Dayz Standalone: Public & Private Server Hosting

dayz-server-host-gameservers Gameservers.com dayz-server-host-vilayer Vilayer

Both Vilayer and GameServers.com are renting servers. GameServers.com is charging $2.29/slot, minimum of 30 slots, for a total of $68.95/month. Vilayer is charging €52.50EUR/month for 30 slots.

Public Hive Administration

General stuff:

  • No private hives (for the moment)
  • No admin tools (No revives/reverts)
  • No banning
  • No password
  • No whitelisting
  • Only Windows Server.
If you rent a server you can:

  • Change the server name.
  • Have a Message of the Day.
  • Control the player limit (within min/max allowed)
  • Choose the region
  • Kick players
  • Start/Stop/Restart

Private Hive & Passwords

The architecture supporting private hives has existed for a long time. Hardcore/Normal both operate on their own “walled garden” within the main central server. However developers have not enabled them yet until they sort out how to manage them.

Also private hives will still be maintained within the main central server so access will be much more limited than with the mod, at least initially.(source)

Recently Dean Hall confirmed that private hives and passworded servers will be possible “as soon as possible”. Also server binaries will not be available, at least for the moment. There are good chances that private hive/lockable servers will be available as an option for official servers resellers.

Dayz Standalone Public/Private Hive Infos

The private hive feature is not quite that simple, Dayz Standalone use HTTPS to send central hive messages to a specially designed central server application that then connects to various databases. The mod used SQL. While it would be possible to build your own private hive, it will be substantially harder to do so than in the mod (until we release such tools). Furthermore, to compete with the “public” hive they would have to invest at least as much effort/money as we have (source).

The development team is still undecided about hive use. There is probably no point and it might get in the way of gameplay when switching between people playing (source). Private servers that connect to the central hive will be expressely allowed on release, using a blacklist system. That means servers will be automatically approved and only blacklisted if somethng goes wrong. This is mainly to be allowed for our alpha, in beta and release Dean will review the situation and possibly allow private hives themselves (source).

The problem is :

  • It’s constantly changing (major work to push out constant updates to the database).
  • It requires specific configurations
  • Performance will be directly affected by the configuration, hardware, management of the central server. Could see poor perceptions of the product and bug reports based off this.
  • And many more issues. It’s just not possible at this stage (source).

General Servers Specifications

  • Huge game server providers only. To be eligible, need to provide 300×50-player public instances for 60 days out of own pocket.
  • One public instance per every three rented out.
  • Max of 7×50 player servers on a Xeon E3-1230 (3.2Ghz) Quadcore with 8GB RAM. (In comparison, we don’t like running more than three instances on a Quadcore due to ArmA2 sucking all the juice out of the system…)

Dayz mod uses a dll injected into the A2 server executable, to communicate with a central server via SQL. On the other hand, the Standalone uses a redeveloped dayz executable with reduced data to communicate with a central server via HTTPS (source). The server files will be released to all upon launch. It is much easier to setup a dayz SA server. However, Dayz Standalone will no longer use gamespy – which means server owner must setup firewall and NAT negotiation manually for the server (a trivial step for those who actually use servers) (source).

Remember that for Arma and Dayz mod in particular, many things are done on the client. In Dayz Standalone they have moved nearly everything to the server. This smoothes out the FPS so it runs more in line with how your client runs with just the blank map now (source).