I joined on the site's launch day with some friends and I'm sad to say im probably one of the only ppl in that group that still logs on - and thats after a month-long hiatus. I'm a mix of casual play & grinding, and earning/stockpiling pebbles has been.... a huge pain. The gameplay loop introduced by the constantly refreshing activities is engaging to a degree, but for only 300pb per completed activity, there's only so many times you can cycle throughout professions and campaigning before it gets monotonous and is boiled down to a waiting game. Wild wolves are a toss up and with only 1 knucklebone per failed encounter, that's ANOTHER painstaking grind that feels insanely out of reach - and that's with me breeding more wolves specifically to level+release for them on top of normal encounter rates. If i could earn companions from campaigning as well - even low-value ones - it would help make things feel more worthwhile, because at least those can be decent to sell straight from inventory.
While I'm sure the devs are all hard at work, personally i think it's shooting themselves in the foot to focus on achievement systems before basic currency sinks that aren't entirely dependent on "whatever people feel is valuable right now". That REALLY feels like a balancing issue that should've been taken care of - or at least lessened by - the alpha & beta phases.
Moonstones are ABYSMAL to collect. When the cheapest CA is going for at least 20MS, and MM items starting at 50 (afaik, these are based on observations over time) it's honestly more frustrating than anything, especially knowing the perks that paying users get. Sure, you can still earn Moonstones in casual gameplay, but it takes an asinine amount of time and effort compared to premium users and I'm sorry, but personally once you introduce a concept like that, it only makes me scrutinize the current balancing issues even more. Pandering towards whales while your casual playerbase struggles to keep up just puts a sour taste in my mouth. Maybe my POV is skewed, but personally it only ADDS to the frustration of the current state of things for me. I WANT to be spending MS more, but when even minor/"cheap" items go for 20-50MS minimum, it actively discourages me from spending them because it feels like i need to weigh my decisions: do i expand slots for my professions, save for MM items, or custom apparel? I can't decide, because i already know it could take me WEEKS to earn that currency back, because the economy is laughably unbalanced and I'm not selling CA, so that number is entirely dependant on how much effort I'm willing to put into grinding the same tasks over and over again hoping i earn some MS shards.
I'm going to keep checking up on Lorwolf, but if the only thing we're waiting on to fix these balancing issues are the devs, then unfortunately we might be waiting a while. The current mechanics just aren't enough to keep me going for more than a few days at a time w/o getting bored and taking another weeks-long break hoping there's an update while im away.
EDIT: Also, i didn't know about the 2.5MS/day cap. That's just.... stupid. It's stupid. If your players are willing to keep putting in the effort to grind, WHY ARE YOU NOT REWARDING THEM FOR IT? Makes me dislike the pay-to-play feeling of premium even more.