I prefer talking to NPCs with text. Dedicated select an answer branching is a simplistic approach that I do not like in this type of game. Perhaps a hybrid system with simple [yes/no] [Continue] [Ready] [<choice of this> or <that>] and other standard answers would be good, but I do not see a good way to use it for everything. As a person who has written some quests, I would find that downright limiting.
You say you see a lot of people complaining because they do not like things, and would rather have them another way. You fail to mention the people who do like the direction a lot of the features are going. I'll give you the example of myself. I like the Deathrealm, but would actually like it to be even darker so you can't see far, with a 'glow' added to characters so you can see your feet. This is not possible yet. I like the death curse, and would like to make it if not harsher, at least more interesting. That means adding 'crawl' and 'stager' animations for at least five minutes, a tapering debuff, and a 'smell of death' status effect for the full half hour. I like the idea of talking to NPCs with text, though it needs a much better parser for me to enjoy it. I like the way crafting is set up, though would like it to be more interactive than pushing a button.
There are many things I do not like, such as the mechanics of combat (though I do like the base idea of stances), the mining system, the guild system, the road areas (I still get lost all the time trying to follow the roads), creature AI, the entire training system, character creation, and some other things. A lot of those systems are placeholders for when better systems are coded. However, these things take a lot of time to change, and do not make me want to quit the game.