In alpha I tried a rogue long/short bow user, a wizard and a cleric. I gravitated more toward the bow user (without using the perma-sprint crutch) as it ended combat vastly more quickly and enabled me to explore.
1. Find monsters and take their stuff.
So yeah, this is in game but I found the reaction speed, animations and overall game responsiveness to be low/clunky. That's being nice. Combat wasn't much fun. I use a g13 gamepad with mouse turning for MMOs. It worked fine with the game. When I hit a button I'd like something to happen, given no latency issues. That being said I had no troubles and died once only due to lag, so the lack of responsiveness isn't a game breaker.
The drop rates were a little on the low side for what I wanted but high for what I didn't, but that's RNG for you. I had to make my first short bow which I don't mind.
The escalations I tried were solo so maybe the group experience is more fun, but these were pretty uninspiring. There's no farmer telling me the bandits stole his stuff so I pretty much know by osmosis what's going on in Sherwood Forest.
The leashing of groups of mobs is highly exploitable (they yo-yo back and forth) making the combat a lot easier. Taking out groups of six or seven solo with a bow was simple. I expect this will change with updated bow mechanics but you could do the same thing as a wizard or ranged cleric.
Tooltips, yeah I'm going to beat that dead horse. Deafening vs sickening critical. I can somewhat deduce what it is but who knows if I'm right or not.
2. Find resources and use resources to make stuff.
It's there. I'd like to see a greater variety of nodes honestly. Are we going to be able to chop down trees for wood eventually? Greater node variety (split up flowers and wood for example) and less material RNG would be nice but I do like that you can use more than one thing to make the crafted good sub-component. Finding things off PvE mobs is a nice touch as well. I will admit I could have tested this out more but I was more interested in playing around with the character and combat mechanics.
3. Stuff is good. Get better stuff and kill monsters harder.
I never really got better stuff. I crafted a t1 hunter's short bow. I killed things faster with the t0 mob dropped hunter's long bow. I liked the short bow play style better, however, so I stuck with it.
4. Kill another player and take their stuff.
More like kill someone that tries to kill me and take their stuff but obviously this isn't in game yet.
Overall opinion:
-Need companies and social mechanics.
-Optimize combat to make it fluid/responsive and fun
-Class balance but most important range vs melee balance
-Red wizard needs PvP badly. I'm fine with the reputation where it is but there needs to be something voluntary if you want people to play.
-Animations and combat/spell effects please!
All that being said I'm hoping for more alpha-ing so I can mess around with a heavily armored melee.