Something else I'd like to add about the grind:
I don't think it's necessary evil. I also like the false sense of achievement I can gain in flash games. You know, level up here, distribute point there, whoops next level takes a bit longer, whoops enemies are a bit stronger, but hey, I'm tougher by my level up, awesome!
Maybe not the best game design, but it sure works.
However: that is singleplayer. If you stop, fair enough. You can come back anytime you want, you are as strong as before, as are the enemies, no damage done.
Now think multiplayer.
If you don't see the problem in people spending more time gaining an uncatchable advantage - or, as was with the generation bonus, getting an
exponential advantage (who the fuck came up with that idea?!), then please, stay away from game design.
People are so influenced by WoW and all the other MMORPGS, but there is a difference: they do it because they want money. They want to hook you with the grind so you keep playing and paying, playing and paying. If you stop playing, they tell you "hey fucker, you're getting behind! Is that what you want? Get back here!"
This is *not* my intention. But if you want, I'll set up a pay2play version of cRPG where leveling is slower, there is no upkeep, and you can grind all day long so the new peasants can't harm you
Edit: also, you get 70% xp by killing people, 30% xp by being in the area of the kill. And you get something extra for the price: the game is patch free! Yes, I promise I'd never patch it once it's working!