Well, I've worked in a hotel and they used a dishwasher.
Maybe see, not everywhere is the same for everything.
What might work at one place, doesn't work in another.
I've also been working in a restaurant and yes, they use pressure water. In the hotel you wouldn't have had time for this when the room is full of 200 people who want to take their breakfast in time.. so you just leave the machine doing the job alone -> while keep working on other stuff.
So once again... every situation is different. Every game is different.
Sth what is efficient in one environment, won't work in another.
About home environment.. can be or not. Myself I don't use a dishwasher but can imagine, at times it can be efficient aswell, like when you are a big family and don't have time for hand washing everything. However, it's hardly relevant aswell, as it is still dependend on the situation - just as I'm saying all the time... again and again and again.
Yep, that's exactly what I said the first time. It's exactly what I said the last time. It can be efficient, but there are likewise a lot of times where it may not be efficient at all.
I think it's been you that's not understanding me. We can chalk that up to English not being your first language. Sometimes that language barrier is a pain in the rear.
It kinda seems to me, you're totally misunderstanding it.
Let's say, you don't use enemy levels.. then you might have on map 1 the weak lvl 1-5 monsters, map 2 some lvl 5-15 monsters, map 3 lvl 15-25 monsters. They don't only have different levels but also different mechanics and stats. (example very simplified!!) - as your character progresses, monsters stay the same. However, assuming you have different monsters on map 1, 2 and 3. So once the character is lvl 25, he can beat all the monsters, however, on map 1 he will probably one-hit them (or if designed so, maybe even skip the battles entirely).however, if the player went through map 2 and only is lvl 10, he might get in trouble if advancing further. So assuming the player just isn't able to find any optional quests etc aswell.. (not saying, they were not implemented, but also not every player is a "good player") what else is left? Grinding. And as long you don't intent to create a game which grinding is supposed to be a part, then it's a bad idea.
I still don't understand why in a system without enemy levels... you'd still give the enemies levels. If they're all different enemies, they don't need levels to begin with. They just need the stats to put them on the same footing as the player party. It makes little sense to give the monsters "Levels" in this instance, because it's a wholly pointless stat. Older Final Fantasy games used to give monsters levels because they had skills that worked against specific levels. "Death Level 5" only hit and worked on enemies that were a level multiple of 5. This also made using the "Scan" skill useful (otherwise, there's no need to use it what-so-ever). If you don't use monster levels, then in general, whenever your stats surpass the stats of the monsters in the area... you can probably leave it, because you can beat everything. No need at all for monster levels in that instance. It's just a useless stat you've assigned to a monster for no reason.
When my ATK stat is 200 and the strongest enemy in Map one has a DEF stat of 125, I'm able to steamroll them and move on. It has nothing to do with level and everything to do with stats.
Now the other example WITH enemy levels.. again you have 3 maps, player progresses from map 1 to 3. Monster levels scale with the player. Still they have different mechanics, different skills, different base stats. You actually can set the base stats and configure also their increase rate. You CAN make some monsters more tanky, while make others based on MAT. You can give a poison skill to the one monster while giving life leech to another. You can make them encounte rin groups of 2 or in groups of 4. You can mix and match different types of enemies - nothing keeps you from it. All that enemy levels does, is increasing their stats based on their level which scales with the player level. Even there you can choose to have a range of levels (like -5 /+5) and choose to have more varity instead of having every enemy "static" staying the same.
The difference which does player's skill- and equip gain usually is still high enough to notice some increase of power - except you configure it in another way. Because you CAN configure it.
This still begs the question, "If you're changing the stats, skills, tactics, and mechanics of an enemy, why not just make it an entirely new enemy to begin with? Why reuse the same sprite and the same name?". Which, in turn, begs this question, "If they're changing enough to warrant being called a new monster... Why is there a level up system for the monsters to begin with?".
The problem you're going to run into with such a system is player confusion. "Okay, what's the difference between a Level 5 Rabbit and a Level 6 Rabbit?". You'll run into that a lot. You'll run into players having to personally remember those differences, every single one of them, just to get through that combat. So, if Rabbit Level 6 has a healing skill, but Rabbit Level 5 has a super Biting attack, the player will have to remember that themselves. And, since they look the same... with the same names... That's going to get tricky. It's going to get even more tricky when you have 20 versions of Rabbit and they all have different tactics and skills and mechanics. Players will find that frustrating, even if you tell them up front what level the enemies are.
Even more frustrating... They'll learn lessons on how to deal with one set of leveled enemies... Only to have it no longer apply to the next set of enemies once they gain a level, because those enemies have changed... And there's no way to go back and fight the previously leveled enemies. A standard tank enemy may suddenly turn into a magical tank throwing lightning at you, and you've got to now forget the tactics of dealing with that standard tank, because a magical tank is a whole new beast to deal with altogether.
Still, I've found the best strategies for dealing with systems in which the monsters level up alongside you is to avoid gaining levels at all, rely entirely upon equipment, and then you can steamroll the entire game. It's quite funny to beat such games at Level 10, using only the powerful loot you've found in dungeons. And, since you're picking up healing items and money in chests... you can sell it to buy new equipment in towns. I mean, you won't need the healing items except for fighting bosses (since you're running from all combat to keep your level low). And once you're far enough, you're going to be one or two-shotting every boss in the game with your equipment and their low levels.
You CAN configure it the way, that the player indeed has to get better equip to keep up with monsters at all (and there are game designs where it makes sense, like when you base them on being hard survival)
You can also configure it in a way, that monsters only get so far stronger, so you're at the same strength level being unequipped, but any additional equip, buff or other stat increase will give you an advantage over the monster. Why is this important? Because of this it is still worth to gain higher levels and this way get access to new items (and new areas, except it is an open world game). This also can prevent the player from only relying on a higher level and ignore equips, equip upgrades, stat buff food or w/e is implemented in the game.
But maybe you just have yet to see enemy levels properly implemented.
You're talking about having hard level minimums and maximums on enemies here, which is an entirely different system to enemies leveling up with you. Such a system usually exists to provide "gates" to player entry into certain new areas. It also exists to prevent people like me from steamrolling the entire game at Level 1 or Level 10 by just being clever and avoiding the system that punishes me for gaining levels.
However, such systems also beg the above questions: "Why not just make new monsters for each new area to serve the same "gating" purpose?" And, "Why bother giving the enemies a level at all if they're just going to serve as gating to a player?" In Fallout 3, I don't need to know that the Deathclaw Sanctuary requires me to be a higher level to get through. I just need to know that the Deathclaws kill me with ease at Level 10... which I find out the moment I run into one and kills me and reverts me to a previous save. The area is effectively gated by an enemy I rarely ever see and which is so powerful I cannot beat it at my current level.
Still, it's a gating system that really doesn't require enemy levels to work. In fact, giving the enemies levels in such a system really does screen "lazy", because you could've just as easily made entirely new monsters for each area and done the same thing. The levels are unnecessary.
Anyway, I think there are other ways to tackle the problem of, "players deliberately grinding to one shot the boss". Fixed encounters works okay up to a point, but it requires a lot of dev oversight in order to ensure you're not too powerful and not too weak in order to be able to reasonably beat said bosses. Personally, I think you can tackle the problem without worrying about grind... if you just give your monsters more to do in combat that smack you for high damage. It's hard to kill a boss with an immunity shield, right? Forces you to have to cast Dispel on the shield. Etcetera. Lots of ways to handle players gaining excessive levels just on the combat end of things.