Creatures Inc., the developer behind Pokémon Trading Card Game Pocket, has recently distributed 1,000 Trade Tokens to players, which is sufficient for just two significant trades. This move comes as the company continues to address the controversial trading mechanic that has stirred significant backlash within the community. Upon logging in, players can find these tokens in their Gift menu, although no accompanying message was provided. However, Creatures Inc. took to X/Twitter to express gratitude for the community's feedback and patience. The trading feature, introduced last week, sparked intense criticism with players branding the developer as "hilariously toxic," "predatory," and "downright greedy."
The standard mechanics of Pokémon TCG Pocket already limit players from freely opening packs, using Wonder Picking, or now, trading without spending real money. The addition of Trade Tokens as another layer of restriction has further fueled player discontent, particularly due to the high cost associated with obtaining them. To trade a single card, players must discard five cards of the same rarity from their collection, a requirement that has drawn sharp criticism.
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It has been eight days since the trading feature was rolled out amidst significant backlash. Creatures Inc. had a heads-up on player sentiment when it initially outlined the feature nearly three weeks ago, acknowledging concerns and inviting players to provide feedback once implemented. However, the reality fell short of expectations, leading to widespread disappointment. In response, Creatures Inc. admitted that "some of the restrictions put in place are preventing players from being able to casually enjoy" trading.
The developer promised to address these issues by introducing required items as rewards in upcoming events. However, the recently launched Cresselia ex Drop Event on February 3 did not include any such rewards, further disappointing fans. Many believe that the trading system is designed primarily to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month before trading was even introduced.
The restriction on trading cards of 2 Star rarity or higher underscores this revenue-driven approach. If players could freely trade for their missing cards, the need to spend money on random chances to acquire them would diminish. For instance, one player spent around $1,500 to complete the first set, and with the third set arriving last week, the financial burden on players continues to be a significant concern.