This question burns in my mind: Why does it matter if someone cheeses the leveling process? This isn't a MMO or a versus mode. Why does TWI have to whitelist maps? why cant I have 2000 ZED per wave server with only crawlers? this limitation seems to be irrelevant to the main gameplay/fun :survival coop horror.
The level of difficulty should have more monsters with more varied abilities rather merely more hp. When one gains a level it should not be merely more dmg, but more abilities to deal with a more complex threat. Me and my brother loved 'Candlesmoke', and 'The Hive'; yeah, it was an attempt at L4D style progression, but it had key element: Intense survival regardless of perk level.
To TWI : Open up the sandbox WIDE open for people to create an intense atmosphere, and not worry about perks. Create new monsters that challenge all classes, and reward a mixed group of perks. Add levels that grant new abilities that have to be thoughtfully integrated into strategy rather than a new 10% to fight in a new difficulty that adds 10% to old monsters. The RPG-like leveling mechanic that seems to be added to every genre nowadays can be a boon, or can be a stupid afterthought just to thicken an otherwise anemic game.
Looks at Teamfortress 2; no leveling, just new abilities to learn that can change how the class is played and how he interacts with his team.
The level of difficulty should have more monsters with more varied abilities rather merely more hp. When one gains a level it should not be merely more dmg, but more abilities to deal with a more complex threat. Me and my brother loved 'Candlesmoke', and 'The Hive'; yeah, it was an attempt at L4D style progression, but it had key element: Intense survival regardless of perk level.
To TWI : Open up the sandbox WIDE open for people to create an intense atmosphere, and not worry about perks. Create new monsters that challenge all classes, and reward a mixed group of perks. Add levels that grant new abilities that have to be thoughtfully integrated into strategy rather than a new 10% to fight in a new difficulty that adds 10% to old monsters. The RPG-like leveling mechanic that seems to be added to every genre nowadays can be a boon, or can be a stupid afterthought just to thicken an otherwise anemic game.
Looks at Teamfortress 2; no leveling, just new abilities to learn that can change how the class is played and how he interacts with his team.