There are things I don't like about the game. It's overwhelmingly linear, a feeling reinforced by the organization of the game content into "chapters" in each zone. The zones feed you from the starter area through to the higher level content in straight-line fashion, with the only possible deviation being to jump the track and rerail on another race's storyline.
The zones themselves look good, as far as I am concerned, but some of them feel quite constricted. Those used to the vast, open world of WoW, or even the less obtrusive zone boundaries of DAoC, might be disappointed. War is definitely a series of distinct, separate spaces connected by plumbing.
Zone content could use some rearranging in a few places. In some of them it seems like they just scattered mobs everywhere, and it can be pretty hard to find a place where it's safe to catch a breath.
I find the scenarios fun for a few runs, but I never got into BGs, and much prefer DAoC model of open-field and siege-oriented realm warfare. Fortunately, while a large number of people just jump on and queue scens over and over, we've found some good running battles in Troll Country, and other places. I am slightly apprehensive about how this goes post-40, since people still have the scenario option, but I hope open RvR will develop along the lines of DAoC.
On that point, though, I have come to the conclusion that their RvR world design isn't helping. In Dark Ages the other races were wholly alien, and their lands were far off. You became aware of them when they entered your lands and caused trouble, or you did the same in theirs. Getting from your lands to theirs felt like travelling, and it felt dangerous, especially if you did it as a low level.
In War the division between their lands and our lands is almost invisible. The races are mixed up in areas of each zone. Every night the "war" continues and messages flash across the screen. Order has Ostland! Ostland is contested! Destruction has Ostland! I can't tell whether any of it means anything. Certainly the game play doesn't change when the zones change sides. Nothing like reading about your keeps dropping one after another and Hibs on your relic. To be fair, once they took the relic DAoC gameplay didn't change a huge amount, either. But it sure felt like something dire was afoot.
In the end, War feels to me less like a virtual world in which a war is on, and more like a virtual themepark for RvR. And that might be fun for awhile, as it is now, but I don't think it will draw the kind of member base and loyalty that DAoC did unless they can design the world so that it is in need of, and worth, defending.
The game as a whole is fun now, after two weeks. Crafting is interesting but feels incomplete, and Apothecary at least is certainly buggy. I give Mythic credit, because you can make useful things at even a low level, and that was one of Jacobs' design goals. I'm selling full stacks of potions at the AH at 100 apothecary, so that was a pleasant surprise.
There's lots of money, lots of loot, no death penalty to speak of, fairly easy mobs, small areas that you can cover quickly on foot, no sharp edges, no indigestion, and so on those counts Mythic swallowed the WoW marketing strategy whole, and who wouldn't? That's the way it's going to be from now on, I guess. I do wish someone would make a hardcore RPG like EQ built around RvR and a huge world, and be happy with a couple hundred K subs, but there's so much big money in this genre now that I'm afraid we'll get nothing but quarter pounders with cheese from here on out.