Having user interface convenience impact gameplay certainly should not be desired behaviour. Ignoring coins is a convenience for me, the human at the keyboard. Presumably,, my @ still sees them in the fantasy world; it does pick them up, after all. Claiming that getting attacked by them without ever detecting them is "desired behavior" is contradictory.
As another example of the utter badness of this, say an instadeath big breather is down the corridor and around the corner. @ has the speed to safely wait at TO, but insufficient HP or resists to engage. @ waits, breather enters LoS, @ uses TO, undetectable mimic is sent away, breather breathes, and @ dies.
A similar issue (UI convenience leading to gameplay instadeath) is the autosquelch+perception interaction. @ picks something up, explores, gets into situation where every turn counts, item is IDed and auto-dropped (which costs a turn) and @ dies. Either drop must be free, or it must not happen automatically (at least not by default). The tedium of explicitly dropping everything can be avoided by adding an expunge command that drops all ignored items (similar to what happens in town with "KK"; in fact, it could be used instead of the kludgey "KK").
Rule of thumb in HCI: When UI impacts use, it's indicative of bad design.
As another example of the utter badness of this, say an instadeath big breather is down the corridor and around the corner. @ has the speed to safely wait at TO, but insufficient HP or resists to engage. @ waits, breather enters LoS, @ uses TO, undetectable mimic is sent away, breather breathes, and @ dies.
A similar issue (UI convenience leading to gameplay instadeath) is the autosquelch+perception interaction. @ picks something up, explores, gets into situation where every turn counts, item is IDed and auto-dropped (which costs a turn) and @ dies. Either drop must be free, or it must not happen automatically (at least not by default). The tedium of explicitly dropping everything can be avoided by adding an expunge command that drops all ignored items (similar to what happens in town with "KK"; in fact, it could be used instead of the kludgey "KK").
Rule of thumb in HCI: When UI impacts use, it's indicative of bad design.
A UI feature should not have gameplay interactions, sure, but that goes both ways: it shouldn't interfere with how you play the game, but it also shouldn't be abusable to gain knowledge that you shouldn't otherwise have. IMO there's no clear solution here; the current behavior is suboptimal, but so is allowing squelch to freely detect mimics.
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