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ITEMS:items - Finding the Balance

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
Items? The casuals say NO! Items? The Pros say NO! Finally, something they can agree on. Unfortunately, I’m one of the biggest supports for items on the planet. Its time to drag this issue out in the open and see what’s items are all about.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/06/smash-items.jpg" title="smash-items.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/06/smash-items.jpg" alt="smash-items.jpg" /></a></p>
It seems that nobody plays with items. I think I’ve pinpointed the source of this phenomenon. Here’s my theory. Back in the days of Smash64, everyone played with items. Because we didn’t have access to friends to play with all the time, we had to settle with playing against computers. Unfortunately the computers had AI that were extremely distracted and attracted to any item that fell onto the stage. It wouldn’t matter where on the stage they appeared, if there was an item somewhere, the computers dropped everything and went for it. Eventually, we simply turned off the items because they made the game less fun. This attitude carried over from Smash64 into Melee. Those without the attitude either abandoned items because everyone else was doing it, or they made up excuses about how “cheap” they were. Now, we’re at a painful point where, when those of us want to start playing with items again, it’s been so long that we have forgotten how to use them. What’s worse is, for the competitive smashers, strategies with items didn’t have a chance to evolve like our teams and 1v1 strategies. So when items appear, players would rather get rid of them rather than use them. If not, when they try to use them, they lose because of their inexperience and the negative attitude towards items is perpetuated.

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It may be a painful process to recovery, but I promise it is a rewarding one. The first order of business is understanding more about items. There are three types of items. Activate-items, Throw-items, and Weapon-items. Activate items activate instantly when grabbed or touched. (Hearth Containers, Metal Box, Mushrooms). Throw-items are held by the character and are thrown with the press of the A button (Screwball, Freezie, Poke Balls) B attacks, jumps, dodges and shields are still usable. Weapons-items , unlike throw-items, are not thrown with the A button. This gives you free range of all air moves. Also ground neutral A attacks, as well as forward tilts and smashes, are replaced with special weapon attacks. (Bean Saber, Star rod, Fan)

In general, each item is designed to have a double-edged. This simply means that there are some pros and cons to using them. Activate-items generally alter the character’s natural condition and are activated by touch. This means whether or not you want to be big, tiny, or invincible you might be affected by touching an item on accident. For Throw-items and Weapon-items, if you’re holding either, you can’t grab. Grabbing from a defensive shield position is an extremely effective and fundamental strategy in converting a defense into an offense. Sacrificing a grab can be dangerous for whoever holds an item. This is one way how items are balanced.

A lot of people think that items are dangerous because they can be thrown for easy kills. Most of the throwable items don’t’ send opponents very far. In most cases, throwing the enemy from a grab, or using an attack would send the opponents flying farther. Also, most thrown items have the lowest priority in the game. This means that you can use just about any air or ground attack to counter a thrown item. Even Kirby’s weak neutral air can stop a thrown bat. Plus, any thrown item can be caught by simply pressing Z when in the air, or by pressing A when on the ground. Items can also be caught in the middle of an air dodge for a safe alternative. This isn’t even mentioning that thrown items can be reflected by activating your shield at the right time.

I’ve broken down the items into eight categories. (<strong>bolded</strong> items are too powerful and should be banned from competitive play)

<strong>RECOVERY:</strong> These items restore health to whoever grabs them first. These items are typically banned from competitive play because of how much they favor the player who gets to them first. There’s no downside (double-edge) to grabbing these items. When there’s no downside, there’s not balancing between using the item or not.
<strong> Food, Maxim Tomato, Heart Container</strong>

<strong>HEAVY HTTERS:</strong> These items pack a punch. However they’re not too powerful because each can be countered in different ways.

Warp Star<strong>, Bob-omb</strong>, Hammer

<strong>PROJECTILES:</strong> These items shoot out projectiles. Other items also shoot out projectiles, but these fit the category best. They also do minimal damage and knock-back to opponents when thrown.

Ray Gun, Super Scope, Fire Flower

<strong>STICKS/WEAPON-ITEMS:</strong> All of these items look like sticks and fall under the Weapons-item category.

Lip’s Stick, Star Rod, Beam Sword, Home-Run Bat<strong>, Fan</strong>, Parasol

<strong>STAGE SHIFTERS: </strong>These items change the shape of the stage. Bombs create areas that player can’t run over. Red shells rein terror on platforms or other surfaces. And the Flipper can partition sections out of the air because they float in place when thrown.

Motion-Senser Bomb, Red Shell, Flipper

<strong>THROW-ITEMS:</strong> These items work best when thrown.

Green Shell, freezie, Mr. Staurn<strong>, Poke Ball (allowed only for teams) </strong>

<strong>ACTIVATE-ITEMS: </strong>These items alter the characters natural state.

Super Mushroom, Poison Mushroom<strong>, Starman</strong><strong>, Screw Attack</strong>, Metal Box, Bunny Hood, Cloaking Device

<strong>MISCELLANEOUS: </strong>

Barrel Cannon<strong>, Party Ball</strong>

So now everyone can play with items again and nobody will have a problem with them, right? Wrong. There’s still one more issue, and it’s a big one. This issue isn’t the fault of items directly, but it involves how the items appear on the stage. Items generally either drop individually, in a barrel, or in a capsule. When an item drops individually in a random location there’s a change that the item will be bomb appearing directly in the way of an attack making the explosion unavoidable. Though this is very rare, it does happen. So in order to fix this, it would be wise to ban bob-ombs. But the problem isn’t completely fixed. Capsules and crates can randomly explode too. This means that a capsule can randomly drop in the way of your attack and explode.

This is where Sakruai’s humor doesn’t positively affect his game. These random explosions go against the game design that’s already present. I’ve already discussed why most of the items were fundamentally balanced because they have doubled-edges. Why would he need to have crates randomly explode when people want the items inside? Why would the game need to punish us so? There is no reason for a move like this. Unfortunately there’s no way to turn this feature off.

Like I said, the chance of randomly exploding from an unavoidable situation is small and can randomly screw you up. But Smash Melee was designed with a lot of random built right into the core of the fighting engine. Characters can fly in random direction from attacks, character can bounce of of invisible “walls” when hit, or attacks can simply fail to land a blow even when the strike goes right through opponents. There’s no way to removed all of these effects, and we’ve been able to live with these just fine. So why not live with items too?

So we have a choice to make. Or rather, each of us have to make the choice for ourselves. Play with items or not. We all have our reasons for liking or not liking them before, but now we have the facts. So, why would we decided to live with an increased chance of exploding? I’ll tell you why. Items provide the balance for the game. We all know Fox is super strong, and Kirby is super weak. But, Fox with cool items only gets a little stronger, while Kirby with cool items becomes a lot stronger. The items give many of the low tier characters moves and abilities that they need to round of their characters. The high tiers are already well rounded and well designed. In this way, items help make everything more fair.

The world may never see serious high level competitive play with items during Melee’s time, but that doesn’t mean Brawl is hopeless. There are a few things Brawl needs to do in order to help foster this revolution.

1) Get rid of exploding crates and capsules.

2) Design the random item drops to occur in a pattern. Or at least design it to where they spawn away from the fighting players. They could even design it to where items only spawn up when both players are on the stage during a 1v1 game. In this way, one player won’t get the “advantage” if an item appears while the other player is knocked off the stage.

And beyond this, Brawl could add a new item system that is far more superior than having them randomly spawn. What if the stage had specific areas that the items spawn at? This would allow the level designers to design specific spawn points on the level to help keep the balance. A good comparison may be how Halo balances it’s levels by placing specific items in specific locations that respawn on a timer.

Better yet, what if each player could select and equip a number of items to their character to use during a match. They would have access to only one of these items per stock, and players could activate the item by taunting. This would be balanced for a number of reasons. 1) There’s no risk of random explosions. 2) Players can pick items that balance their characters or their own play style 3) When they activate the item, it’s obvious because their character must taunt first. While they’re taunting they can’t attack, so they can only activate items in safe situations. If you don’t want them to activate an item, then keep up the offense.

For those of you who are still unconvinced that items offer new strategies that push the game into all new levels, I’ll try and put together a video of some of the techniques I’ve been working on. In the mean time, do yourself a favor and turn the items back on just to see what they’re like. Medium or low is fine. I challenge you to find the balance.
 
T

The Inker

Guest
Not bad, but I think the old system is not without its merits. The random element keeps you on your toes, and scattering them all over prevents defensive players (especially if they’re using heavy characters like Bowser) from camping on the spawn point. Letting players bring in items of their choice is like giving everyone customizable movesets, really; items dropping in randomly gives them a reason to exist as opposed to simply acting as character mods.

I hope this doesn’t come off as sounding like a rant….
 
S

Someone

Guest
Of course, they could give that as an option. Some players also like giving VS. matches a ‘theme’ by changing the objects used, and the frequency of appearance in the game, aggreeing, I say items must stay!
 

Thores

Smash Rookie
Joined
Jun 5, 2007
Messages
10
What? The casuals don’t say no to items! Me and all my friends LOVE playing with them on!
 
B

Browzilla

Guest
Most of my friends have the “Items = Bad” mentality, although it’s starting to get better with some of them. Personally though, I’ve always loved the items. Not exactly sure why, but I believe mainly for the element of chance they add. Which does in fact include the exploding crates.
 

SciFiGuy

Smash Journeyman
Joined
Jan 16, 2006
Messages
212
Location
South Euclid, Ohio
Ya really Kirbykid, most of the nubs/casual players actually like items.

And actually, at first tournaments on the West Coast would use items, but East Coast didn’t. This was part of the debate for “unified rules” or whatever for tournaments. And in the end, items were turned off. It wasn’t like your claim of items, where everyone seemed to “abadon” it at first.
 
A

Anthony

Guest
Wow this casual-pro **** is bull.

SSB on the N64…loved items..

SSBM on the GCN…still love items….

SSBB when it comes…..loving the items already.

I find your judgment insufficient.
 
M

METROID MAN

Guest
I LOVE ITEMS, IF OTHER PLAYERS DONT LIKE EM, DONT USE EM BUT I ALWAYS USE ITEM. I LOVE THE MOTION SENCER BOMB, THE WARP STAR, THE BAT…..AND THE GOOEY BOMB LOOKS COOL!
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
The Inker:
Exactly. Custom movesets = good. Also, I dare you to try and camp a spot on the stage. We’ll see what happens to you. If the stage is built properly, camping won’t exist.

Someone:
Themes would be sweet too!

Thores: SciFiGuy: Anthony:
Do you guys really think I didn’t do my research here? I don’t care if you guys play with items. I’m making comments on the big picture. If you want to challenge me, then try doing research first. I’d love to hear some of the facts and data you’ve gathered. But if you’re just talking because your one case is to the contrary, then I suggest moderating your comments.

How many casual players have you polled? How many pro players?

I’ve clearly read the history of smash from the smashboards, and I’m clearly a part of it. Guess what? We all used items in our tournaments here in Texas too. Moast 1 = items. Moast 2 = items. Moast = no items.
I’m aware of that history line. I was offering other supporting theories.

Be careful.
 
J

Jammin

Guest
If items were to spawn at certain locations, wouldn’t the game be more prone to camping? Who knows? There might be a character that can camp really well even on a neutral stage. Then they can just camp at the spawn point until whatever they want comes out.

I love the banana peel idea. It’s funny!
 

kirbykid

BRoomer
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Joined
Oct 21, 2002
Messages
486
Location
Texas
Jammin:
It would be very difficult to camp on a “neutral” stage.

Also, we seem to be forgetting that when an item is designed correctly, it has a DOUBLE-EDGE. This means there are advantages and disadvantages. So it wouldn’t matter if someone camps for the item because you can’t win the batter just by having the item (for the ones that I haven’t banned). After you get the item, it’s still anyone’s game.

So what’s with all the worry about items still. Items are random anyway. If you’re camping for a random something, then you’re really taking your chances.
 
M

Master Makoku

Guest
Items should stay the same. If you dont like them dont use them. I like some and hate some. One time i was playing all-star mode and was at the end with on live left and a capsule popped up and exploded and killed me. I was angry but then laughed afterwards. Camping(were u stay in one spot and hold your ground right?)would be difficult in smash. Also if ur playing with all the items u could wait and get something crappy. Items should stay the way they are with some perks. Now about this talk about how many people play with or without items, I think that most people played with them at the start but then got tired of them and turned them off. THIS IS JUST MY OPINION I DONT HAVE ANY FACTS ON THIS.
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
SciFiGuy:
If you don’t have any data, then just say so and stop making comments. By saying “it’s just common sense” you have just forfeited your stance on the issue. People who try to use “common sense” to win arguments are just acknowledging that they don’t have any facts and they try to use assumptions, generalities, and limited view points to try and keep up.

Master Makoku:
“If you don’t like them don’t use them”

This is a pretty terrible game design philosophy.

I don’t care how we’ve managed to cope with the quirks of Melee. I speak from a game design standpoint, and by this standpoint, a lot of things can be improved for Brawl.

If you don’t like the game don’t play it? I’m pretty sure we’re all aware that we have the freedom of choice in theses cases. Everything can change for Brawl, because nothing in Melee was perfect. At lot of things were “near” perfect (as far as I’m concerned) but that doesn’t mean they can’t be fixed.

You’re free to think what you want, but I hope you would update your opinions in the face of hard facts whenever they come around.
 
L

Lava

Guest
Some people call it camping, I call it STAND-JUTSU!

But seriously. I’m going to be cautious about this topic, and I suggest everyone do the same. Kirbykid, it is wise to do what you have done by only suggesting the banning of a few of the items, so as to give most of them a chance, but in reality, to please the most people I think we’ll end up have to ban at least a few more. Motion censor bombs for instance. Fair or not, players will be extremely upset when a bomb is placed on the edge of a level making returning impossible. Give it time though, time for the items to prove themselves worthy or not. Also I’d imagine that people in the pro scene might be able to live with items on very low. This way they (I should say “we” as I’ve been to tournaments before…) can slowly work the new strategy in with the old. Not too many “new” things to think about at once.

It’s a really tough topic. I find myself a little torn, because while it seems like a waste not to use all the many interesting items, the “no item style” is very appealing as well. Just to people in the ring fighting with everything they’ve got. Smash may be random enough without items. I think a lot of the appeal comes from being able to consistently win over people with less skill, and being able to infinitely improve yourself. Items, while more balanced than most people give them credit for, still inject a good dose of random into the game. A few basic items on very low at a tournament would be a nice test though.
 
L

Lava

Guest
Ugh, hideous typos.

—…we’ll end up havING to ban at least…
—Just TWO people in the ring…
 
M

Master Makoku

Guest
@kirbykid

“if you dont like the game then dont play it.” well duh. Why do something you dont like. Unless your foced to play the game if you dont like it then dont play it. Thats how the items work. Just cause someone whines and complains that something isnt to how they like doesnt mean it should be changed. U cant always get wat u want. The item thing is fine. Sometimes items are the only way for a player to come back in a fight. I mean sure some things could be fixed up but its perfectly fine in my opinion. You dont have to ban the items cause you can already do that in vs mode. And if you havent noticed the crates and capsules normally explode when the winning person throws them. The creators did this so when you throw the capsule or crate downward it explodes on you giving the other player a chance for a comback. I dont see how “if you dont like them dont use them” is a bad design philosophy. Thats how life works. If you dont like a certain food dont eat it. Dont complain about it and hope it gets changed. I can understand about the characters since they’re a big part of the game but items come on.
 
R

r0ck hoWard

Guest
dets cool n all but they should put zero from megaman…det would be awesome…
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
^^^
Lava:
I still like the motion sensor bomb, and I think it’s balanced for these reasons.
1) To put it on the edge requires you to go out of your way to do so
2) When it’s on the edge its still dangerous for both players.
3) A bomb on the edge isn’t necessarily more dangerous than solid edge guarding.
4) There are several strategies to counter a bomb on the edge even when recovering. Some characters have invincibility. Some have projectiles. And if you’re really smooth, you can wall-jump close enough to detonate it without taking damage (because you’re invincible for a shot time when you wall-jump)

You made a lot of good points. I think very low is too low. When they spawn so infrequently, it’s almost like they’re not in the match at all especially when the player can just grab it and throw it off the stage.
Even with items on Low or Medium, the majority of the match is played in the normal 1v1 non-items style. It’s neat that with items, there’s both styles of play.

Master Makoku:
It looks like you’ve failed again to discuss things in terms of game design. In the design world, there is no room for complaining. I’ve structured my comments in consideration of the ideas to which they refer. This is supposed to be a structured discussion on game design, not about “getting what I want.” Cliches like this just distract from the main issues.

Fine isn’t good enough. Great isn’t good enough. Near Perfect still isn’t good enough. When you have respect for your craft and want to do your best, often times perfect is your best and you don’t want to settle for anything less. You’ve said over and over that the way things are now is fine: and “perfectly” fine. Sounds like you’ve settled.

I hope you have some data or proof to a back up your claims about exploding crates and capsules. I’ve never heard of this. And even if it was true, that doesn’t make the game more balanced. What if the winner throws the crate/capsule at the losing player? Would they win even more?

Sometimes having the option isn’t a good thing. Lets use an example. What if in Mario Bros. you had the option of being invincible whenever you wanted for as long as you wanted? If you turn this option on, the game is ruined because the challenging design would be greatly reduced. But then, according to your argument, you could always just turn this option off if you wanted to play the right way. Well, my argument is the developer should know what’s best for the game they’re creating and not allow people to ruin it for themselves if they can help it. Nobody’s perfect. Sakurai couldn’t foresee everything before Melee released, but now it’s Brawl time. And I’m hoping for the best.

This is not food. This is a game. This is craft. This is design. I’m not complaining either. I’m discussing craft and design. And if you aren’t hoping that Brawl is changed for the better then you’re part of the problem. If you think Melee was perfect, then you don’t know what perfect is. And if you think that items aren’t a big part of the game, then you simply don’t know what you’re talking about.

Everything that goes in to the game affects the game. Stages, characters, items, and modes are all important.
 
F

Fmatt

Guest
“And if you havent noticed the crates and capsules normally explode when the winning person throws them.”

This is how we can tell you don’t play with items THAT much because that explosion and the random exploding crates/barrels are completely different.
 
F

Fmatt

Guest
^ this is phrased terribly wrong, sorry. I mean that the explosions are random, and while it may seem to happen when the winning person throws them that’s most likely because they are in control of the match and are getting most of the items, however the crate/barrels/capsules still randomly explode regardless of currently winning or losing the match.
 

Khorsan

Smash Apprentice
Joined
May 16, 2006
Messages
149
Location
The Great White North
This is a nice article; well done, Kirbykid. I always used items a lot before I discovered the competitive scene, and I was disappointed when I found that items were frowned upon, even though most of the reasoning I agreed with. I think I’ll introduce some of the regulars I play with that list of items you have and see how it works.

Though excuse my ignorance, but what’s the unbalancing factor of the screw attack and party ball? The latter puzzles me the most, as there isn’t a bob-omb fest or food frenzie to worry about.
 
T

TSNF

Guest
Kirbykid while this article was well written and brings up a valid point I think your looking at the game design from your point of view. I could see why you would want items to change but personally i think that the item system works great and alot of people seem to agree. If The developers were to change to what you wanted i think lots of people would consider that worse and though that might make the game perfect in your view would it be the same for everyone else. Ultimately no game is designed perfectly because everyone has different taste. Master Makoku also brings up a valid point that if you don’t like the items you can still turn them off and tweak them to your hearts content.
 
T

TSNF

Guest
Kirbykid, while this article was well written and brings up a valid point I think your only looking at the game design from your point of view. I could see why you would want items to change but personally i think that the item system works great and a lot of people seem to agree. If The developers were to change to what you wanted i think lots of people would consider that worse. and though that might make the game perfect in your view would it be the same for everyone else? Ultimately no game is designed perfectly because everyone has different taste. Master Makoku also brings up a valid point that if you don’t like the items you can still turn them off and tweak them to your hearts content.
I think it would be nice to have an option of items being distributed only in certain places at certain times but many players like myself would still play the old way.
 
M

Master Makoku

Guest
@kirbykid

your thinking to logical. Wat makes a game fun? Replay value, easy to pick up controls, graphics. These are wat are important to me and i think a lot of people. Now see smash’s randomness with the items made it fun since you didnt know wat to expect. You didnt know where the items would be or wat kind. With ur idea of specific locations characters could always go there and camp. Now this is not to easy but could be done. Oh and nothing can be perfect. There will always be some flaw since someone might not agree with wats in the game therefore it wouldnt be perfect in their eye’s but might be perfect in your eye’s. Besides if you drift to far away from the original design from smash than some people might dislike how it originally played. Why do you think the mario games stick to the same boss. Since its a never ending series if it gets to far away from the basics that people are used to than people are less likely to buy it. Items are good as is. The only things i can think of changing are the exploding crates. Oh and the deffinition of complain:

to express feelings of pain, dissatisfaction, or resentment.

wat are you doing: expressing feelings of dissatisfaction. So in other words your complaining.
 
M

Master Makoku

Guest
Oh and who said I wasnt hoping that brawl would get changed for the better. Now your putting words in my mouth. I also think your just confusing yourself. In case you havent noticed a lot of games have the option to turn invincibility or other cheats on or off. Creators put these in the games and they’re still balanced. You want to know how they balance it? Its by adding the off button. Wat would happen if there wasnt an off button. Then there would always be invincibility. Smash did the same with the items.
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
^^^^
Khorsan:
Killing the party ball was simply because it can dump quite a number of items in the match at once. I’m not sure, but I think the number that falls out of the party ball ignores the “low” or “very low” limits.
The screw ball is just a bundle of crazyness. If you grab it with Jigglypuff, one jump at the enemy traps them in the vortex, and then you can cancel into a Rest (down+B) This is hard to stop because of the screw attacks’ high priority and it never runs out. And it’s not just jigglypuff. Tons of characters have cheap attacks like that.

TSNF:
The more experience in game design you have, the more you’ll see what I’m talking about. When I talk about design so technically, there’s no room for opinions and bias.

Don’t confuse my Brawl ideas with my analysis of Melee. They’re separate. I tried to make the connection between maps from games like halo and my idea of item spawn positions. I don’t know much about Halo, but I figured, it worked for them, then it could work for smash.

You said a lot of things about how the game can’t be perfect because everyone has different tastes. I don’t care about other people. The only people who’s tastes I consider is that of the developers. And even so, there is such a thing as bad taste.

Master Makoku’s point doesn’t apply to my points.

Master Makoku:
I suggest thinking of my ideas as ideas. It would be good not to continue to talk about my “items spawn point idea” because it was suggested to get your brain thinking. And for some reason, you seem to be ignoring the other suggestions I made. And for some reason, it sounds like you assumed that I wanted “item spawn points” to completely replace the previous system.

Honestly, what’s the difference between items spawning randomly on the stage at different spots, and items spawn randomly around the stage at randomly between predetermined spots? Depending on how you look at it, almost nothing.

And I already suggested taking out exploding crates. And I already commented on how “perfect” other people think the game is, isn’t so important.

And if you read closely (which I’m sure you’ve already done) you’ll see that I was neither in pain, dissatisfied, or in a state of resentment. So you’re wrong again.

I was talking about game design with items, and explaining a bit about people’s preferences. Disappointed? Aren’t I one of items and Melee’s biggest supporters?

Take two steps back.
 
S

Someone

Guest
I actually would prefer it as it is. Just thought you maywant to know…
 
M

Master Makoku

Guest
You know im gonna stop this argument right now with this. Neither of us are right and neither of us are wrong. You might like the items one way and I might like them another way. So niether of us could really be wrong or right. There does that work for u?
 
E

Emilio

Guest
yea but still that’ll be cool to have items that were from other games that they never get stuff from like starfox or metroid prime etc….
 

kirbykid

BRoomer
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Joined
Oct 21, 2002
Messages
486
Location
Texas
Master Makoku:
In this case, there’s is a right and wrong. I don’t mean to burst your bubble.
I make my posts knowing very clearly what I’ve written. And I make my points to where they can’t be “wrong” because I acknowledge my lack of information.

I seek the truth, and I don’t give up. I don’t let my feelings get in the way.

You’ve taken little bits of my post and twisted them into arguments that don’t apply to the topics I brought up on the first place. In other words, you walked into my house and tried to tell me what it looks like.

I encourage everyone to ask questions and to learn something about smash. But when corrected, or when I provide my answers, try not to get bent out of shape. And try not to settle with “we’re both right.” Ending like that rarely happen, especially when arguments are formed correctly in the first place.
 
E

Emilio

Guest
ok fine i think your right noone could be wrong in this case everone is right jeez now can we stop argueing
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
Master Makoku:
If you’ve moved on, then there’s no need to return to this post.

This “argument” has sidetracked.

Like I said. I’m ending it this way.
 
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