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Teleporting is super frustrating in most games

CaptainInfamous
Protege
This is not directly an oculus issue, certainly, but most games that require you to teleport with no option for regular movement are extremely frustrating.  It distracts from the immersion in a huge way, and I know it's done because a lot of people get VR motion sickness, but for the rest of us that don't have that issue using the control sticks to move would make a ton more sense.  At least add an option to turn off teleporting even if it's set enabled by default.

Games like Vanishing Realms and Arizona Sunshine REALLY suffer from teleporting because of the pace of the games and the need to move and attack simultaneously.  

Is it time for a FREE THE MOVEMENT rally?  😉

Just my 2 cents.
50 REPLIES 50

edmg
Trustee
Some of us have been trying to convince the devs for months. They're slowly coming around to at least making it an option.

That said, some games still make it hard. Trickster, for example, has joystick motion forward and back, but snap turns on the left and right. So it's very easy to end up going in completely the wrong direction when you accidentally push the joystick to the side as you move. Doesn't seem to be a way to turn that off.

harryinthesoup
Protege
+1 from me , hate teleporting

kevink808
Superstar
It doesn't make me nauseous or break immersion for me, but I do find it highly disorienting.  For example, Damaged Core and Bullet Train.  In the middle of a firefight, having to teleport frequently and get my bearing where I appear is just annoying. 
Rift-S, Quest 128GB, GO 64GB.

Applecorp
Rising Star
Not a fan of it at all, immersion breaking and clunky. Constantly having to click where to go is just irritating to me and it just isn't precise if you want to position yourself in a particular place and direction. Searching filing cabinets and stuff in Arizona Sunshine is a chore, combat in Vanishing Realms becomes a chore, etc etc.

I've had to get Steam refunds on certain games because of it, which is a shame cause I'm certain those games would be fantastic with full locomotion.

Give us the choice devs, surely it can't cost that much more to implement?

Traprock
Expert Protege
I hate it too.  There has to be an option.  Playing paintball in rec room just becomes enfuriating :wink:

elboffor
Consultant
I find it pointless and lame.
Damaged Core is a good game but the orientation after each teleport is needlessly annoying 
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zork2001
Heroic Explorer


They are supposed to design the game around teleporting like
Smashbox arean where it is actually part of the strategy of the game but in
something like Paintball in rec room it was just tacked on with no thought so
it sucks.


Personally for me every game that has free movement sucks by
default because I get sick and even if free movement is an option that would
mean they designed the game around free movement so the game itself is going to
suck.



Bloodlet
Rising Star
100% agree with the hate of Teleporting.
Even just playing horde mode on Arizona Sunshine the click turn gets me killed constantly when I click it by accident and suddenly find my back to the Z's.

I had been looking forward to the release of "Artika.1" as I loved the Metro games and would love something similar in VR, but since seeing a video showing it also uses fixed point teleporting, I think I'll leave it.
Pinning my hopes on "Lone Echo" instead with it's zero G push off or pull movement.

The movement I found interesting was the lean to move on Ripcoil. You lean left and the platform you're stood on shoots you to the left. I would love to see this on more games but with forward and back leaning too. I haven't used it much in Ripcoil as I've never managed to find anyone else playing it for a game...but that's another issue 😞

I don't actually know if I can handle full locomotion in VR yet, but agree with the need of having that choice to try.

CaptainInfamous
Protege
Ripcoil's movement is interesting, but I haven't mastered that technique yet... I can't get the acceleration rate accurate enough to be in the right place at the right time.  It's a novel method though and I encourage that type of experimentation.  

As for basic locomotion controls, not adding them to me seems like just a budget shortcut since every game since mario brothers has used the same types of controls.  It's not like the code isn't readily available to plug into new games.  The only thing you have to do is set boundaries to keep objects from falling through the ground, which are probably already in place for teleporting in most games, then basic directional movement and turning code which is game programming 101.  Imagine if a 2d FPS game like doom used teleporting for its locomotion method.. they'd get laughed out of the market!  The only difference in VR is the perspective of the player.. and even that isn't different from many 'flat screen' games (I recognize that this is an oversimplification of game development issues that arise in VR programming, but you get my point).  

I'm sure a lot of this is due to the fact that the market is dominated by indie devs who don't have the resources or time to spend fleshing out robust code libraries to add features that are available to large studios from previous development projects.  Hopefully Oculus / Valve will help focus some funding in that area so that games begin to have more complexity to them.