I thoroughly enjoyed the game (and the sense of humor) but the quest/info window UI felt like a first beta pass or something from SW:G; really not flashy at all for such an out there art style game. The difficulty of the first dungeon (maybe it was just the first dungeon for the "rebels" or whatever; the last boss was like a storm bird or something I think?) was pretty hilarious though. DPS couldn't be assed to have those interrupt shield destroying abilities, so bosses would just continuously murder people, and the deeps couldn't figure shit out. Plus healers were really bad about doing the healing part because (if I remember right) the majority of healing was AE/Cone based, and not tab target. So after failing to interrupt things, the healer was usually too far away to heal and it was just chain wipes. I distinctly remember having to respec as a warrior into something with as many interrupts as possible, gimping my threat and damage output a lot, just so groups could progress. So many newbs quit in frustration over that dungeon, I'm sure. Especially since I think it blocked progress in the game so you couldn't even get to other areas/systems in the game.
Would have been fun with a dedicated group/s, but pugs were just failfests most of the time. Not great for random player retention.