Creatures Inc., the developer behind Pokémon Trading Card Game Pocket, is actively working to enhance the trading feature which was met with significant backlash from players upon its release last week. In a statement shared on X/Twitter, the company expressed gratitude for the community's feedback and acknowledged that the trading system, initially designed to prevent abuse, has inadvertently hindered casual enjoyment for players.
The trading feature in Pokémon TCG Pocket has been a point of contention due to its restrictive nature, requiring players to spend real money to open packs, engage in Wonder Picking, or trade cards. A new element, Trade Tokens, was introduced alongside these mechanics, drawing criticism for its high cost. Players must delete five cards from their collection to trade just one card of the same rarity, a system that has been widely criticized.
Every Alternate Art 'Secret' Card in Pokémon TCG Pocket: Space Time Smackdown
52 Images
Creatures Inc. explained that the item requirements and restrictions for trading were intended to curb bot abuse and maintain a fair environment for all players while preserving the essence of collecting cards in Pokémon TCG Pocket. However, they recognized that these measures have deterred casual enjoyment of the feature. The company is now exploring ways to improve the trading system and plans to introduce multiple methods for obtaining Trade Tokens, including through event distributions.
Despite these promises, the statement from Creatures Inc. remains vague, lacking specific details on the nature of upcoming changes or a timeline for their implementation. This leaves players uncertain about potential refunds or compensation for trades made under the current system, especially if the cost of Trade Tokens is altered.
Moreover, the commitment to integrate Trade Tokens into events has yet to materialize. The recent Cresselia ex Drop Event, launched on February 3, did not include any Trade Tokens among its rewards, despite the company's recent pledge to do so. This event offered other incentives like promo cards, Pack Hourglasses, Shinedust, shop tickets, and experience points, but no Trade Tokens were available.
Community sentiment suggests that the trading feature is perceived as a revenue-generating mechanism for Pokémon TCG Pocket, which reportedly earned $200 million in its first month before the trading system was introduced. The inability to trade cards of 2 Star rarity or higher further fuels this perception, as it encourages players to spend money on packs in hopes of completing sets. One player reportedly spent $1,500 to complete the first set, highlighting the financial burden of the current system.
Players have described the trading mechanic as "predatory and downright greedy," "hilariously toxic," and a "monumental failure," underscoring the urgent need for Creatures Inc. to address these concerns and improve the player experience in Pokémon TCG Pocket.