Games need that first play wow factor right off the bat to get their hooks into players and never let go. If it takes too long for players to hop in a game - hit the ground running and have fun, they seem to put a game on the back burner and it gradually goes to the uninstallation graveyard. I want DB to succeed along with everyone else on this forum, so I want to help give it the best wow factor possible which then leads into replay-ability, mass popularity, and free puppies for everyone! In my mind I think if we all contribute and receive new player testimonials as the game ages (ie: first thoughts like Ramzi posted as well) we can help SD create a well-polished game with great team play and balanced maps.
So to sum it up I split up my thoughts after my first day of playing into a few categories here.
Some of these topics already have threads, maybe addressed already, or at this point in the game the feature may not even be in the game - just my opinions on the current build to date
General:
Joining a game right after installation without any configuration, I was actually able to play the game with standard controls WASD etc - this can be great for showcasing the game to the public as people will simply walk up and start playing and it does need to be “that simple” in that regard.
Not knowing the maps, I simply ran to whatever objectives were shown on my screen and I was able to find some action relatively quick - always a plus that you do not have to feel like you are running across the entire map just to get back into the fire fights.
First thing I looked for was where to change my in game name - as someone on the forums had already taken my short nick of ‘nail’ (thanks chump!) and also wanted to be able to have colors in nicknames.
Crosshair, been talked of many times already but yes - I definitely like options here; usually I stick with something that is neon green/yellow so as to never lose it. Be cool to have multiple crosshairs + colors.
The pistol and knife damages are awesome, as a Medic if you run out of ammo - it is not the end of the world. I would however lower the knife damage just a hair.
Getting headshot from any distance I think should be the same damage throughout, long range shots are typically harder to hit so it should not be diminished over distance but be the same damage as point blank. Lowering the damage for long range headshot is kind of a slap in the face 
Grenades seem a bit weak and Concussion grenade seems to have a very small radius and the flash effect is inconsistent (at times I have not been flashed but get the audio effect, other times I receive the flash but no audio effect).
Casual/Pub:
The maps so far seem to have good balance for pub play, when playing in 8v8 setting they do not feel too spammy or congested with the current class setup of the game. The +XP for kills/assists is nice, I like hitting someone then finding out they died to someone else - definitely a cool thing. I don’t really care about awards, but the awards screen does give casual players that “good job pat on the back” for when they are doing well.
Damage of guns seems a bit low to be honest, I know things have changed in the past with clip size and spray but the amount of bullets/headshots it takes to put someone down - feels like I’m shooting a NERF gun.
Competitve:
Would be great to see individual weapon accuracy, damage given and received, bodies gibbed, objectives completed and other tallies at the end of a round.
Potential spots throughout the game could be used for team logos – ie: billboards, walls, similar to what you can find in competitive CS/DOTA2 games.
Unsure if the map sizes are too big for 5v5 - I did read a thread where Anti commented on this and I agree it is hard to judge at this stage of the game.
Spawn times - previously addressed in competition thread by Valdez
Spectator/Demo:
As the game is so early in development there is not much to discuss here but I wanted to mention my vested interest in being able to easily spectate and shoutcast a match, the want for demos/replays, and features.
Now a days a game can thrive from the masses that tune in to watch individual skilled players and tournaments, so the need for a comprehensive spectator view is growing. The ability to see which team has done the most damage since the round started, what times objectives were completed on the previous round(s), overhead map views, and even fancy bar graphs/charts to mention a few features. These are all things I’d love to see along with the ability to record a demo.
The one topic I did not cover here but feel it should be highlighted is servers and also UDK engine with regards to map creation. I’m not into creating maps on my own, never have and never will. But it has great appeal and sometimes players end up making the most balanced maps and they like to port over maps from their other favorite games. As mentioned in other forum posts it seems the real hurdle here is the UDK/Unreal Engine as it unfortunately is not as easy to implement. I think however if server hosting becomes available, which is also “up in the air” per mitsuhiko, that there would be a greater want for custom content and maps on player/team hosted servers.
Thanks for reading!