First off I have to say one thing: this is probably the best MMO I've ever played in 5 years. And it's not because it's new and shiny, it's because the core mechanics and most of the content is awesome. As a new player really enjoying your game I think it's fair game to give you my thoughts about stuff that may need to be looked at though. It's going to cover several areas of feedback and I don't want to make 5-6 individual threads so forgive me in advance.
It's quite fast, and most of it is okay but some areas should be looked at. Since it's short, few people will farm the same area at the same time, but the mob density is at time insanes (I'm still remembering clugg's farm as the most horrible experience i've had so far). I do remember the name by now. Yes it was that bad. Since MMOs are a niche genre levelling zones shouldn't be cluttered by mobs. It gives players bad habits and it makes levelling not teaching you what you need to know. In veteran content you have room to move backwards, roll, run around, in most of the levelling content I was so scared to pull an extra group of npcs which could kill my character I stayed as static as I could, taking damage, standing in red... Yep there was no way to move around. Sometimes respawn times are so poorly implemented that the group I killed 30s ago was respawning right in my back. I know you want your players to kill mobs, but "kill" tasks should take care of that.
Some stuff doesn't really seem polished, there are many QoL issues i've had during levelling. I'm not sure i'll list them all, but the npcs calling me when I was fighting something else caused more deathes than extra pulls mistakes. I mean come on I'M FIGHTING you dumb npc. Can't you wait 10s after I'm out of combat to give me a quest? Since I loved the story (and that's the first time I cared about text in a MMO as a gamer...) that was quite a bad situation.
Lore was really interesting and I enjoyed the variety of npcs and telegraphs. Some zones are really outstanding.
Now as a fresh 50 what do i see... Yep, it's hard to find people to play with. Content has been designed to host tens of millions of subscribers it seems. 80 people pvp content? Seriously? Free access to raids 24/7? Seriously? 40 people raids? I hope it's the last 40 people instance you make. MMOs are a niche genre. Usually game studios acknowledge it and make smaller scaled instanced content.
So let's start with raids and why 24/7 free access creates a toxic environment IMO. I know it's going to draw a lot of hate because some people really enjoy clearing content as fast as they can to get onto the next MMO with a new raid but free raid access 24/7 means that guilds with good players are going to be focused on that aspect of the game only. I'm french and right now when I take a look at the guilds advertisements all I see is "we want experienced players", "we want skilled players who can raid at least for 4h 3 times a week"... Or casual "family" guilds accepting anyone, they have no rules but no good players either. I'm a gamer. And I'm good. But like anyone else I need time to learn. If you don't force skilled players to teach to the new ones how the game works they're not going to find new mates to clear the content they want to clear. And newbs aren't going to be welcome anywhere, except in casual guilds which are merely parking slots for characters with a new chat tab.
Don't get me wrong. I like the concept of raids and I love challenges, but like any good stuff it should be in limited supplies. Back when I was playing my first MMO, I was very lucky with my first guild. I played with these guys for two years. We had "raiding fridays". Once a week. These days were special and most of us tried to attend the event. We were all excited about what we were going to do on friday. The game wasn't limiting access to raids but they were really no reasons to do them except for the fun of doing some larger scale stuff beyond the 5 guys content. Rewards were non existent, but it was a guild event to keep players committed. I'm not saying to strip all rewards from raids, that would be silly, but why no timers? I don't know how exactly it could work, I'm not a game designer but players could have a key they could buy from a vendor once a week and it would give them access to a raid for let's say, 12h or so. On non raiding days, what could they do? pvp. Reputations. Training newbies. I know it's very cool to have a completely free access to the donut box 24h a day and 7 days a week but IMO it's not healthy. So is a freely accessibie raid. Experienced players won't do it willingly, so maybe you should add some incentives to run 5 players content while restricting raid access in an elegant manner. Raids are a tool and just that to keep guilds together and having a goal or something to achieve. It should be treated as such, not as regular 'free donut box' content.
Now about queue time for some veteran dungeons. There are some dungeon people don't play at all. Ever. Except stormtalon, I have yet to have a dungeon queue popping. If I didn't get invited to a lowbie skullcano run I'd still don't know what it is. And that's sad. So, devs, why no items set? I know it's causing a lot of issues in most MMOs because it makes one best in slot set and the rest gets ignored but at least it ensures people queue for specific content and play it until the RNG gods gives them the piece of loot they want. I don't think unique housing items are going to be a strong enough incentive to replay dungeons, but dead queues are probably a bigger issue than RNG and set balance problems. Set bonuses don't have to be huge, they just need to exist anyway. Also, yeah, keep some RNG. Throw stones, burn me with fire, but having working queues and content played should be the top priority right now because otherwise the game will look dead and drive new players like me away. QoL and a handful of fustrated guys who didn't get piece X of set Y after 50 runs of Z is less important than the game looking well populated and alive.
On a slightly different topic, I don't like 5 people quests. I'm okay with some stuff requiring several players but quest lines should be solo-able. There is some 5 people stuff in blighthaven I haven't been able to do because there's no one doing them. On a side note, this is by far the worst zone in game. Everything feels unfinished (the quest line has no clear ending or cool conclusion), there's no clear connexion between areas and tasks (wtf is that, a single player story suddenly hitting a 5 people content wall?), dailies are poorly designed to say the least, people cheat to complete the tree event... The only working thing is the world boss. Anything else is cearly unpolished and doesn't meet the most basic MMO design standards. I know it sounds harsh but the devs have done some amazing stuff in other zones so I'm assuming that somehow the devs weren't given enough time to polish it or something along those lines. So, please, don't add more 5 people quests lines. MMOs are a niche genre. Not everything can be huge.
Thanks for reading my (long) post. I hope it helps.