Somebody, 30 years ago, thought it was clever. In the intervening time, we've learned a lot about game design. We know it's not clever. We know it is annoying.
I think that Nethack gets this right, actually. Mimics, after disturbed, change to an m. Furthermore, there is an ability that allows you to see them from the start (protection from shape changers). There aren't many things I'd be willing to claim that Nethack does better than Angband, but this is one of them. I don't like trappers and lurkers for the reasons discussed in this thread. I even more dislike new (I guess it goes back about 10 years by now, so not that new) mimic code that makes them undetectable until disturbed, especially with respect to how it interacts with squelch, and the justification for it, that if you (a human behind a keyboard) are squelching coins, then you (an adventurer in a dungeon) are so godlike that they are beneath your notice, is pure BS and interferes with suspension of disbelief and conflates interface with gameplay.
Why is it bad? @ is waiting for a Big Bad to come around a corner into an corridor. @ TOs Big Bad, but the (squelched) $ or . is TOd instead. Big Bad breathes. @ dies.
I think that Nethack gets this right, actually. Mimics, after disturbed, change to an m. Furthermore, there is an ability that allows you to see them from the start (protection from shape changers). There aren't many things I'd be willing to claim that Nethack does better than Angband, but this is one of them. I don't like trappers and lurkers for the reasons discussed in this thread. I even more dislike new (I guess it goes back about 10 years by now, so not that new) mimic code that makes them undetectable until disturbed, especially with respect to how it interacts with squelch, and the justification for it, that if you (a human behind a keyboard) are squelching coins, then you (an adventurer in a dungeon) are so godlike that they are beneath your notice, is pure BS and interferes with suspension of disbelief and conflates interface with gameplay.
Why is it bad? @ is waiting for a Big Bad to come around a corner into an corridor. @ TOs Big Bad, but the (squelched) $ or . is TOd instead. Big Bad breathes. @ dies.
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