DIO wrote:
And about your "aimbotty" feeling, sometimes they shoot at me more accurately than I can shoot them with VSS in my hands at the same long distance. Also, here's what I thought - why some maps take us hours and some others just a minutes. Don't know how this could be possible, but these are the facts.......

Actually I think you explained the feeling pretty well about the "aimbotty" statement. (For the record I don't really think of it that way, it's just the term used most often when it comes up.) There is a certain challenge and difficulty which is nice in the battles in regard to AI ability and efforts. But you, DIO, I think helped to describe what I was trying to say myself. It hits a certain Accuracy setting or something and the AI feels like it has this inhuman ability to hit you with no effort at great and unexpected distances. Not in like a calculated shot, but they may be shooting from the hip running the other way, and they hit you over their shoulder. Obviously not all the time, but so often it starts to feel too artificial. And I think that artificial feeling is what starts to make it not feel right while you are playing.
In relation to what you said about how you felt the "player compensation [was] a bit higher", I think you may be right. Or it may be the "player compensation factor", which just multiplies the player compensation.
I don't mind the uptick in Enemy AI to keep the battle bigger for more players, but at some points it felt like we had very little Friendly AI compared to the number of Enemy AI. It feels like ourselves and a few other vets tend to get most of the AI due to our ranks and little left for others. And parts of the field feel sparse or empty that don't seem like they should be.
After a certain number of players joining a game it feels like it's just players against huge numbers of enemy AI and this starts to push us away from feeling like part of a bigger battle (one of the primary traits of RWR I think) and moves us all more towards having to be the one man army and hero. We do work together, but it feels mostly like a group of players against tons of AI. I know we both, in our own ways, take on large numbers of AI alone. And sometimes I miss the feeling of just being part of a bigger battle, not Rambo.
Oh and to answer your last question about some slow maps and other faster maps on the same settings:
Think of the battle in RWR like water. Think of a large quantity of water forced through a hose and all the speed and turbulence inside in high concentration due to limited space. Now think of that same amount of water allowed to flow over a wide open shallow streambed with plenty of space to meander and drift. In both situations water tends to follow the same general rules for the physics and behaviors of water. Such as RWR is always RWR warfare, but the outcomes are very different based on the conditions those variables are placed in. (However understand this is a super simplified example, so I don't ramble even more on the subject of emergence.)
Also: It probably has something to do with the player flow too. As it is RWR, there is something to be said for the very foundations of Classical Warfare being present in it's gameplay. Such as Player Moral, Unit Cohesion, Clearly Defined Immediate Objectives, Available Information for new Players, Resources, Leadership, and general "Kickassmenship".
Okay I'm done, I play with you all the time! How is it I'm spending so much time here discussing the playing that I should be doing! How was that post? I tried to stay more on subject.
