Tweaking experience attenuation in Shroud of the Avatar with the aim of removing forced breaks

It is well understood that under the current implementation of attenuation in Shroud of the Avatar a high level player can take strategically timed breaks and earn the same amount of experience as a similar player who is leveling continuously. This is due to the extremely fast way the system attenuates experience once a player earns one million experience points within the last hour of play. This slow down of experience gain feels to the user as if the game is forcing them to take a break before progressing further. In this work I recommend a simple tweak to the attenuation system which fixes this issue, but leaves the idea of attenuation intact.

You can find the paper in google docs here: Tweaking experience attenuation in Shroud of the Avatar with the aim of removing forced breaks




This video is only for those interested in how the model was developed and used to generate the results outlined in my paper.

video: https://youtu.be/nbuY2nf2nhs

Experience attenuation in Shroud of the Avatar, a quantitative study

I have created a mathematical model of the attenuation system in Shroud of the Avatar with the aim of exploring two questions. The first involves understanding the impact of the double experience bonus if a player can already bring in enough experience to hit attenuation without the bonus. The second is to explore player claims that they can earn just as much experience while taking breaks in between leveling as they could if they leveled continuously. Finally, I use my model to explore alternate ways of applying attenuation and make some recommendations on how the system can be improved from it’s current state.

You can find the paper in google docs here: Experience attenuation in Shroud of the Avatar, a quantitative study

Any questions and comments can be disscussed at the original post thread in the SotA forum.