Expand the map downwards

Now I know we can’t increase the map any wider or longer, but we could have things beneath. There’s already quite a few caves in the world, but what about a massive cavern system. An underground city even.

There’s plenty of weird creatures that can live underground without light. It could be an entirely new biome. Illuminated poorly by crystals, players have to rely on potions, torches or glowing weapons to see. Temperature in the cave would be a thing to look out for.

That’s why we have empty spots on the map.folow this link https://conanexiles.gamepedia.com/Map#Notes And read all about it

Okay, what’s the gotta do with what I wrote. The dungeons are in green zones aren’t there. They aren’t below the map.

Ok I explain.your asking too much.performace issues.no more room to build.they will make a couple of more dungeons and that’s it and about a year ago,they wasn’t even supposed to do that

I get it,you mean like we have some huge mountains,so why not build caves in them,but I’m sure if could they would.not everyone has a RTX2080ti,so they have to think performance first

Your link literally says lowering something below the map will not matter for performance. It’s the third point.

“Inside the render distance, a dungeon -or a different map expansion- would be loaded together with all other content, causing a performance decrease. The Unreal Engine also loads things in using a distance check which is done in the XY axis only (Z being up and down), so lowering something below the map will not matter.”

There’s no more room to build in the X and Y axis, but they said the Z-axis is fine. Which is what I’m asking for.

What that means is that ALL things that are in the same cylinder (stacked on top of each other) would be loaded together, so you’d have a performance hit if you started having too many vertical divisions / levels, since Unreal Engine doesn’t take this “verticality” into account when determining distance.

I also don’t believe the land claim mechanic takes the z-axis into account (probably for the same or a very related reason), so whoever built anywhere on the surface would own the entire “cylinder” in terms of land claim.

A bit like this:

-A----------B------------C      <--- ground level
 |----------|------------|
 |----------|------------|
 |----------|------------|
 |----------|------------|
 |----------|------------|
 |----------|------------|
-D----------E------------F  <--- far underground

Let’s say the distance between A and B is enough that two people can comfortably build there without interfering with each other’s land claim. Even though the “real distance” between A and D is clearly greater than the distance between A and B, the land claim would see them as adjacent, so whoever built on A (or D) first would “own” the other.

Well that certainly puts a damper to the whole idea. So if they did expand it, it would all have to be unbuildable territory.

Yes I’m afraid it does rather make the whole thing less attractive. Which is a pity, verticality is a very underused mechanic in games (in general, there are those that do very well with it).

even so the cave entrences can just teleport you to a dungeon like area where the caves are located so there is no ground above it

The main problem is lag. Each of those tunnel sections, turns, raises, lowers, boulders, etc is another object in the world.

Too many objects, lower performance.

It would be nice if game developers could eventually get to super networked cloud computing. Like 1 game server is actually several different real life servers all working together (one server for terrain, one server for objects, one server for AI, etc). Then you could get a lot more performance out of a single game server.

Yeah well sure, but at the end of the day, so is adding in dungeons. Since they are all part of the huge map and not different maps. So all I’m asking for is instead of a dungeon, an underground biome would be neat. Though as Mikey has explained, it would have to be unbuildable so as to not be counted as claimed land.