Haven't had time to play since last Feb or so, and won't be able to for a while longer, so here is the next best thing: some mental masturbation.
Back in the early 2000's, when I was decently competitive by NA standards, I used to brainstorm about ways to improve the connection between player and game. Mouse input felt - and still feels - suboptimal and ripe for improvement. Now, I never got around to attempting to jury rig even the simplest of these ideas, but I've occasionally wondered if any of them would have had real potential.
So, without further adieu, here are some of my ideas (in order from most practical to least). And I'm wondering if others have thought along similar lines.
Switch playing hands. This barely even qualifies for the list, but I will briefly mention it. Like many other players, I'm left-handed but mouse with my right hand because that it is the convention. The default WASD config encourages right-handed mousing, so that is what I started with. By the time it dawned on me that I might have improved aim if I moused with my dominant hand, it was too late. Late in my QW career I attempted to play left-handed for a week, but it was too radical of a change. It probably would have taken me six months to relearn all my movements, and it just wasn't going to happen at that point.
Use TWO mice at the same time. I've long wondered if isolating X movement and Y movement to different hands (and different mice) might improve movement and aim. While there are drawbacks (that I will mention below), I can think of a few benefits to this sort of setup: (1) the player could use a different sort of mouse grip (fingertip vs palm, etc) for each axis; (2) the player could use a mouse more conducive to up and down movement for the y-axis; (3) jittery-ness may decrease (it is very difficult to move a single mouse completely along just one axis); (4) precision may increase due to a doubling of fine motor units involved in aim and movement.
In theory, it wouldn't have been very hard to make a setup like this even 15 years ago. One would simply take two ball mice, disable the x-axis roller in one, and disable the y-axis roller in the other. Done. The biggest drawback I could find with this idea (other than its sheer alien-ness) is that one would not be able to use the keyboard for movement and weapon selection buttons. So you would have to map left, right, forward, back, jump, and weapon selection buttons all to the two mice. You'd need a lot of buttons. This could perhaps be alleviated with...
Foot pedals. It looks like there actually are gaming-oriented USB foot pedals now (like this one), though I can't attest to their quality. If the pedals were sensitive enough I can imagine it being possible that someone could play barefoot and use their big toes to trigger +jump, +left, or +right movements. Without actually trying this though, it's hard to say if the foot would have enough dexterity to do this well. Mapping +jump to a pedal would seem to me the most plausible idea.
Finger tip optical sensor. The point of this idea would be to almost completely get rid of the mass of the mouse and allow the player to control movements directly through a single fingertip pressed against the mousing surface. It seems to me like this sort of setup would offer the best of both worlds: more precision than a mouse for small, quick movements; and the ability to easily sweep the arm across a desk that is so useful for low sensitivities. I speculate that this solution could also be jury rig-able if one were to disassemble an optical mouse with a small enough sensor and find a way to fasten just the sensor to their fingertip(s).
Use a touch-sensitive surface. If a company could actually implement this well, it would work better than the finger tip optical idea above (due to no weight on the fingers, and no cord to worry about). It's pretty self-explanatory: something like a bamboo pad, or a track pad. But very large, with very high precision, and with very low latency. It seems like something like this doesn't exist yet. Maybe in the future the precision of a device like this could be increased by having the user wear something on their fingertip with a tiny, specific point for the trackpad to identify as the signal to track.
So these were a few loony ideas I've had. I might post more later. All in all, I'm a little disappointed that, 20 years later, we still haven't found a better input method than mouse+keyboard. All it seems we've done in that time is increase sample rate and move to optical sensors (of varying quality). And it's pretty incredible that in this day and age we still need to hack our systems to get 500 Hz mouse rates and deal with crappy inherent acceleration even in many "gaming" mice today.
When does the future start?
Back in the early 2000's, when I was decently competitive by NA standards, I used to brainstorm about ways to improve the connection between player and game. Mouse input felt - and still feels - suboptimal and ripe for improvement. Now, I never got around to attempting to jury rig even the simplest of these ideas, but I've occasionally wondered if any of them would have had real potential.
So, without further adieu, here are some of my ideas (in order from most practical to least). And I'm wondering if others have thought along similar lines.
Switch playing hands. This barely even qualifies for the list, but I will briefly mention it. Like many other players, I'm left-handed but mouse with my right hand because that it is the convention. The default WASD config encourages right-handed mousing, so that is what I started with. By the time it dawned on me that I might have improved aim if I moused with my dominant hand, it was too late. Late in my QW career I attempted to play left-handed for a week, but it was too radical of a change. It probably would have taken me six months to relearn all my movements, and it just wasn't going to happen at that point.
Use TWO mice at the same time. I've long wondered if isolating X movement and Y movement to different hands (and different mice) might improve movement and aim. While there are drawbacks (that I will mention below), I can think of a few benefits to this sort of setup: (1) the player could use a different sort of mouse grip (fingertip vs palm, etc) for each axis; (2) the player could use a mouse more conducive to up and down movement for the y-axis; (3) jittery-ness may decrease (it is very difficult to move a single mouse completely along just one axis); (4) precision may increase due to a doubling of fine motor units involved in aim and movement.
In theory, it wouldn't have been very hard to make a setup like this even 15 years ago. One would simply take two ball mice, disable the x-axis roller in one, and disable the y-axis roller in the other. Done. The biggest drawback I could find with this idea (other than its sheer alien-ness) is that one would not be able to use the keyboard for movement and weapon selection buttons. So you would have to map left, right, forward, back, jump, and weapon selection buttons all to the two mice. You'd need a lot of buttons. This could perhaps be alleviated with...
Foot pedals. It looks like there actually are gaming-oriented USB foot pedals now (like this one), though I can't attest to their quality. If the pedals were sensitive enough I can imagine it being possible that someone could play barefoot and use their big toes to trigger +jump, +left, or +right movements. Without actually trying this though, it's hard to say if the foot would have enough dexterity to do this well. Mapping +jump to a pedal would seem to me the most plausible idea.
Finger tip optical sensor. The point of this idea would be to almost completely get rid of the mass of the mouse and allow the player to control movements directly through a single fingertip pressed against the mousing surface. It seems to me like this sort of setup would offer the best of both worlds: more precision than a mouse for small, quick movements; and the ability to easily sweep the arm across a desk that is so useful for low sensitivities. I speculate that this solution could also be jury rig-able if one were to disassemble an optical mouse with a small enough sensor and find a way to fasten just the sensor to their fingertip(s).
Use a touch-sensitive surface. If a company could actually implement this well, it would work better than the finger tip optical idea above (due to no weight on the fingers, and no cord to worry about). It's pretty self-explanatory: something like a bamboo pad, or a track pad. But very large, with very high precision, and with very low latency. It seems like something like this doesn't exist yet. Maybe in the future the precision of a device like this could be increased by having the user wear something on their fingertip with a tiny, specific point for the trackpad to identify as the signal to track.
So these were a few loony ideas I've had. I might post more later. All in all, I'm a little disappointed that, 20 years later, we still haven't found a better input method than mouse+keyboard. All it seems we've done in that time is increase sample rate and move to optical sensors (of varying quality). And it's pretty incredible that in this day and age we still need to hack our systems to get 500 Hz mouse rates and deal with crappy inherent acceleration even in many "gaming" mice today.
When does the future start?