This is basically exactly how squelch used to work in the old days, with David Blackston's purple dots. I never understood why they weren't implemented, as they seemed the ideal compromise between the clutter of not having squelch and this kind of problem related to squelched stuff being totally invisible.
Kaypy is right though: if you squelch coins, you do not get to complain about coin mimics surprising you. It's as simple as that.
@bulian: it is not correct to say that Angband has always been a game of potential perfect information. To be more precise, you can say that Angband has always been a game of *reliable* detection, in that it's never lied - but in older versions there was plenty of information detection didn't give you (like the exact nature of monsters outside LoS - all you got was symbol + colour).
On d_m's questions, it's interesting to note that I describe myself as a refiner/optimiser, exactly like bulian, yet my answers are different:
1. IMO infallibility is boring, and randomness is good. I don't think @ should ever have 100% chance of succeeding at anything, ever. There should be a 0.00001% chance of "you spill your [rations/oil/whatever] all over the floor!". (Note to my detractors: yes I am taking the p*** a little bit here.) On the specific issue of detection, I think detection should be made *less* reliable at lower levels, with only very high level casters/devices giving perfect info. I think this particularly applies to object detection - it should *not* be possible to be certain you have found every object in the dungeon without actually exploring every room. Part of what makes the game boring is the new level / detect / no tempting objects / find stairs cycle that happens in the late game.
2. I have the exact opposite view to bulian. It doesn't matter how dangerous the traps are if you can reliably detect and avoid them. That just adds a pointlessly irritating detection step into playing - better to rip out traps altogether. IMO trap detection should be less reliable, and traps should create interesting challenges but not instakills or game-wreckers (e.g. stat swaps).
3. Again, my view is opposite to bulian's: lurkers *are* one exception in hundreds of monsters - that's the whole point of having them. I would strongly oppose limiting them to certain terrain types.
4. Instadeaths are bad, and easy avoidance is also bad. So we should have harder avoidance (less reliable detection) and no instadeaths. Having said that, I support Timo's view that very rare very OOD monsters are a good thing and add spice to the game. So detection does need to be pretty reliable for very OOD monsters. In fact, I'd be interested to try making Detect Monsters *only* show OOD monsters.
5. IMO the current detection paradigm is tedious and detracts from the enjoyment of the game. I think we should go backwards (unusual for me!) and make less information available - dTraps doesn't show all the traps, dObj only shows certain objects (metal? maybe it could vary by race/realm/whatever - lots of possibilities here), and dMon shows only OOD monsters ...
Kaypy is right though: if you squelch coins, you do not get to complain about coin mimics surprising you. It's as simple as that.
@bulian: it is not correct to say that Angband has always been a game of potential perfect information. To be more precise, you can say that Angband has always been a game of *reliable* detection, in that it's never lied - but in older versions there was plenty of information detection didn't give you (like the exact nature of monsters outside LoS - all you got was symbol + colour).
On d_m's questions, it's interesting to note that I describe myself as a refiner/optimiser, exactly like bulian, yet my answers are different:
1. IMO infallibility is boring, and randomness is good. I don't think @ should ever have 100% chance of succeeding at anything, ever. There should be a 0.00001% chance of "you spill your [rations/oil/whatever] all over the floor!". (Note to my detractors: yes I am taking the p*** a little bit here.) On the specific issue of detection, I think detection should be made *less* reliable at lower levels, with only very high level casters/devices giving perfect info. I think this particularly applies to object detection - it should *not* be possible to be certain you have found every object in the dungeon without actually exploring every room. Part of what makes the game boring is the new level / detect / no tempting objects / find stairs cycle that happens in the late game.
2. I have the exact opposite view to bulian. It doesn't matter how dangerous the traps are if you can reliably detect and avoid them. That just adds a pointlessly irritating detection step into playing - better to rip out traps altogether. IMO trap detection should be less reliable, and traps should create interesting challenges but not instakills or game-wreckers (e.g. stat swaps).
3. Again, my view is opposite to bulian's: lurkers *are* one exception in hundreds of monsters - that's the whole point of having them. I would strongly oppose limiting them to certain terrain types.
4. Instadeaths are bad, and easy avoidance is also bad. So we should have harder avoidance (less reliable detection) and no instadeaths. Having said that, I support Timo's view that very rare very OOD monsters are a good thing and add spice to the game. So detection does need to be pretty reliable for very OOD monsters. In fact, I'd be interested to try making Detect Monsters *only* show OOD monsters.
5. IMO the current detection paradigm is tedious and detracts from the enjoyment of the game. I think we should go backwards (unusual for me!) and make less information available - dTraps doesn't show all the traps, dObj only shows certain objects (metal? maybe it could vary by race/realm/whatever - lots of possibilities here), and dMon shows only OOD monsters ...
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