Honestly, people going to work and sleeping is not an extreme case, it's the norm for an adult audience. Your system is set up to actively dis-incentivize casual play by front-loading penalties for this quite major group which also happens to have cash to spend as a result of having to work. This whole thing ties into the higher-up design goal of player retention, which it exactly doesn't help with. Other games even actively reward casual players for hanging around despite being short on time, usually by giving them some type of daily 'roll for freebie' thing. SotA is the only MMO-type game I know which has it backwards, and its tech director actively defending it. Still, appreciate the dialogue. Thanks.