I recognize why this seems unfair, but I firmly believe this would make the site significantly more, not less, playable by F2P players.
Please explain the logic behind how this will work. I already explained why this will enforce more players on how much they'll “need” to purchase moonstones because they will no longer have access to trades with other players. But to explain it further…
These are the current things you spend your pebbles on, without any interaction with other players:
- Den Slot Expansions*
- Mole Market - Food (can be freely farmed via other methods)
- Mole Market - Materials (some can be freely farmed via other methods)
- Mole Market - Apparel
- Mole Market - Seeds (can be farmed during the farming event and from farming itself)
- Mole Market - Crafting Recipes
- Mole Market - Companions (some can be farmed from Arena)
- Mole Market - Trinkets (can be freely farmed from campaign)
- Mole Market - Breed Changes (all 3 pebble breeds can be found as WW)
- Mole Market - Wolf Patterns (all pebble patterns can be found on WW)
- Mole Market - Forum Banners (you get one for free from your first pack)
- Mole Market - Forum Profile Decorations
- Mole Market - Eye Besprinkler
- Nana's Babysitting Service (will give you some pebbles back)
*Den slots for new tabs reset their slot upgrades back to the starting price
Meanwhile, here are all the things you can spend moonstones on, without any interactions with players:
- Mining Cart Capacity
- Cooking Pot Capacity
- Den Tab Expansions
- Pack Changes
- Apparel Slot Expansions
- Mole Market - Apparel
- Mole Market - Companions
- Mole Market - Breed Changes
- Mole Market - Wolf Patterns
- Mole Market - Forum Banners
- Mole Market - Misc Section
Now, on first glance, it seems like pebbles “wins” because it has more options. But take note how many of them have parenthesis explaining alternate ways to acquire the item, whereas moonstones has none. Also take note how many of the moonstone sinks are not simple cosmetic items like the forum banners or apparel, they are core gameplay mechanics like profession upgrades or wolf customization options. And this is just the core gameplay assuming a player never interacts with anyone in any capacity, so this is what a totally asocial player would have to sink their money into.
This is why players trade only in moonstones, because the things most players really want require moonstones with no alternate way of buying them. Without the ability to trade moonstones from other players, f2p players would be required to slog it out the long way or spend money on the site. They would eventually hit a point where they'd amass pebbles infinitely without any need for them.
Now, there will be some things that alleviate this issue, primarily when people get high enough level crafting to want the high level recipes. But those are finite, too. The reality is that moonstones have a much higher buying power in the eyes of the users, while pebbles do not. Fixing that imbalance requires fixing why players value moonstones so much, which means lifting up pebbles to have more desirable uses, especially for large amounts.
Stopping players from trading moonstones will simply grind the player economy to a halt, because most players simply don't want pebbles.