Played this for a day during the beta, then realized that characters will be wiped before release, so what was really the point of trying it now when I could try it when it releases, since it'll be F2P anyway.
But still, during that one day I got pretty mixed feelings about it. It looked pretty well polished as far as Korean F2P games go, and the skill system looked quite interesting (you can choose 3 "classes" from which you want to pull skills from, and freely reset your skill points and choices of those "classes" for a fee any time you want). So the different combinations that those could afford would be interesting to see, but of course until the game goes live and people have a really good go at it it's hard to tell whether or not it's going to suffer from having "FOTM" builds that are simply outright better than anything else and everyone will flock to those builds or not.
As far as all the open world sandbox crafting and stuff is concerned, none of that was apparent during my play up to ~ level 15, which is what some people already warned about anyway. Although I guess I did see a little bit of it in action. I ran out into the mountains off one of the roads in the newbie area, and on the other side of those mountains was a little flat clearing where somebody had apparently purchased land or something because there were house plans laid down and farm animals (all neatly assembled into rows like a military parade for some odd reason), so I'm guessing that's the sandbox crafting bit, although I really can't tell what you do with your houses and farm animals anyway.
I also swam to a little island off the coast of the continent area where you start, and it too had a nice flat clearing which I thought would be perfect for a little secret island base, if only I could just somohow claim it. Instead I spent all the time doing boring typical MMO quests and running very large distances from place to place.
I can't imagine why you're forced into this for supposedly 30 levels only to have the game change and become a sandbox crafting thing. Those are pretty different gameplays, why would you have one first and then just completely change and have the other as the end game? It feels to me like I'm supposed to suffer through the themepark quest ride for 30 levels to "earn" the right to experience the game's sandbox elements, which is a pretty darn stupid shit to do in my opinion.
Speaking of crafting, there is apparently a cap on how much you can craft/gather/etc. Which is the most bizzare thing ever to me. Why would you limit how much people can craft and gather stuff, if that is supposed to be the point of a sandbox crafting game? They have something called "labour points", which you can imagine as something like a mana resource. When you mine or craft, you spend some of those points. Over time, not really sure how quickly, but on the scale of hours, you get those points recharged. And the total amount is increased as you level up. But still, imagine logging into the game, crafting some things and then you're out of points and the game that is based on crafting tells you "NOPE! Can't craft anymore!". That's just stupid.
Maybe I'm not really understanding some part of the game that would make sense of this cap on crafting, since I never got to that part anyway. Some people were saying rather absurd things like "it's to prevent you from just crafting everything in one go". That's absurd because if the only thing preventing you from "crafting everything in one go" is a cap then you've got something very wrong in your game. That should be obvious. In games with crafting, traditionally the limiting factor are the resources and time required to gather and craft, and that's logical. You have to invest time into gathering the resources you need, or trade for it from other players. And then you spend more time and effort into the actual crafting process. You don't ever get to "craft everything in one go", that's absurd, and I truly hope that's not true with this game.
The real reason for the crafting cap actually seems pretty simple. They sell potions in the cash shop that gives you labour points. So they've essentially locked away crafting behind a pay wall. Wanna craft and progress? You have to wait for labour points (getting bad FB games vibes from this), or pay now and get labour points immediately.
If this game is supposed to have a free open player-driven market this is going to play havok on that. People being able to gain advantage over others by paying for labour points. It's obvious they intend to rake in the cash from this, but that's pretty terrible from a player's perspective.
So yeah, the prospect of open world sandbox crafting is pretty tempting, but why should I suffer 30 levels of themepark questrides for that? And why should I suffer through a mechanic that caps my ability to do the things I like (crafting), unless I pay for them?
Being free, I think I might put in a few hours into the game now again when I'm bored, because the skillset mechanic is an interesting toybox I haven't fully played with yet, but I don't know if I'll last to the point where the game transforms into a sandbox, and whether that sandbox would be any fun to play in from what I've seen so far.