I hope you don't mind me replying to some of your arguments for the sake of displaying different perspectives
First of all, before I go on with my feedback: It
feels like a lot of people's estimations of "how long it takes to get x
amount of Moonstones" completely ignore the fact that you can trade MS
with other players through the Flea Market! I would encourage players feeling strapped for MS to participate in the Flea Market. If anyone needs tips to this end, please feel free to DM me and I can offer advice--maybe we can even trade!
At
the moment, 1 moonstone costs 34k pebbles, and this is based on the
only listing currently on the Flea Market. And there have been many
times in the past weeks where I checked the flea market and there were no
listings of moonstones at all. There has only been in a single thread in
the forums offering moonstones in the past month. Even if we for the moment assume that there are more listings available. expanding my cooking pot the max by buying moonstones of others would still cost me 6 million pebbles. I wouldn't call that accessible. You can ofcourse also sell
items for moonstones, but the times I've tried the
only result I had was a bunch of expired flea market lists after a
week. I see a lot of people offering their wolves or items in exchange for moonstones, and the only times I actually see sales happening is when it is a very nicely coloured wild wolf (not something you can consistently and deliberately farm for, especially as a casual player)
So while technically the functionality to buy/trade moonstones
from others is available, the fact that there are so few actually
available is a great indicator that something is wrong with the economy
and moonstones are too hard to come by.
That being said, my concern is that we'll have so many uncooked ingredients that the value of said ingredients just falls through the floor, making them irrelevant both as food AND as crafting materials.
I think decreasing the relevance of raw ingredients as food items could be balanced by increasing their value as crafting materials, as well as making raw ingredients slower to acquire.
When I say slower, I mean for example through longer-term Farming crops. For example, if a casual player can only log in once per day for 15 minutes, they can plant 4 plots of Carrots (which take somewhere in the area of 5 or 6 hours to grow). And even if a non-casual player can log in for 3 hours per day, they can still only plant 4 plots of Carrots during that time. In other words, long cooldown timers may be able to equalize the amount of rewards gained by casual and non-casual players.
(I still think there's a place for short cooldown timers, and giving non-casual players additional rewards for their investment in the game, though.)
You need to be level 143 in farming to actually plant 4 carrot seeds at the same time. I consider myself a relatively hard-core player and I have only just reached a level where I am able to plant two simultaneously, and that leaves 2 plots empty because I am flat out of water and compost. So this doesnt really hold up. I agree that having some long cooldown items give great yields so that people don't have to babysit the site to click stuff every few minutes would be very beneficial for those who are only able to log on once or twice a day, but it will need some serious balancing to also actually make it available to the people who need this. (e.g. having also low level hunts and crops available that take a long time and have great rewards)
Additionally, this kind of interaction could result in a situation where a non-casual player needs more raw ingredients than they can personally produce, and therefore buys raw ingredients--for example, from a casual player who has more raw ingredients than they have time or energy to cook themselves.
In other words, this could give casual players a unique economic position where, even if they can't cook as much food as they need to be able to explore as much as they like, they have the economic leverage to exchange their unneeded raw food for cooked foods from non-casual players who have the time and energy that casual players may not.
I don't know, this is a huge infodump, please ping me with any and all feedback!
This assumption is based on the fact that the non-casual players actually have enough cooked foods leftover to sell and casual players have enough uncooked foods leftover to sell. (as opposed to needing it themselves to play). While I definitely agree that economics need to be taken into account and casual players shouldn't be left in the dust, I personally am a bit skeptical whether this is what will actually happen. I think it isn't too farfetched to think that the non-casual players will actually be using the food themselves.
And given the high dependancy on food to play almost all parts of the game (the only parts not needing stamina are companion playing, nesting, the arena and farming), I don't think that having enough food to go around is a bad thing per say. There were always be a need for food and it opens up parts of the game to interact with. I do agree that an economy requires some form of desirable items and limited availability, but I think that food isn't the one that should fulfill that role, as it is too crucial for almost all the other gameplay aspects. And also keep in mind, not everyone wants to have to buy their way into playing the game for one reason or another. Making trading with the community a necessity to play the game is going to scare a lot of people off.
For example, the high level achievement apparel, if it wasn't accountbound, would be a great thing to boost the economy. Having a few specific desireable food items available in low level areas (such as salt) to give the casual or new player a boost because the high level people want that but don't want to visit low level areas, that could work. But food in general shouldn't, in my opinion, be a luxury or rare commodity. It needs to be readily available to all.