Creatures Inc., the developer behind Pokémon Trading Card Game Pocket, has recently gifted players 1,000 Trade Tokens, sufficient for only two significant trades. This move comes as the company continues to explore solutions to address the contentious trading mechanic that has drawn significant criticism from the community.
Upon logging in, players will discover the Trade Tokens in their Gift menu, although no accompanying message was provided. Creatures Inc. took to X/Twitter to express gratitude for the feedback and patience shown by fans. The trading feature, introduced last week, sparked widespread criticism, with the developer being labeled as "hilariously toxic," "predatory," and "downright greedy."
The trading system in Pokémon TCG Pocket already includes restrictions that limit players from opening packs, using Wonder Pick, or now, trading excessively without real-world money transactions. The addition of Trade Tokens further restricts the trading process, requiring players to remove five cards from their collection to trade one of the same rarity. This high cost has been a focal point of player dissatisfaction.
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It has been eight days since the trading feature was released, met with significant backlash. Creatures Inc. had previously hinted at potential dissatisfaction 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." Many players anticipated a more favorable system, but their hopes were dashed upon the feature's implementation. In response, Creatures Inc. acknowledged that "some of the restrictions put in place are preventing players from being able to casually enjoy" trading.
The company promised to address these concerns by offering required items as rewards in future events. However, the recent Cresselia ex Drop Event, which began on February 3, did not include these promised 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 before trading was even introduced. The inability to trade cards of 2 Star rarity or higher suggests that the system is intended to encourage players to spend money on random card packs rather than trading for specific cards. For instance, one player spent approximately $1,500 to complete the first set, while the third set was released just last week.