Ok, I need to reiterate: I'm talking about improvements that can only come about only as a result of the hold-based controls and the removal of context menus.
I like the precise placement tool. I like the capability to put held items in containers without worrying about my own inventory's capacity. Both save me plenty of time juggling with the basic controls, and (this part is important) would have been just as helpful under 0.8's Alt-based controls. Because these tools work and are useful regardless of the controls or steps (...within reason) required to access said tools. And, as an added point, I consider collecting items while you're holding something to be as much a capability and as niche as storing held items. And you can bet I'd be complaining about the later being removed too if that ever happens.
Now, only tapping E once to grab something instead of having to hold E? That is valid as a control. And it's a change that I absolutely love. I don't think I've mentioned it, but I had to rebind all my controls from E to LMB just to reduce the strain induced by having to hold down E. I've been referring to these controls by the default bindings for convenience. But back on point: Thing is, it is valid as a control change yes, but not as a control change that can only exist under a hold-based scheme - There is nothing inherent to an Alt-based scheme that would preclude this change from being available in 0.8.
(And by the by, yes, as you may surmise from how I like not having to hold down E to grab, I conversely really dislike having to hold E to scroll through the few context menus there are now).
Also, I must point out that having the option to drag large props with E or drag specific points by just pressing Shift and E is how the game already worked, just swapped around: in 0.8, holding E on a large object drags it by a specific point, it just didn't make it visible with a line as it does now. And holding Shift+E dragged said object around as a whole, a capability I think was added on 0.8, if not 0.7. I do believe it to be a fantastic change to swap these around and to make the original drag-by-point highly visible and understandable to the player: accidentally tipping tables over was a major source of frustration to new players. The one new change here with 0.9 I believe may be that now dragging an object as a whole also allows you to rotate it with mousewheel, bypassing the need to drag by point to rotate furniture, and inherent tipping risk. And of course, these all are changes that were perfectly possible under 0.8 and by no means exclusive to 0.9's scheme, by virtue of the fact most of it already existed at the time.
As for your drive example I must preface this by saying it took me a while to understand what you were showcasing, and I even had to boot up 0.8 trying to se what the difference was (since far as I recall you only needed E to grab and move around drives), before it clicked that you were showcasing the ability to swap held items with hotbar items. Again, a welcome change, but not one that required a hold-based scheme to exist. The default key uses middle click if I recall? But I may be interpreting your video wrong still, do tell me if that's so.
By the by, booting up 0.8 has also made me realize a couple things, one you might like and one you might not:
- First, I still love context menus. Hold and collect are a single scroll (down and up respectively) away from default for most item, the second most common item type being containers with use at the bottom-most option, so collect (something you can't do on most containers anyway, due to size) is the only option that's a bit out of the way. I can scroll to collect and just spam E on all the trash, and accidentally placing the cursor over a container doesn't reset things: it shows collect for for said container, and I can go back to collecting trash. It's only, say chairs that cause a reset, and then it's just one scroll away again. Compare the time lost scrolling once per 10-20 items to the time lost holding R 10-20 times. All in all, I really miss how context menus made mass repeat actions easy, and still see no reason it can't coexist with a hold-based scheme anyway.
- Second, you'll be happy to know I've actually found myself missing something from 0.9 and it's the ability to hold objects using a single keypress, as opposed to scroll+E or E followed by R (the later being easier with my binds using LMB as E and E as R, but I must acknowledge the clunkiness of the original keybinds there). Thinking on it, I think I've had to hold items more often in 0.9 than 0.8, given all the new tasks and capabilities dependant on holding an item to use it, though I can't say whether it's so much a difference it'd nullify the value of such a direct-holding capability to 0.8; I'd bet on it still being valuable. Still, it's another capability, and so independent of how the controls to access it are implemented - We could have had this in 0.8 under "Q" or similar
Last but not least, the two points I've yet to address. My QTE and my R to hold/collect issues, for which I'd ask you to reread what I said earlier, but I'll summarize:
- Tweaking the duration pits you against the choice of harder QTEs, or having every other action take longer than usual in a game where time management is important. Neither is good
- The game can be divided into a collecting-heavy phase (cleaning the base) and a hold-heavy phase (actually focusing on tasks now you're done cleaning). Having a large number of tasks that each involves a delay is both a setback and a drain on my personal sanity. So now I have to choose between optimizing and making tasks less annoying but dealing with re-relearning part of the controls past a certain point, or avoiding this re-relearning but suffering a setback while certain tasks become more annoying.
So, to answer directly:
Yes, I do mean pressing R to pick something up or holding it to equip it instead of having to scroll through the menu for the option, the menu of which changes based on the object. I do mean holding R to put it down again. I do mean the button press duration, of which being entirely customizable in the options does little to help with the 'QTE' issues I'm having.
However, no, I do not mean anything else out of what you've listed, because on top of being positives, they were already possible under the old scheme. And a big part of this is so because most of what you list are capabilities, and not controls per se.