Pokémon TCG Pocket Devs Address Trading Issues After Backlash

May 26,25

Creatures Inc., the developer behind Pokémon Trading Card Game Pocket, is responding to the significant backlash regarding the newly introduced trading feature. Launched last week, the feature has drawn criticism from the player community, prompting Creatures Inc. to release a statement on X/Twitter. In it, they expressed gratitude for player feedback and acknowledged that while the trading system was designed to prevent abuse, some restrictions have hindered casual enjoyment.

The company had promised to address these issues by offering required items as rewards in upcoming events. However, the recently launched Cresselia ex Drop Event on February 3 did not include any such rewards, failing to meet the expectations set by their statement.

The trading system in Pokémon TCG Pocket comes with multiple restrictions, including the need to spend real money to open packs, Wonder Pick, or trade. An additional layer, called Trade Tokens, has been particularly contentious. Players have to sacrifice five cards from their collection to obtain one Trade Token, which is necessary for trading cards of the same rarity. This high cost has been a major point of criticism.

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Creatures Inc. explained that the trading restrictions were intended to combat abuse from bots and multiple account usage, aiming to maintain a fair and enjoyable environment for all players. However, they admitted that these measures have impacted casual play and are actively looking into ways to improve the feature. They also plan to introduce multiple methods for obtaining Trade Tokens through event distributions, though specifics remain unclear.

The statement from Creatures Inc. lacks detail on what changes will be made or when they will be implemented, leaving players uncertain about future adjustments and potential compensations for early trades. Furthermore, the inclusion of Trade Tokens in events seems limited, with only 200 available as premium rewards for Battle Pass subscribers, which is insufficient for meaningful trading.

Players suspect that the trading system is designed to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month. The inability to trade higher rarity cards (2 Star and above) suggests a strategy to encourage spending on packs for a chance at desired cards. One player reportedly spent around $1,500 just to complete the first set, highlighting the potential costs involved.

Community feedback has been harsh, with players describing the trading mechanic as "predatory and downright greedy," "hilariously toxic," and a "monumental failure." As Creatures Inc. continues to navigate these criticisms, the future of Pokémon TCG Pocket's trading feature remains a topic of intense discussion and anticipation among its player base.

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