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Trading rework

Look, it's no secret that trading has to be restricted by the very nature of the game to prevent easy exploits.

It's also no secret, however, that the way it's been implemented is a complete and utter failure.

The restrictions on rarity make perfect sense and personally, although I think not being able to trade 2 star exes does a net disservice to the game in general, I actually don't mind trading being capped at 1 star rarity.

The stamina system also makes sense and I think it's been perfectly implemented.

Where it all falls apart is the trade token restriction and specifically how players can acquire trade tokens. From what I can tell from recently revealed data leaks (which I always take with a grain of salt), the way players are supposedly going to be able to "acquire" trade tokens is through 1 time missions during events that last what, 2 weeks or so? Being able to obtain what? A grand total or not even enough tokens to get players 1/4 of the way up to being able to trade a measly 3 diamond card? What kind of sick joke is that?

Obviously, players can also acquire trade tokens by destroying their own cards... Which is an even bigger slap in the face, to be perfectly honest. Why? Because we can only destroy cards that are hard to come by in the first place (3 and 4 diamond rarity and 1 star rarity). But the worst part about it is that we have to destroy 4 of a particular rarity card in order to be able to trade a card of the same rarity. It's no secret the way this system has been implemented feels disgustingly enraging to most of, if not the entire player base, and rightfully so.

But now over the past week and a half or so, everyone received a grand total of 1.5k trade tokens... Yay, I guess. Is this a one time gift, or can players expect to receive 1k tokens every 2 weeks? In which case MAYBE players wouldn't feel so screwed.

Taking into account the reason why trade restrictions are there in the first place, the least that should happen, in my opinion, is that destroying cards yields at least double the trade tokens that it does now. That way, players would need to destroy 2 cards to be able to trade 1, in which case it would still feel pretty bad to trade cards, but it would at least be somewhat manageable, giving us the option to destroy 1 2 star card (that we can't trade, anyway) in order to be able to trade 1 far less valuable card. Which again, would still hurt a lot but it would be somewhat manageable and wouldn't actively encourage people to drop the game altogether, like the current trading system seems to want to do now.

I also think trade tokens should be obtainable through events in a 1 to 1 way similar to how shine dust is obtained (which nobody cares about in the slightest anyway). Or, players could have the option of trading 50 shine dust for 50 trade tokens (or in bulk, 500 shine dust for 500 trade tokens). But that's neither here nor there.

Don't get me wrong, I'm absolutely grateful for the 1.5k gifted trade tokens. However, that still doesn't even begin to make a dent in fixing how broken the trading system so obviously is.

Needless to say, the trading system still needs a lot of rework (rework that offers players a more enjoyable experience, of course).

PS: I'm usually the type of guy that just let's developers cook and offer the player base what they're going to offer, and I often feel like player bases in general (across all sorts of fandoms, not specifically TCG Pocket) tend to overreact or complain needlessly. But this is absolutely not one of those times. So much so that I'm leaving a post in a feedback thingy, which I would usually avoid like the plague.

This tangent doesn't mean anything by itself. But it should be a clear indicator of how painfully botched the trading system is.