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- I don't think I'd argue that "realism" or even "normal shooter strategy" is necessarily what we're pursuing. Rather, we're looking to create a fun, engaging VR experience. From the earliest days of Rec Room, paintball proved to be exceptionally entertaining for hours on end, due to the uniqueness of the strategy and skills one had to develop to perform well.
- Certainly, one of the reasons we support teleport as a first-class movement mode is that it allows players to enjoy Rec Room without any worry that they will experience motion sickness. That said, some players (myself included) simply choose to play as a teleporter because we find the experience more enjoyable. Personally, I find that it enables me to make much more effective use of my room-space, which leads to a far more immersive experience. Many of the high-level Paintball players continue to use it because of the deep strategy necessary to use it effectively in competitive game modes.
- As far as fairness, we actually do track some numbers on this to make sure things aren't wildly out of whack. Currently, these show that teleporting and walking are actually fairly well balanced. Walking players appear to have a slight advantage in Rec Royale, and an even slighter one in Paintball. In Laser Tag, teleport players appear to have a tiny advantage (even smaller than the others, approaching the point of possibly being just statistical noise). Many of our long-time players who have a lot of experience in Paintball and Laser Tag do play teleport, so the data suggests that if you're not performing as well against a teleport player as you'd like, the reason is that that player is very good, not that they are teleporting.
With that in mind, here's a comment I wrote on our subreddit a few months ago that has a few tips for playing as both a walker and a teleporter.It is often easy to see only other players' strengths and our own weaknesses, but taking a step back can reveal that there's more to be considered.
I get what you mean, but for long-time players it's all we have known, and while I don't mind switching to stick-locomotion if someone insists that it will provide fairer play in a public server, the truth is that we have just been playing for longer, and some players who have been playing ever since the early days or just before they added locomotion just happened to get really good at the whole teleport mechanic. You can always try teleport yourself too and see if your skill improves. You might learn a thing or two.
Separately, I play primarily quests and I dislike trackpad sword/shield players in it. They just charge into everything, there is much less skill involved. The big guys that do the charge attack in Cauldron for example are quite difficult with teleport, but anyone can kill them without much trouble with sword and trackpad.
There is one area where I think teleporters have a distinct advantage. If you pit an experienced grenade thrower against an experienced teleporter and an experienced walker, the teleporter has a massive advantage. The grenade thrower can usually wait just the right amount and throw the grenade so that it explodes where you stand a second after it is throne. A walker's only option is to shoot the grenadier before they throw, otherwise they don't have enough time to move out of the blast radius and hiding behind walls doesn't work. A teleporter can wait until the moment a grenade is thrown and instantly teleport to a safe destination. This makes the grenade highly effective against walkers, but very hard to use against teleporters.
Outside of their mobility in climbing, falling and surmounting obstacles, I find that their main advantage.
I couldn't agree more.
The least they can do is make a massive no-teleport hitbox around players thats really tall, and prevent people from teleporting through eachother. It would be team specific so you can still move around teammates.
Or like give us no-teleport rooms. I'd rather play with flat players who don't use mic than face teleporting players.