It's not the open-world pvp - it's not the group-focused design or the lack of fast travel/convenience as some like to say.
I believe Ashes of Creation's biggest problem is going to be the loud voices that will increasingly try to change this game to cater to a different targeted audience. The PvE carebears, the solo-players, the PvP-arena-only players, those, that make a big portion of the MMORPG playerbase, are the real risk to the project. Every time I see
@StevenSharif saying "Ashes won't be for everyone, and that's ok" this refills my confidence fuel tank in this project.
But I hope Steven and the team are ready for this, because it might only get worse as the game gets more traction, people will continue to give feedback and make content asking for changes that would end up hurting AoC, because a large portion of the mmorpg player base are under the assumption that if an MMO doesn't appeal to as many people as possible - the game will fail.
This is something we see everywhere, and it's also something Asmongold, a streamer that Steven really likes, says all the time, using New World (a bad example) as an example that people nowadays don't want a social experience like they use to back in the days, that changing the design adding teleports, removing open world PVP and making a casual, solo-friendly game is the way to go. They keep saying the MMORPG genre is "dying" but they want Ashes to be just like the other games in the genre.
I'd like to hereby voice my, and my community's support for Steven's vision, that ever since it was announced remained true to the PvX risk vs reward philosophy - I hope we, players that have no MMORPG to call home for the last decade, that came from Lineage, Archeage, SWG, Everquest, Eve, CoH, Ultima, and so many others - can get to experience AoC as it was promised - no matter how long it takes to release. If this game delivers, and it's good, we will be here, and we will buy every cosmetic in the cash shop or new t-shirt you release to make sure this game is successful.