I did take part in a few rift events - was able to join the other players in a group but never figured out who to support, what to target. The whole encounter was little more than a chaotic 'whack-a-mole' and no one seemed to notice if players went down. I used to be a harcore raider in EQ and am used to players having some kind of plan evident.
But that's kind of the point - it's open world, public stuff, so what's the point of making a convoluted event with lots of strategy and tactics required when you're doing it with a load of random people? It would never work.
If you listen to some of the official Rift podcasts, there's an interview with the developers about instances and raid dungeons where they clearly state that the encounters in there require strategies and tactics in order to beat, not just raw dps and healing power.
Rift is not a WoW beater and it's not trying to be. In fact, it's deliberately like it in many ways because it means that WoW players (and the vast majority of paying customers will have been or still are WoW players) will understand how the game works from the get go.
Why reinvent the wheel? I'm particularly pleased that the console commands are practically the same as WoW because I don't have to turn to some reference manual to join a party, or speak to someone.
Rift differentiates itself from WoW through the use of it's public quest system (rifts, invasions) and the possibility that enemies can conquer towns and cities and you have to liberate them. WoW currently has nothing like these, although given time, Blizzard will no doubt incorporate these features if they think they will work.
Ultimately, I think Rift's strength is that it IS so familiar, yet it does just enough things differently to make people play it. I played for a few days in the latest beta and was impressed enough to want to play it at launch
It doesn't mean I'm going to stop playing WoW, but I think this will certainly be something nice to play in tandem
