People will get past technical issues though. Gameplay issues not so much. If the RIFT's aren't truly dynamic (as It would seem so far) by release what is there to keep players interested past the free month. I would even go so far to say that WAR's PQ's were selectively better than the rifts. The dynamic spawns are irrelevant especially since multiple RIFT's tend to spawn per area. There is no "character" to a rift spawn, no storyline. Whereas the better PQ's (because there were a sh*t load of bad ones), had great themes/lore behind them and interesting objectives (set a boat on fire after repelling its invaders?).
a story behind the rift spawns...it's the major, overarching theme of the game. And so far, every zone I've quested through has had a major quest line that explains what is going on in that zone. Why so many life rifts in Silverwood? Quest through Overwatch Keep and find out. Death rifts in Gloamwood? Do the Hag quest series and find out what that's all about. There are numerous different factions in the game, each with a stake in what is going on.
The dynamic spawns aren't irrelevant. They're what make the zones...dynamic. No other game I've seen does that. Public quests in WAR were static. Always the same quests in the same places, repeating over and over again. Everywhere else were the same common mobs all the time. And the common spawn rifts in Rift are just the tip of the iceberg. The zone-wide events are when things get crazy. Last night we got treated to one event that ended up with a giant werewolf with 500k HP (in a level 20-27 zone) facerolling about 50 players for a good half hour before we finally killed it. It was mayhem. And if a person was actually paying attention to what was going on with the story quests in the zone, they'd know where the werewolf came from and why it was there.
Saying that common spawn rifts have no story would be like going back in time to WW2 and saying there's no meaning behind the presence and movements of **** military units. They're there because there's a war going on. That's the story. That's the meaning. You shouldn't need a lengthy cutscene or dialogue for every rift that opens up to tell you that Telara is under siege. The common rift spawns aren't vehicles of lore...they're representations of that lore in action. You're told what's going on in the intro movie. It's explained to you in the starter zones. And if you follow through with the quests in each zone, the presence of specific rift factions in specific zones make perfect sense. "AMG I'm in goblin town! I've just spent the last four hours doing quests explaining to me what goblin town is and what's going on there, but what is this goblin town? And what's going on here?!?!"
There's objective critique, and then there's being critical without taking the time to learn what's going on. Give it a bit more time. Pay attention to what's going on in the game. Quest a bit more. (Hint: If you're not about level 20 and finished with the story quests in Silverwood (Guardian) or Freemarch (Defiant), wait until you are before you form any fixed opinions.)