These are all points I've thought on, seen discussed among friends, or simply discovered on my own. and before people say I haven't played enough. I hit 50. did some of the end game, etc etc.
-Race choice and "be any class" is irrelevant when you tie base stats to how your character to look. Even if there is a trivial difference at end game, the fact you can't be 100% statwise because you wanted to look a certain way is bad design that has been fixed many times over. This also comes bundled with lack of "city clothing"/transmog-like features, people spent time developing that level 5 piece of loot just as much as the leve 30 one, let us wear it.
-"Handing" an item to an NPC is gimmicky and the appeal wears off after about 5 quests
- Quests are more about running around than actually accomplishing anything, Not that slay 100 of X would be better, but it feels like the character is having little to no impact on the world. Also following the standard "Hey look an adventurer, Lets get him to do my trivial work for pennies" formula
-Quest text should be grouped with the rewards window
-Quest item use from bag is an old problem. give a shortcut on the "duty list" to the item
-Reading pseudo pirate speak is much less enjoyable that listening to it
-No voice over is fine (it saves a lot of time and money in developement) but scritch scritch boot step shuffle shuffle is very distracting when you're trying to read what they have to say.
-Combat is slow and clunky, spells take too long to register as cancelled. Pseudo-action RPG elements leave much to be desired.
-Double dipped defensive stats for some reason, Defense/Parry AND slashing/piercing/blunt plus Standard Magic Defense ontop of all the flavors (Fire/Ice/Wind/Earth/Lightning/Water) along with the ever lazy "Morale" (PvP dedicated defense stat, instead of balancing abilities seperately for PvE and PvP)
-Quest marker on the map is inconsistant, For NPCs and Items it will be directly ontop of them, but for areas it will be placed next to the areas name and not where the actual entrance to the area is. Very confusing at first.
-ZERO GM presence to deal with goldspammers let alone normal MMO problems like griefers or scammers.
-Zero uniqueness, 90% of the players playing X class are Y race and will eventually be level Z with a full set of ABC gear.
*Speculation*
Poor leveling curve that forces players into over-rewarding fates leaving your average player behind on dungeon experience.
Improperly tuned dungeons, unforgiving encounters plus inexperienced pug players is a bad mix. More variety needed to satisfy both casual players (Dungeons too hard) and more hardcore/coordinated groups (Dungeons too easy)
More variety in endgame content? Is there anything to do besides dungeons/primals/whateveryoucallems? WoW has factions, PvP progression, Pet collecting, Achievement Hunting. Rift had some of those and Planar Attunement, Player housing etc. What else is there to do at max level?
-Sub fee
-Sub fee
-Sub fee
-Sub fee
Needs more to set it apart from the competition
Selling points?
-Story, I actually can't think of an MMORPG that didn't have some form of story. Everyone has a story, why should I throw money at one when the other is free?
-Multi-job system, cross-class skills. Does little to make up for bland by-level spell gain with no options/customization of playstyle. Point alloted Stats which means your options are "stats that are good for your class" or "the wrong choice". (Aside from Arcanist A or Arcanist B between jobs)
-Fates, Rifts with a less forgiving participation meter, and so far, less variety.
-Achievements that no one but you will ever look at (No seriously, I don't think there is a way to look at other peoples achievements. Unless I just never found it.)
Graphics, pretty, but games like WoW don't still have millions of subscribers because they look pretty.
Summary: Doesn't deviate enough from the standard MMO formula to warrant a monthly fee. Borrows some elements from other MMOs but not always the ones it should.