Hmmm, well actually they seem to be off to a good start in ensuring their game will die a crib death honestly, which is sad because there is so much potential here.
Basically the problem I have with their DAOC PVP, which could also be compared heavily to the LAST game to try and base most of an endgame around this "Warhammer Online: Age Of Reckoning" and it's epic fail, is that we have yet to either see much of a solo or duo/trio endgame described nor anything close to a PVE endgame with epic raids and such. This is a problem for the following reasons:
1. We've already seen what happens when someone decides to make the primary focus of their endgame PVP. From a designer and publisher perspective it sounds great "hey, the players will create their own content and adventures fighting each other, and we won't have to do much except lay back and collect subscription fees". Mass PVP is a nice feature and helps sustain a good MMO, but only when combined with lots of other things at the endgame. For a subscription fee to work you need to maintain a player base across a broad spectrum of players, and what's more provide a lot of different things to do.
While I suppose ESO could have some things up it's sleeve yet, and it is always possible I missed something, we're less than two months from release, which means that the core content should be done and they are involved largely in polish, bug hunting, and a focus on the technical (server stress, etc...). I have yet to see much at all involving raids, or what high end solo players can expect to justify their time and competitive character advancement.
What's more their focus on group PVP is likely more a result of laziness than anything. Simply put with this kind of attitude it becomes easier to justify not working hard to ensure all the possible character types and builds are balanced in PVP as well as PVE which is an issue tons of MMOs wind up grappling with. Having the excuse that "if your comparing things one on one your doing it wrong" is a way of sidestepping having to address game balance issues and
core PVP design. Not to mention the idea let's them sidestep the ancient MMO problem of needing to segregate solo players from pre-made PVP teams in queues, which prevents a problem because at the end of the day most pre-made PVP teams don't really want to fight nothing but other pre-made teams, and are there to more or less "pwn scrubs" and part time solo PVPers as part of their own grinds, which is why months after release a lot of games like Neverwinter have yet to segregate their PVP queues, because they are afraid they will lose a lot of their core PVP players, but this goes into entirely different areas.
2. Like it or not "Elder Scrolls" is a solo game experience, while it is true in an MMO not everyone can be the sole focus of the world, I honestly cannot fathom what the developers were thinking when they thought that what should arguably be the most solo friendly MMO of all time going by it's label, should exist as a PVP focused game (at the end0 where everyone runs around with a group attached to their hip and the directive "be social or fail". This seems to be baiting failure based on the license they are using. At least with "Warhammer: Age Of Reckoning" it could be justified somewhat since "Warhammer" is at it's core a miniatures wargame based around clashing units, with their RPGs largely being side products. It doesn't come with the same built in associations... of course even considering that it still kind of crashed and went out of business after a downward spiral that started almost immediately.
Before anyone projects much onto me, I almost always get in with a guild, and while I like to solo a lot, I also team up with one or two people in most games (people I know IRL) on and off for certain objectives or when I want to work with a small team. I PVP part time, and I love raids, especially big raids with huge numbers of people. The sheer spectacle of things like old school Molten Core runs in "World Of Warcraft" is what raiding is about to me, and despite years of playing them I never felt 5 or 10 man groups could achieve the same effect, although I suppose they DID have the advantage of letting the game get a lot more technical in what the fights require. Still I fondly remember fights like Garr, Domo, and of course Ragnaros (which was bloody awesome) and confronting godlike enemies with a virtual army of people. Beating down some wizard with at most a dozen people doesn't have the same appeal or typically the "wow" factor though there have been some exceptions in 20 man raids (the spectacle in dungeons like Ulduar was pretty good for example).
I see a lot of potential in ESO, and will probably try it after launch, but the point here is that as the clock ticks down it seems like the core design here has primed them for failure.