Sandman25 wrote: I just can see feedback and make decisions without guessing. I believe it is not bad.
Dude, I am in no way saying that you're doing anything wrong. I just wanted to point out the different priorities: The people who want numbers have a higher priority on winning, and the people who don't particularly want numbers have a higher priority on fun (that is, moment-to-moment/relatively immediate fun). Since DCSS explicitly prioritizes fun and depreciates grindiness, it is obligated to be careful about handing out numbers. What you're doing is essentially a minor fork that's saying "I prefer being a bit more grindy if it can bring me closer to winning."
It's good you bring up Brogue: I absolutely love that game, and it conveys the information extremely well. However, its system cannot be easily transported to Crawl.
Yes, that's exactly why I mentioned it, because people sometimes suggest that Brogue's style of info should be simply added to DCSS. It works in Brogue because the system as a whole fits that approach.
But it's important to not to give in to temptation and just print numbers -- that is the simplest thing to do because internally everything is numerical, but most sloppy in terms of interface and design (here I am thinking of focus and information load).
Yes. I'm coming at it from a different angle (cognitive science) and seeing that, for example, percentages are good, as numbers go -- people are good at understanding ratios; and bars (like spell hunger/power) are good for the same reason.
Raw numbers are more "magical" -- when I'm choosing what stat to raise, I can't afford to look at the actual numbers, because I only have a vague grasp of what they mean. Instead I have to make a binary choice "Am I currently suffering for lack of X?". (same thing for skills, EV, SH. AC is one of the only common 'raw numbers' that is simple enough to not be magical -- I know I can expect 30 points of AC to, on average, nullify 15 points of damage)