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Azusa Re-Opening v2.9.0


Hello guys! Hope you are excited for the new wipe 2024 of Azusa!

The main focus and changes in this versions will be an attempt to fix two major problems show in the previous one, based on amount of words typed, and grind time spent training (limited by food/nutrition)
the old method worked 8 years ago, but nowdays this just promotes people/veterans that uses macros (and now chatgpt) that do nothing and just accumulate massive powers, while people who spend their time roleplaying for real and building their chars life and story ends up falling behind massively without real chances to catching up.

Roleplay Points will now be used differently, we will have two separate, total RPP and Current RPP as before, but they will work differently, while they are still going to be able to be spent, they are meant to be used as some sort of "training fuel", as you train, you will relatively quickly/easily convert those points into stats/whatever your building.

Before we go on, I have to re-explain the catch ups and caps etc of Azusa, as they will play major role in this new version:
Instead of using PL as a base like before, the caps and catch ups will be using the total RPP as a base, but with some minor changes :
- The game will just update the cap if there are over 10 players online. (this is to prevent reboot abuses, or night time abuses for better caps, or late game 3 players skyrocketing the cap then logging in alts to prevent new players to catch up etc)

This means that now the gains ratios of the RPP itself will be based off the cap/catch up.
This overall simplify everything, also letting people who been away to actually catch up properly etc.

OK now you might be wondering, HOW WE GET RPP NOW IF ITS NOT BASED ON WORDS TYPED? ok. ok.
I strongly believe that rewarding lengthy texts is a big mistake on rp games, and it ends up killing the good will on writing quality long rps, turning all rps posted into big spams to grind points, I miss legit long quality rps on a epic scene, that the person is writing alot because ALOT must be described, and not just because they want to collect the points, know what I mean?
With that in mind I am aiming to return to the organic natural RP flow we used to have, while still rewarding the good rpers that is really living their chars:

So to distribute the BASE RPPs, it will basically be off 4 main groups:
    Active played time of char life.
    Inactive time of char life.
    Rewards from Admins/ranked.
    Milestones.


(I say base RPP because its modified by the cap/catch up, more total rpp you have compared to the active playerbase, less you will gain)

All those groups have daily/chars limits of rpp(base) you can get from, and some requires recent RPs and players interaction to count/be considered.

Example: (1)Getting killed in a RP battle being a milestone that can reward you some extra rpps, will just "work" if during said battles you guys been roleplaying enough.
(2) meeting new players/contact will give you a milestone only if you guys rped/talked etc.

As they are also limited by the amount of things you can earn a day/char, for example, being active 24/7 with macros wont give you more rpps as someone who been playing humane logical activity hours etc. (as there are different rewards for active/inactive times)

Ps: inactive time counts the same as afk or offline.

And ofc the final one: admins/ranked players rewards are also limited (each admin can reward 4 players once a day, a player can only receive one reward a day), but if you are super good rper and been impressing the playerbase with your epic chars, its only natural you will be receiving those nice extras. ETC ETC.


I dont want to go into detail with what are all the milestones I will be setting at first, but I will need to give you extra examples as we go back into Training MULTIPLIERS:

We were used to have active training work as multipliers to gains, they won't be like that anymore, only thing that will multiply gains is Masters trainings, so if you want to get the MAX out of your RPPs, the meta is to ICly be trained by the best IC masters.

(fighters ofc gains more etc etc as they train, same as always)

but you might be wondering what/how active training will be used for, well, I explain:
learning and teaching a training method will also be milestones,
but reaching a higher tier of an active training will be a daily milestone, so its a IC training that if you do ocasionally (once a day is enough) you will get extra rpps, so lets say you reach lv 10 once a day, thats the training you get from that.
(mastery grind is usefull cuz it makes easier to reach the max etc)

The training methods stats distribution is still the same, each method trains up to 3 stat, one more, 2 less.
However while they are good for focus training your stat builds, sparring (or getting in real battles) with other players is more efficient as they raises every other stats (and natures if you are in the proper battle condition)

You will be able to control and use your RPPs wisely if you manipulate your Nutrition, while you train (or fight) with nutrition it will spend your rpps into trainings, but if you are without nutrition you wont spend your rpps. Knowing this you can double click yourself to remove your nutritions to prevent accidental trainings!

Now finally the last topic: As most of you might be worried about some players cheesing and trying to cheat the system and metagaming hard the milestones doing them like simple daily checklists, the milestones were placed in situations that generate real rps and conflicts and even while some can try to get them without proper rp, they are NOT the core of the rewards, actually all the milestones together will not place you far ahead, also the same thing goes with the activity times, you should look for the 4 methods of progression if you want to get alot of points, and most importantly be involved in the story.
If you overdo milestones with little rps like checklist you will be left with hours of gameplay wasted and you will end up quitting out of boredom, while organic roleplayers will be getting way more points just by simply being actively roleplaying and having fun.

Well, with all of this explained its time to test and see how this new era of roleplay reward will do!
So Invite your friends and see you in Azusa!

Changelog:
  • Remade every training and gains system in the game (and its scales);
  • Removed alot of commands from Spend RPP button;
  • New activity tracking system;
  • New Roleplay (texts) score system;
  • New Roleplay Points distribution system;
  • Total Roleplay Points is now used as the cap;
  • Every training gives the same amount of Experience, Cosmo (and cosmo Gains) for the same amount of RPP
  • Any Nature training will also train Element Control in a /2 scale (this is the only method);
  • Inteligence training is now a training method (Study, and also works on recipes), also uses RPP as fuel.
  • Roasted Meat recipe doesnt require 5 inteligence to be learned.
  • Skill Points is obtainable through leveling up OR spending RPP (in the spend rpp button).
  • Bigger Blasts (from relics) now have minimum level req to use (40,50,60)
  • Fixed a list of login related abuseable bugs.
  • Admins can see logs and details of RP rewards
  • Added "Other" section when double clicking someone with extra commands: Battle, Reward, Freeze Gains (Self)