Note that my praise and criticism of this game so far has NOTHING TO DO WITH BUGS or anything else in regards to polish or unfinished features. I know this is a beta and I am sure the bugs will be fixed at launch. All of my praise/criticism is derived from the basic design desicions and core philosophy behind Zenimax's mmo.
As I said, my main issue is with the design philosophy. This game has strokes of genius, and it almost seems to innovate in some areas, but its insistance to constrain itself to conventional themepark mmo mechanics constantly takes away from the otherwise above-average experience. It dont think the Elder Scrolls was meant to be a zone-by-zone, level up, and then go pvp or "adventure zoning until the next patch comes out" experience. I personally feel like the elder scrolls franchise would be much better served with a virtual world / sandbox mmo with player-driven content, a bigger focus on exploration, more dynamic content, and a more free-form design philosophy.
So far, from what I've seen either in the beta or through the info that's been released (again I can't say either way) this game seems to be a very good themepark mmo. The issue is that its Elder Scrolls theme leaves you wanting more freedom than a themepark can ever provide. It suffers from this odd contrasting dichotomy between themepark and Elder Scrolls that ends up breaking your immersion and taking you out of the experience. The world is expansive and pretty to look at, but subtle design decisions make you feel like you're "on rails" going from quest to quest and story to story. You're just along for the ride, not actually a living person in the ES universe. Again, this is a result of the themepark mmo mechanics that make the classical ES trappings feel like an artificial illusion.
And the fact that they decided to go with a themepark mmo format means they had to strip some of the classic elder scrolls features that could've been more easily implemented in a sandbox or sandpark scenario similar to Everquest Next. Things like random dungeons (almost all of the dungeons are tied to quests and only relevant to that one quest and you'll never have a reason to go back there), to fully interactable environments (tons of static items and props you can't touch) are stripped from this game to fit its design philosophy. I can't comment on the lack of player housing and a crime / morality system since they claim they'll add these later, but the lack of these features is jarring. With games like Archeage having entire court / jail systems, as well as player exile from the main faction if they keep breaking the law and forcing them to become brigands and pirates, ESO had better bring it when they add their own crime system.
They also seem to be "Dumbing down" the lore and environments to make them seem more "traditional fantasy", particularly on Summerset Isle, where instead of towers made of coral, magic glass, and petrified starlight, we're stuck with washed out, gray looking Rivendell buildings in a traditional foresty environment. The khajiit subspecies have been retconned into just being animals and not actual people (so the senche-raht are no longer four legged tiger khajiit, just animals) This stuff wouldn't be an issue if this was DAoC2 but it's not. It's Elder Scrolls. So we're left with only certain aspects of the elder scrolls, like its narrative, and its combat, which many argue are the series' worst aspects, and classical themepark mmo mechanics which make the Elder Scrolls theme feel artificial.
In terms of gameplay, the game suffers from (or benefits from, depending on your viewpoint) a similar design philosophy to that of guild wars 2. I came to this conclusion by looking at the different skill lines (or by playing the beta). This is fine, if you like being dps, but healers especially suffer in this system. Group coordination is almost non-existant and amounts to just pummeling an enemy senseless. Again, great for dps, but not for anyone else. You'll rarely find yourself grouping with people in this system, as there's no real incentive to do so most of the time, and when there is it really just amounts to dps hitting things while healers clumsily try to keep up. It all just feels like a senseless brawl with only minimal tactics. I'm sure in later levels this improves, but the basic issues with healers and group coordination will likely remains problematic.
Sorry for the long rambling text. These are just my two cents on the game thus far. So my issues are not the bugs or finnicky/laggy controls that will hopefully be fixed by launch. In fact, any theoretical betas I may or may not have participated in have little to do with my feelings on this game. My issue is the basic design philosophy with which Zenimax built this game from the ground up. I'm not saying you have to agree with me on this, and I'm not saying my opinion is the only valid one. I'm just sharing my personal opinion. Thoughts?