I mean yeah that would seem like common sense and a lot of it boils down to positioning and the latency of movements of people clipping through each other to mash into a stack on a door or people stepping in front of each other which just boils down to its a VR game with narrow FOV so its hard to be aware of whos up against your back/sides while your looking around keeping your gun up straight out of your FOV. It happens, were in gamer mode and I do often catch myself flagging people and becoming aware of it and adjusting, but i know for sure were less aware of it because we know were not actually holding any real firearm. Yeah its bad practice, but this is a game and not a training simulator. We really only go over SOPs/roles for people in the stack, how to flow fluidly and evenly, or how to "look for work" a bit and problem solve a bit. All that basic gun awareness I leave to assuming the people im playing with (who a majority have handled firearms before in the police force/military/hobby) are already aware of it but im not gunna micromanage people and ruin the fun, because being hyper aware of all that micro stuff is exhausting and takes away from the experience especially for a game like TAVR where your constantly having to be "guns up", like always, for which my shoulders hurt for days after a solid 2-3 hour session just holding my arms in front of me for many minutes at a time. As for including some of our practice session recordings id love to do that more or even do videos specifically on how our group of people do things so that people can more easily grab people and have some basic level of SOP for them to do things fluidly together and all be on the same page.
@@WindowsAndGhosts Were thinking of opening it up to get more people in so we can have more full sessions as we are expanding into other VR games like Contractors and VTOL and hopefully soon GERONIMO but not right now