I really enjoyed the combat in the Open Beta this last weekend. I played a priest to level 30 and a lancer to lvl 28. I enjoyed both healing and tanking.
These are the main issues that need to be addressed:
1/ The loot roll system needs to change. Most people don't know how to set it up to be fair to everyone and the distribution was horrible and frustrating.
2/ They need to look at crafting and reduce the number of different items needed to actually craft (at least at the lower end). The items you can make are very nice but its almost impossible to collect the materials needed.
Other then that the game is much better then I had hoped for and it has alot of potential.
Because I didn't even attempt crafting (I despise professions; only did them in WoW because it was basically necessary for raiding and such), I can't comment on your second point.
However, I agree with the loot thing. I won't use the cross server dungeon finder, but I still think that loot should be class restricted to prevent people taking things they can't even use.
Yeah, the loot options really confused me. I would like to see them cleared up too.
I also found that you could not trade with people from other servers and that was very frustrating when a cloth wearer picked up a plate item etc.
- Note: Maybe people viewing this post can help the Tera team come up with a better loot system.
Maybe the default could be set to force a roll on Blue items or higher and restrict it to classes that can actually use it (with only a greed option for those that cant).
I always queue as a leader so I can set the loot up properly. For whatever reason it defaults to only rolling on gold items and is not class restricted. The default should be roll on blues and class restricted. Honestly, for lfg pugs I don't think even the leader should be able to change that.
As for crafting... it's stupidly easy to raise so any problems are pretty much moot. The one exception being leatherworking. Hides are ridiculously hard to find and are subsequently very expensive on the AH. The first 50 points are the worst since odds are you'll have to buy those dawnhides before you can even start to make items to skill up on. Later on recipes start requiring more and more runes so skilling up that way starts to become expensive as well. Compared to every other crafting profession it takes ten times the effort. This could be fixed by simply upping the drop rate of hides a few percent. By the time I hit level 25 and started crafting I had all of 20 dawnhides =/