Bridging player skill and knowledge.
Loaded question. It is volumes of experience, and the ability to learn and adapt. We aren't going to answer that in any one thread. The best experiences when I first started were by players that not only were highly skilled, but wanted to teach someone who was eager.
The quests are filled with traps and certain mobs will just kill you no matter what. I have to be good at it. Being good at it entails knowing what to use, how to move away from the triple striking cleave, duck and pull behind cover/position, flank a spell fail, jump a bolt, nightshield those missles, resistance to the dots, and so on. Knowing which trap and where, and where the disable box is, the map of entire wilderness areas, every quest, every player area, every mob, their tactics, how to get to the quest(Y U SO HARD!), where they sell those components, pots, scrolls, turn in vendor, silly quest giver in rando world of D&D when the quest is in totally other area for what reason other than to make you buy teleport rods for 5 bucks every life because inconvenience is a profit angle for turbine and im just ranting now.
TL;DR: This game has been living off players taking others into their guilds, channels, the forums and certain posters, ddowiki. The best Turbine ever did is give you a half ass compendium that links you to wiki at best.