>>366705651
I think it's a variant of the 'developer difficulty' problem where they're so used to it after designing it that they don't even realize it's a problem. Interaction hitboxes need to be larger and distinct from others in VR to compensate for the lack of tactile sensation and the Contractors inventory fails on both accounts. Nothing is in an intuitive location where you can be sure you're grabbing it instead of something you don't want.

They probably perceive it as 'realistic' but it simply isn't due to the limitations of VR. The best system I've seen is from Into the Radius, which has a lot of different inventory slots, but they're well placed so you never grab the wrong thing. Magazines are on the stomach, left and right chest slot, mag dump pouch on the left side, pistol on the right side, two forearm slots, primary weapon on the right shoulder, backpack on the left shoulder, and map on the lower back.