Pokémon TCG Pocket's highly anticipated trading update has arrived, but instead of celebration, it's met with widespread player outrage. The trading system, criticized last week for its restrictions, has launched to an even more negative reception due to unexpectedly high resource requirements.
Players are flooding social media with complaints about the excessive demands and limitations. While the restrictions were previously announced, the sheer volume of resources needed was obfuscated by the vague statement, "items must be consumed in order to trade."
Unlike opening packs or using Wonder Pick, trading necessitates two distinct consumable items: Trade Stamina and Trade Tokens. Trade Stamina, replenishing over time or purchasable with Poké Gold (real money), is one requirement.

The second, and more controversial, item is the Trade Token. Trading cards of 3 Diamonds or higher requires a significant number of these tokens: 120 for a 3-Diamond card, 400 for a 1-Star card, and 500 for a 4-Diamond (ex Pokémon) card.
Trade Tokens are obtained solely by discarding cards from one's collection. The exchange rates are heavily skewed against the player, requiring the sale of multiple high-rarity cards to trade even a single one of similar or lower rarity. For example, five ex Pokémon must be sold to trade one, and selling a Crown rarity card (the rarest in the game) only yields enough tokens to trade three ex Pokémon. Selling a 3-Star immersive art card, a key selling point of the game, doesn't provide enough tokens to trade a 1-Star or 4-Diamond card.
This system has been widely condemned as "a monumental failure," "hilariously toxic," and "predatory." Players are calling it "greedy" and questioning the very purpose of the trading feature, given its prohibitive costs and lengthy in-game processes. The 15-second processing time for each token exchange adds insult to injury, making even a single trade a time-consuming chore. Many players are expressing their intent to stop spending money on the game.
The inability to trade cards of 2-Star rarity or higher further fuels the perception that the trading system is designed primarily to boost revenue. The high cost of completing sets (one player reported spending $1,500 on the first set) makes trading a seemingly necessary evil to avoid further exorbitant spending.
Creatures Inc., the developer, has remained silent on the overwhelmingly negative feedback, despite previously acknowledging player concerns. IGN has reached out for comment but has yet to receive a response. While adding Trade Tokens as mission rewards could potentially alleviate the issue, the current implementation casts a significant shadow on the upcoming Diamond and Pearl update, introducing Pokémon like Dialga and Palkia. The poorly received trading mechanic is a major setback for a game that reportedly generated $200 million in its first month.