krazykidd said:
Soooooo , what you prefer that enemies always be weaker than you and the game becomes L4D on easy mode?
Well, you could introduce new enemies, increase the frequency of the weaker ones, allow them new tactics and weapons.
It's progression, something good games have been doing since... well.. forever.
Take Metroid Prime, near the beginning you are introduced to Baby Sheegoths. They spawn and attack in ones and twos and take a brief firefight to defeat. As the Baby moniker suggests, you eventually run into mum, who equates to a full scale boss fight and takes several minutes to put down.
But that's the beginning of the game, by the mid point, babies aren't a huge problem, you have a weapon that can stun them. Mum still presents a significant threat, but you have new abilities that mean you can avoid them and move on if necessary. Unfortunately, by this point you've met the Space Pirate in force, they have guns, lots of gun.
By the end, Baby Sheegoth is a nothing, you have the plasma beam and you can vaporise them in one charged shot. Adult Sheegoths are still a threat, but you have the fire power to kill them fast.
Unfortunately, you're now facing Space Pirate specialists and Hunter Metroids (amongst other, worse stuff). You may have all weapons, all the abilities and all the upgrades, but you're going to need them all and a healthy dose of skill to put these highly durable opponents down.
Progression!
It's even easy to apply to a game like Dead Island.
To start with you only have weak, freshly infected civilians, then as the infection progresses they get strongerand basic enemies get more more numerous. Then the military arrives to clean up, you included because better safe than sorry, so now you have zombies, strong zombies and humans wearing armour with guns.
Later on, the infection is well established and it has spread to the soldiers on the island. So now you have zombies, strong zombies and those two types wearing armour/carrying weapons plus the human enemies and since time has passed you can introduce more specialised infected and mini boss type enemies. Plus the 'normal' infected spawn in groups of twenty plus so even though you can carve them down individually, you still can't just run'n'gun through the map.
Having the same enemies get stronger on an arbitrary basis (you're level two, so now all enemies are level two), is insultingly lazy developing. If they're always going to be that hard to kill, why have a levelling system at all? Just keep everyone at the base level since relative to each other it will remain the same regardless of level anyway.