Replace the deity-with-a-rocket-launcher with a guy that appears out of nowhere and slaps you in the face. Now the incentive to boost the "don't get slapped" stat is lower (because the consequences are less dire) -- which leads to more players getting slapped, which if anything increases the annoyance factor.
What purpose do traps serve? Does that purpose require them to be invisible to some fraction of the characters that play the game? I know that historically (game-wise, not real-life historically), traps have been hard to see, but there's plenty of precedent in fiction for traps that are readily visible but still difficult to deal with. I conceptually find that kind of trap to be a lot more interesting than the one where either you notice it and trivially avoid it, or you don't notice it and something annoying happens.
Keep in mind that a visible trap can be a lot bigger than the invisible kind. You can coat an entire room with spikes and it's still fair, because the player has to make the conscious choice whether or not to step on the traps. While with an invisible trap -- what decision is the player making? Literally nothing at the time that the trap is relevant; the decision was made earlier, when they decided what gear to wear. But deciding the value of +1 perception vs. anything else is stupidly difficult as it depends on the frequency of traps, the deadliness of those traps, and also on how much you care about being able to see most traps if you still can't see all traps -- if there's even a fairly minute chance that the tile you're about to step into contains a trap you haven't noticed, then you're going to play very differently compared to if you can act with confidence.
As a general rule I feel that Angband should not stochastically hide things from the player. There are absolute unknowns (you can't see things outside your view radius, for example) and absolute knowns (object detection reveals the location but not type of items), but there shouldn't be "X is known to you, but Y is not even though it's functionally identical to X, solely because of a roll of the dice" kinds of hidden information.
What purpose do traps serve? Does that purpose require them to be invisible to some fraction of the characters that play the game? I know that historically (game-wise, not real-life historically), traps have been hard to see, but there's plenty of precedent in fiction for traps that are readily visible but still difficult to deal with. I conceptually find that kind of trap to be a lot more interesting than the one where either you notice it and trivially avoid it, or you don't notice it and something annoying happens.
Keep in mind that a visible trap can be a lot bigger than the invisible kind. You can coat an entire room with spikes and it's still fair, because the player has to make the conscious choice whether or not to step on the traps. While with an invisible trap -- what decision is the player making? Literally nothing at the time that the trap is relevant; the decision was made earlier, when they decided what gear to wear. But deciding the value of +1 perception vs. anything else is stupidly difficult as it depends on the frequency of traps, the deadliness of those traps, and also on how much you care about being able to see most traps if you still can't see all traps -- if there's even a fairly minute chance that the tile you're about to step into contains a trap you haven't noticed, then you're going to play very differently compared to if you can act with confidence.
As a general rule I feel that Angband should not stochastically hide things from the player. There are absolute unknowns (you can't see things outside your view radius, for example) and absolute knowns (object detection reveals the location but not type of items), but there shouldn't be "X is known to you, but Y is not even though it's functionally identical to X, solely because of a roll of the dice" kinds of hidden information.
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