kalex716 wrote: Mechanics. Not understanding how to use rubber banding, and tanking in order to maintain an edge in the game is a significant barrier to the uninitiated. Though they may never realize this. The sooner they can learn how to "game" things though, the sooner they can start building out their roster due to increased prizes.
MarvelMan wrote: I know that new players dont have to buy slots for all the covers they get but, personally, selling off 3* covers because I dont have the HP to buy slots for them would be demoralizing and probably lead to me dropping the game.
IceIX wrote: /CompletelyDroppingCorporatePersona I'm not sure that blind mechanics is really an issue. Or at least, I don't see it as any more an issue than any other game with deep mechanics. Diablo 3 surfaces stats and you can play by clicking, but if you want a build that can take on Torment 2+, you've got to hunt down forums on the hows and whys of build interactions, Area Damage, set bonus interactions, etc. Warframe doesn't explain how potatoes work or really why you'd ever Forma an item. Clash of Clans pushes new unit types at you with absolutely no explanation of what they do, how they affect your army, or how to defend against them. While I agree that MPQ could have more info presented, I think that it's more an intrinsic quality to deeper games that force players to step out of the game and delve into meta and theorycrafting externally if they want to really succeed.