Capybaras VS Plants already had one of Roblox's stranger progression loops: buy eggs, hatch capybaras, send them to fight plants, let those defeated plants generate cash even while you're offline, then wait for weather events to mutate your plants, capybaras, and eggs into rarer versions (All Things How). On August 22, the game added something that could change why players collect all of that in the first place: direct player-to-player trading, bundled into an event billed as "the long-awaited trading feature, alongside new endgame content," and paired with a live Admin Abuse session (MXBLOX). The same update closed out the limited-time Dr Carrot event, which ran from August 15 through August 22 and offered exclusive rewards to participants.
That raises a better question than simply "how does trading work?" Does adding a player economy give Capybaras VS Plants the kind of long-term collecting loop it needs once players already have strong teams and progression has slowed down?