It's not all the same people, my issues with teleportation and smooth turning have nothing to do with ignorance or taking these options away from people who need them because they get sick or whatever else. So yes it's good Valve added smooth turning even if you personally can't use it after all. And it would be great if they made the whole game playable with smooth locomotion through the whole thing by adding a jump ability and slightly editing levels for vaulting over/ducking under to be viable in all cases it requires teleportation now even if other people only use teleportation. The jumping in particular seems so simple to solve and avoid its potential abuse in a Zelda-like manner so it only works in places that you need it to work by just moving forward or whatever. Valve offers free locomotion but hasn't adapted the whole game to be viable, it's a shortcoming, not a feature.Exactly. These would not be right if You were to cross Your hand or what to do with them if You take off You controllers.
These are the same people who complain about teleport/blink and snap turning
Red Matter implemented many methods fully without requiring you to use a method you don't want leaving what you want and what they present as a viable option only applicable for a smaller than 100% of it. Budget Cuts is one game I don't mind teleportation in because its gameplay is built around that and it doesn't pretend otherwise (though the seque added a sort of cheat for that I won't even try it as it just doesn't suit the gameplay imo). In Death is another (though I do use the newer free locomotion in that as it feels natural to mix it in with the teleportation). Likewise I have no problem with The Room VR not having free locomotion because it simply was out of the scope of the game even though it doesn't justify teleportation in-lore, the gameplay is the puzzles anyway, it doesn't matter how you go from one small room/area of interest to the next. I'd negatively judge someone unwilling to give great games a shot because of their teleportation like anyone else should/would, that's very different to criticizing Valve's efforts wherever they may have faltered in their implementations despite the high budget/lack of profit expectations. It's not like their promos have an asterisk saying "this game was made for teleportation first and foremost, to abide with people's expectations of VR gameplay we have taken great measures to offer a smooth free locomotion option but there will be many parts of the game that require teleportation/blink/dash" or anything.
It's even kind of clashing how it pops up the teleportation countdown HUD stuff when I'm just walking toward stuff I intend to climb manually, whether that's ladders or stuff I will vault over. Ideally teleportation would just be disabled altogether and only activate with the right stick just like the "jumping". I'd hope any sequel, DLC and even the better mods/maps/campaigns that show up thanks to the SDK/level editor will pay more attention to how they design the environments to make free locomotion viable through their whole. I'll play the good ones even if not but ideally they will.