Home News Pokémon TCG Devs Address Trading Woes

Pokémon TCG Devs Address Trading Woes

Feb 18,2025 Author: Nicholas

Pokémon TCG Pocket's trading feature, launched last week, has faced significant player backlash, prompting developer Creatures Inc. to address concerns. A statement on X/Twitter acknowledged the negative feedback, explaining that while the initial design aimed to prevent abuse, "some restrictions…prevent players from casually enjoying" the feature.

Creatures Inc. promised to alleviate issues by offering Trade Tokens—a controversial in-game currency required for trading—as rewards in future events. However, this promise was immediately broken; the February 3rd Cresselia ex Drop Event did not include Trade Tokens.

The trading system, already criticized for its high cost and requirement to delete cards before trading, further angered players due to the scarcity of Trade Tokens. Obtaining them often requires deleting five cards of the same rarity to trade one.

Every Alternate Art 'Secret' Card in Pokémon TCG Pocket: Space Time Smackdown

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Creatures Inc. clarified that the restrictions were intended to combat bot activity and multi-account abuse. While aiming for a fair environment, they admitted the current system hinders casual enjoyment. The company pledged to investigate improvements and offer alternative ways to acquire Trade Tokens, but provided no specifics on timing or changes.

The statement left players uncertain about refunds or compensation for trades made under the current system. Changes to Trade Token costs could significantly impact those who traded early. The limited availability of Trade Tokens—only 200 offered as premium Battle Pass rewards—further fuels concerns about monetization.

The lack of Trade Tokens in the Cresselia ex event directly contradicts the developer's recent statement. Players received other rewards, but the absence of Trade Tokens highlights the disconnect between promises and actions.

Many players believe the trading mechanic is designed to boost revenue, particularly given the game's estimated $200 million in first-month revenue before the trading feature. The inability to trade higher-rarity cards (2 stars and above) reinforces this suspicion, as readily available trading would reduce the need for players to spend money on packs. One player reported spending approximately $1,500 to complete a single set.

The community's response has been overwhelmingly negative, with players labeling the mechanic "predatory," "greedy," and a "monumental failure."

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