There are a whole mess of issues that crop up in the late game that (rightly or wrongly) people associate with a lack of guidance in the early game - from the number of DPS-only players, to players with low SP, to an ignorance of simple mechanics (such as blocking) or boss mechanics (such as damage reflection). A *lot* of criticism is (quite rightly) aimed at the Brainiac Ship, which has slowly become less and less educational. When you have to move an exit from halfway up a wall to ground level *simply because people don't know how to activate their movement mode*, then the problem is *not* (IMO) the gameplay in the tutorial - it is how the tutorial is communicating what to do. The next often-heard criticisms are that the game does not teach you your roles - not just before Level 30, but *at all*. You can grasp an idea of the basics of what your role *can* do by reading the effects of your powers, but there's little information on why it's necessary to do that. It's not even made completely clear to players that you have to be in your non-DPS role for something to work as expected - or even *how to change roles at all* (It doesn't help that you can't even spec into your non-DPS role before Level 15 because you can't even get to the crits before then). There's also very poor signalling of how and why something happens. If you get a Shield in the middle of combat, you have no idea where it came from, largely. There are no indicators as to how the non-DPS roles are affecting gameplay, or who it was that did that. Before I go any further, obviously, huge red text in the middle of the screen is not a good solution. I'm not advocating "Great Architect SHIELDED you" in the centre of your screen... because if BIG RED TEXT in the middle of the screen worked, or even small white text at the right hand side, then this thread would not exist - since those are the default signalling for DCUO about practically anything you ought to take notice of - and it is almost universally ignored. Part of the problem lies there: That from 1 to 30, if you kill enough things - and click on enough things that you can't kill - you will eventually complete the mission by accident. Those are literally the entire objectives for all pre-30 content. There's nothing subtle, or informative about it. And that's just scratching the surface - R&D, for instance, is explained *as a concept*, but nowhere are we told what Recovery, Salvaging, etc. is good for (or the materials you get from doing so). You're (barely) told how to make things, but not how (and why) to break them. I had to convince a League mate that Exobits weren't just trash to sell to a Vendor. It took nearly an hour, and I had to walk them through R&D *and* go and farm the Beta plans for them - because they sold them too... I have a couple of observations:- 1. For a good long while into the game, people tend to be most focussed on their character and their powerbar on the screen, rather than the action - whether because they are watching their cooldowns, or just watching themselves do cool stuff. Later on, they may be focussed on the Health or Power bars of the team, or keeping an eye on their own. Either way, looking at the far right or dead centre of the screen is not usually their immediate concern. Signalling threat or objectives needs to be enhanced somehow. Some of the cosmetics (particularly Auras and Materials) make this hard to do graphically on the character. 2. I can't remember the last time I saw somebody blockbreak a boss. In fact, I can't remember the last time that anything other than blocking was rewarded in a boss fight (Klarion from the Hallowe'en event is supposedly vulnerable to interrupt - but I've yet to see it happen, ever). Apparently combat mechanics are for adds - but enough beatdown obviates that. Why bother? 3. The status/effects bar under your Health/Power bars is way too cryptic, doesn't tell you what you need to know anyway, and as cryptic as it is, is not explained anywhere ingame. And it shouldn't be necessary to open a side menu and scroll right down past your current powers to see what effects are currently active on you. Which is useless anyway, if they have a short duration. Taking that all into consideration... If we were, as a community, to develop a set of tutorials that explain the rock-paper-scissors of block-blockbreak-lunge, educate people about the possibilities of their roles, and improve the currently sub-basic tutorials on R&D etc., improve the communication of basic concepts, and threat/effects in combat - how would we go about it?