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Also, consider that the original concept is a 3 layer system:
Ruins -> crypts -> inferno
Ice village -> caverns -> abyss
I usually say this to anyone claiming 15 minutes is too short. You have to keep in mind a full game will take more than 45 minutes, if you want to go for the best loot.
Regarding inventory space; that will be solved with backpacks (have already been datamined for over a year or so) and in the latest dev QnA, Ironmace said they're working on a system called Dungeon Express, to transfer loot to stash between layers, and they will also add NPC's.
Regarding new players: going to inferno or abyss is not that hard to figure out. It's been covered on websites/guides and in a ♥♥♥♥♥♥♥ of videos on YT and most streamers go down if they have the chance The new players will eventually catch up.
Here's the info from the latest QnA:
Devs are working on addressing the issue of building up a full inventory on the first map before moving on. But again, something I and most players haven't had much of an issue with as even on the first level I will quickly fill my entire inventory and then the rest of the match becomes a game of dropping lower value items to replace with higher value items. Eventually you just stop picking up garbage all together and will be going down to the 2nd level with an almost empty inventory, ready for some better loot.
As far as people "just wanting to get there" it's part of the risk/reward system. You want to go to the next level and fight harder monsters and get better loot, you need to risk surviving the first level until the passage opens.
As i said, i dont know the statisticks, but i am sure that 90%+ of player base will never even be there, not everyone gonna play this game for 100+ hours, they lose the content which is not enough as a first 3 maps
Yep, pretty much the essence of this game; higher risk / higher reward.
The dev team is also figuring out how to funnel players (from different games) to deeper dungeons, to prevent empty maps, Pretty sure this will be a condition for implementing the 3-layer system, because we've already experienced low pop crypts after ruins.