I really want to write about design that is forgiving of error, but a more basic point in The Design of Everyday Things keeps interfering: much user error is design error. If users keep doing the same things wrong, there is probably something about the design that is encouraging them to do the wrong thing. That is not their fault. Problems that keep arising are design problems; fix them, work around them, or admit that the problem is too hard for you. Do not blame users unfairly.
Veteran players forget this. You know what to do because you have done it twenty times, and maybe the current design even feels intuitive because you know what the developers were planning, how the system has evolved over several years, and how it interacts with or mirrors other systems. You will hear people decry the ignorance of newcomers; why can they not go through a simple 20-step process across only four screens where only two of the commands are undocumented? And look, if you just install these two mods, rebind these keys, and change these settings, that dungeon is easy mode.
This relates to my refrain from Gordon Walton that hardcore gamers will crawl through barbed wire to reach the fun while most of the market will not put up with that crap. There are virtues in that, as it allows quicker iterative development and lets players get a closer connection to the game and its development. But it means having an unpolished game with sharp edges and pitfalls. The new guy did not expect pits of broken glass on the path to the picnic. That you know the workarounds does not mean that there are not things to be worked around. That someone does not want to learn them all does not make him lazy, at least not in a bad way; I pay to play, I get paid to work.
Anti-social behavior in the game is also designed in. If players keep doing the same horrible things, game design probably encourages it. If the game rewards sociopathic behavior in groups, you will see more of it. Designers do not intend to reward people for acting against the interests of their groupmates, but game designs certainly do so.
If the players are not playing your game how you want them to, you should look at what the design encourages them to do. And remember that other design issues may also be giving people trouble in playing your game at all.