This is definitely true. I think the problem is now that with detection gone but traps auto-detected, the layer of tedium is gone but avoidance being trivial and boring remains. So the challenge of making traps interesting, as I see it:
Some brainstorming on possible solutions:
- Visible traps are trivial to avoid, BUT hidden traps can be an unfair form of instadeath.
- If players have a way to manually find traps, they will spam it to always find 100% of traps. BUT if they have no manual search/detection, they're stuck when they know there's a trap but passive search hasn't found it.
Some brainstorming on possible solutions:
- Make visible traps less avoidable. (Pretty difficult to achieve with Angband's many escape options.)
- Make visible traps more tempting to try disarming. (Trapped objects, staircases, etc.)
- Make search/detection a learning curve, so traps are initially mostly hidden but become 100% visible by instadeath depth.
- Nerf nastier traps to make them less instadeath-y. (e.g. allow player the first move after setting off a Summoning trap)
- Come up with methods of repeatedly searching a square that are tough to spam/macro. (e.g. search check on moving but not on resting in place)
- Restore Trap Detection, but as a rare high-end spell/scroll like Banishment that you'd save for use in vaults.
- Introduce partial detection. (e.g. spells that only find magical runes like Teleport and Summoning, but not mechanical traps)
- Trap immunity from worn equipment. (e.g. buff Feather Falling to Levitation so it means you don't fall down trapdoors, add an Anti-Magic ability that stops you setting off summoning traps or teleport runes, etc.)
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