Creatures Inc., the developer behind Pokémon Trading Card Game Pocket, has gifted players 1,000 Trade Tokens. This amount is sufficient for just two significant trades, as the company continues to explore solutions for the controversial trading mechanic that has stirred significant backlash among the player base.
Upon logging in today, players will discover the Trade 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 developer faced a barrage of criticism last week, being labeled "hilariously toxic," "predatory," and "downright greedy" after finally rolling out the trading feature to the game.
The trading system in Pokémon TCG Pocket is layered with restrictions that limit players from opening packs, using the Wonder Pick feature, or now, trading excessively without spending real money. The introduction of Trade Tokens adds an additional layer of restriction, with players needing to sacrifice five cards from their collection to trade one of the same rarity. This high cost has drawn sharp criticism from the community.
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It has been eight days since Creatures Inc. introduced trading amid widespread criticism. The company had forewarned about the feature nearly three weeks ago, assuring players that their concerns were noted and inviting them to try it and share feedback. However, the reality did not meet the expectations set by these assurances, leading to further discontent.
In response, Creatures Inc. acknowledged that "some of the restrictions put in place are preventing players from being able to casually enjoy" the trading aspect of the game. They promised to address these issues by introducing required items as rewards in upcoming events. Unfortunately, this promise was not fulfilled in the recent Cresselia ex Drop Event, launched on February 3, which did not include any such rewards.
The community has voiced concerns that the trading system is primarily designed to boost revenue for Pokémon TCG Pocket, a game that reportedly generated $200 million in its first month before trading was even introduced. The inability to trade cards of 2 Star rarity or higher further supports this theory, as it encourages players to spend money on packs with a chance of obtaining these cards rather than trading for them directly. One player, for instance, spent approximately $1,500 to complete the first set, while the third set in three months was released last week.