Addicting Games Feature Intense PvP

PvP arena addicting games
By Adam A Burke


Addicting Games have Intense PvP

 Imagine a dimly lit room with the glow of a computer screen lighting up a pale-faced teenager, his glasses broken and sealed with tape in the middle. His eyes are fixated on some addicting game, darting back and forth across his screen as scrolling text falls like the opening sequence of "The Matrix". His fingers fly across the keyboard and his heart pounds as he tries to keep up with the falling letters.


 This sounds like the opening sequence to a mid-90s hacker movie, but in reality this is a description of the scene behind the player versus player combat (or PvP) in many online text games. There are many reasons why this style of game can be so intense.


 The primary reason why online text games, in general, are so much fun is the unlimited capacity for creativity. In graphics-based games, there is a certain enjoyment in seeing your avatar swinging and striking at the opponent in front of you. But in an online text game, the administrators and players have so much more of an opportunity to be creative in their description and imagining of the various attacks. The brutality and the magical nature of some attacks in text based games cannot be translated into the graphic-based games, because most laws would force the game to be rated purely for adults. The creativity, while sometimes even crossing the "too-extreme" border, allows for a much more immersive experience.


Text Games Require Intense Strategy

 A second reason why PvP experiences in text based games are so intense is the strategy involved in the combat system. Due to the technical nature of these text adventure games, players are given the option of scripting their own combat systems, referred to as “reflexes” so that they have an automatic response to the game for various forms of healing. This forces combat to happen at lightning-fast speeds that test user and computer ability to keep up.


 The final reason PvP in text games is so engaging is that vast library of skills, classes, races and strategies available to everyone. Unlike other types of games with hard-coded strategies that are always proven to work, combat strategy in online text games is always changing and one strategy may work as few times as once. All players are working to upgrade their systems and all players are working to stay ahead of these upgrades, and even the administration is constantly seeking a way to balance combat for all classes, while never allowing one or two strategies to dominate the game.


 In summary, PvP in online text games allows you to use creative, magical, violent attacks to win the fight. Though graphically-intense games give you that visual satisfaction, the ability to customize your own curing triggers, aliases, and macros let you get ahead of the text game on your merit, not on hopeful wishing for change. The hundreds of skills and endless strategies keep combat fresh and on-going. PvP is truly complex in the most addicting games.


If you are interested in diving into some of the best PvP on the net, try out these great online text games from Iron Realms.

Adam A Burke is a text game enthusiast and currently plays games from

Article Source:



PvP is one of the aspects of the game. If you thought the learning curve for doing normal things was hard, this is a new level of hardness. but the enjoy one can get once they become a good fighter can be unmatched. Adding a whole new level of RP to a character, PvP can define oneself.

As said, the vast attacks you see coming from you and your team along with the ones you are fighting provide a new interesting take on the world of PvP, even compared to graphic games.

That said, PvP is not for everyone, some people like playing the scholar who doesn't fight, the peacemaker who won't use violence to win a fight. At the end of the day, to PvP or not shows more about a character then just saying "I don't wanna learn to fight, its too tough."

Personally, my favorite death message in all of Aetolia and perhaps the best part of any event was the result of trying to speak to the Godslayer, Kerrithrim:
"As you make contact with the mind of Almighty Kerrithrim, you feel a sense of foreboding, and suddenly the bestial, alien presence of the monstrosity's mind is within your own. You realize, with mounting horror, that as you have spoken to Him, He in turn is speaking to you. With the certainty that this is right driving you, you reach up and brutally rip your eyes from your sockets, before driving your fingers through the gaping, bloody holes. Penetrating the layers of flesh, your hands reach your brain. As you rip the grey matter to bits, laughing all the while, the world goes dark, and you know at last that the Almighty Kerrithrim is satisfied."

Wow... That's worse than Voyria o_o

And to think, in WoW they mostly just fall over like bad actors. Aetolia: Die like a MAN!

This article pretty much nails the PvP combat system on the dime. Most graphical online games have set strategies that are guaranteed to win. In Iron Realm Entertainment muds, there are many classes with a broad range of descriptive and colorful skills that make for millions of possible outcomes to killing. It is almost like you have 2 fights going on at once. You have to track all of your balances, track what you are doing, what your enemy is doing, and figure out what you are going to do to counter the battle. No battle is alike, and the combat system allows anyone - not just the people with higher skills or level, although it certainly helps, win! there are no other graphical games that i have heard of that you can "lock" someone, and prevent them from healing them self, and gain enough momentum to severe the head from them, having them watch the whole way.

each class has a range of skills, and every class plays differently. Having tried most every class, none of them are ever better. the classes and the skills therein also change frequently, changing the style of battle to it never stays the same. The game also allows for a movie-type effect to go through your head - your not just watching a character hit things with a graphically generated sword, but you are reading about it and imagining yourself doing it! the character may be strong, but if the player is stronger, they will usually win.

I have to agree in with the points made here. The creativity is there for each person to see the ability as their own mind perceives it and the many different classes offered allow for there to be many different combat abilities. There is a WIDE range of attacks and afflictions you can deal out… or be dealt for that matter. The technical aspect for the combat system is very thorough, and the battles do happen with one attack right after another through the use of reflexes and such. It is very difficult to stay on top of PvP combat because the abilities are always changing and attacks come flying right after another. Sometimes I wish the duels could just slow down so that people would be able to fully read and appreciate the description that is there for them.

...are you able to formulate combat strategies to ensure the best chances at winning a fight, you are also able to improve your chances at survival depending on what you bring to the battlefield. It sounds rather common sense, but in Iron Realms, every single thing matters, aside from a good curing and offensive set up. That means, get armour and weapons (if you use them) with good stats, though it can be quite a hefty sum you'll need to pay for every advantage in combat.


True, very true. I am not very good at Pvp, because it is much more intense. You have to be fast, no, faster than your opponent. It sometimes doesn't even matter about strength, only about how many hits you can get. If you get more, you do more damage..but strength is -kind- of important. But Pvp is much more intense, because there are so many more skills, attacks, and systems you have to withstand and outwit, instead of just going until you kill them like Denizens. You have to pray to gods that your Reflexes are good enough and are working to stand a chance. The more complex, and better the reflexes, the more chance you have of winning. If you don't have any, you're out of luck. You don't stand a chance.

Yeah, I can never keep up. I am also pretty weak, so I usually just run away. Otherwise I try to use an inferno and then do basic attacks.


I have to say, I've been playing Lusternia on many characters, but this last one is the first one I made the decision to try to learn how to fight other players on. I was under the impression that it would be fairly simple to get into and I was pretty much dead-wrong. I'm still learning the very basics myself. The mechanics are all so very deep and complicated and so much goes on, you need to learn how to be flexible for every single situation.

One is most likely going to need a combat system full of reflexes to help them cure afflictions. Luckily, there's often systems available for free or one could learn to code their own.

One of the oldest and best fighters I know said himself that he has a lot to learn. And to me that says a whole lot about how much there is to learn.

No two fights will over go the same, I guarantee. And with several different classes with their own unique sets of abilities, and a number of items to give someone an edge, there's infinite varieties to how people might mix up their techniques and build up an offense.

While at times it can be frustrating to learn, once you get the hang of it, it's just addicting and nothing feels better than lopping the head off of someone who used to beat you before.

I'm still considerably new to Lusternia, and this being my first text-based RPG and first "real" RPG experience so to speak..I find the PvP in Lusternia mind-wrecking to a considerable degree. There's a lot of things you have to consider, and it doesn't just take some clicking and simple setup compared to most visual games I know. It requires good organization and planning of your reflexes, skills and items.

And, compared to fighting denizens, in PvP, your opponent/s are less predictable. Skill levels, good reflexes and having good items matter. The mechanics involved in setting up a good combat system are so complex, and it results in a battle experience more akin to real life - where sitting idly results to demise and quick wits and lightning-fast reactions guides the victorious.

I personally find PvP hard at this point, not only because I'm still lacking skill-wise, but because I have yet to polish my system for curing afflictions and speedy reactions to player attacks. Still, I find PvP thrilling, exciting and engaging. Even with a system set to handle some of the difficulties you will encounter while fighting, your active participation is a necessity to execute a successful battle plan.

Seconded. :( Serpents in Achaea aren't exactly easy to PVP with - our strategy is to heap as much venom into your bloodstream as possible before you can cure it all, and that isn't exactly easy!

Kudos to Adam A. Burke, for a splendid summary on Txt-PvP.

The path of the combatant in txt-games, particularly from IRE, is truly a grueling one, yet rewarding!

The mentioned strengths of in-depth degree of customization are also it's weakness. A significant lot perceive combat/pvp as a difficult task, given the amount of coding, or sheer effort required in manual curing the various afflictions. But anyone who is blessed with adequate patience, achieves a sense of accomplishment writhing in time out of that crucifix and outmaneuvering your opponent.

I'd have to say group combat is the highlight of Txt-PvP. The numerous variables and factors affecting the outcome of the match is truly heart-stopping! There is also little disparity between might and level in these activities, since everyone can contribute significantly. From hindering, damaging, healing, supporting, and a whole lot of other roles, visual games lack due to their limitations.

People will find it ironic, being less visual makes the it more graphic in nature, with less conflict with peers on how cool a move looks, since you more or less have separate ideas of how it's executed in your head!

hi azula!

I'll be blunt. World of Warcraft PvP vs Achaea PvP is completely different. In World of Warcraft, you can set up your own initiative in combat. Some people are so skilled, that they have different combinations set up.

In Achaea, it's 10 times more intense. You have to at least know if your enemy will do something that you won't know, like an Occultist attempt to pit you, or a Priest getting ready to judge. What Adam Burke said is completely true. Scripting your own combat lines, knowing when the enemy is about to make a certain move, it's all in the aspects of how you design it.

Yeah, it's that intense.

Unlike any MMO I've ever played (there may well be exceptions that I haven't!) the most pulse-racing part of text-based PvP is the propensity for it to come out of the clear blue sky. Sometimes, quite literally. You see, if I'm playing my Priest in my favourite MMO and I -really- need some kinesroot for that potion, and it only grows in the opposing faction's area or a PvP area, then I sneak in there under cover of darkness, with full health, a pack full of potions, and I'm mentally alert. I've had combat precisely three times in IR games, and never once was I mentally in 'combat mode' when the gauntlet dropped. Sure, you know who your enemies are, but not -every- Mhaldorian is going to attack -every- Cyrenian on sight during wartime. Heck, you may even have friends in spite of the current inter-faction politics. Equally, how do you know that they Shallamite who greets you with a warm smile isn't the father of the irritating young man that you killed yesterday when he pissed you off? Quite the oppositve of MMO - you see a member of the enemy faction, you have precisely two options - flight or fight, often compounded by the fact that you can't even speak to one another. Nor, in a text game, can you just switch from the left-click you're using to mine ore to the right-click you need to enter combat. You'll need an -entirely- different series of keystrokes.

In IR games there is no oppressive presence sitting on your shoulder saying "You can't kill that player; he's in your faction." You can kill (or try to kill) anybody you like, but there are consequences. This has two emergent effects which add to the supremacy of text games: You don't get people griefing their own faction, safe in the knowledge that there can be no comeuppance; the guy might just rip your head off and hand it to you. Secondly, -any- time you go out into the big-bad-world, you prepare, you get a sense of real intrepidation, and when you step back into your commune and the guards greet you, you actually breathe a sigh of relief that you're home, sweet home!

I've been playing Achaea for around 9 years and all of my characters have been Monk class, so I like to think of myself as a "Monk expert". But the dynamics of Achaean combat are so on-the-fly that even someone as experienced as me can still lose to the smallest of things. For instance, I just got done sparring a Runewarden in a Best of 4. He won 2 and I won 2, because we both capitalized on each other's mistakes. In one spar, he hit my limb guarding and I knocked him to the ground, and next thing he knew he was eating my axekick to the face. Then on the next spar, he ran from the room and I decided to try and jumpkick him, only he was propping a totem! Next thing I knew, I was being disemboweled on his sword! So yes, Achaea combat involves a good bit of 'strategy', but you have to be prepared to the unpredictable too!

"Expect the unexpected", "hit hard, hit fast, hit often", and a host of other combat adages pretty much sums up text RPG-combat. It's amazing how someone who is really into fighting is not bothered at all by the waterfall of letters cascading down his computer screen! When I started playing seriously 4 or 5 years ago, I was totally overwhelmed by what happened, I literally froze on my seat and was not even able to target my enemy!

The dynamic of text RPG-combat is unbelievable: one can never say for certain that they will win against a weaker opponent 100% of the time. And a weaker opponent can even boast that out of a hundred times, there was -one- time they got the best of someone better. Only text-based RPG allows for something like this to happen, because as with all aspects of text RPG, the sky is indeed the limit. Your success and your downfall truly lies in your hands.

What I like so much about text pvp is that it is all about skill, from knowing your abilities inside out to tactics to perfecting your (own) curing system. Of course, strength in numbers still applies, but unlike other games you don't rely on things like "gear" which to be honest are often related to how many hours you pump into playing. And as a someone who likes to dabble in code I love that even your skill at automation gets put to the test. This might be a little daunting to new players, but between readily available systems, and the ease of setting up your own triggers, it's really not that hard to get into.


PVP is so deep in Iron Realms games, which makes it so intense. Especially with automated curing, if you make a false move things can go bad very quickly.


I like it when mhun's cry. 

I think Prince is singing when DOVES cry...if I am not mistaken.

Skill is having a bunch of artifacts, everyone knows this.


Don't leave out, using them. Artifacts mater a lot in Lusternia, but a lot of skills in Lusternia give the powers of artifacts in other IRE games.

pretty true.  A lot more depth in text than graphic.

it's so hard to explain to people how complex it is

Yeah the PK is really in-depth.

Namely artie counters.

It can be TOO complex

It IS too complex and needs too much to be competent. Not counting artefacts, you need to trans at least 4 skills, 5-6 to be a bit better off. That is a lot of investment, either money or time.

"Learn to run and then teach your GF to run so you don't have to go back after her a...."

has mentioned ping... it depends a lot on your connection and yes mine sucks :(


PS: I <3 PvP

PvP here is definitely something you practice at. Not to say you can't practice on other games, or that it doesn't help on them, but on here... if you aren't prepared, you should probably just run!