**📢 Server Update: France to Amsterdam Migration**
We are excited to announce that our **EU game server has been moved from France to Amsterdam**! This adjustment enhances **connectivity, coverage, and overall gaming experience** for our community.
**Why the Change?**
Amsterdam provides...
Two Years of Progress - Zelador Map Development Update
Introduction
It's been an incredible two years of developments on the Zelador map, and we're excited to share the progress we've made. From refining terrain, expanding the map, redeveloping the satmap, to implementing new and interesting...
🔹 Server 3 – PVE ONLY
Welcome to the **Zelador PVE ONLY Server**, This server is our dedicated testing environment for ongoing updates, changes, and improvements to the map.
This is not a standard gameplay server, while anyone in our community may apply for whitelist and then test player roles...
🔹 Server 2 – [NO KOS - INTERACT FIRST]
This server removes the "shoot first, ask questions later" mentality by requiring player interaction before engagement.
Players can freely explore the entire map.
PvP is allowed, but Rules of Engagement (ROE) apply:
- Encounters begin with interaction –...
🔹 Server 1 – [DeathMatch Cycled Arenas]
- A dedicated server for players seeking instant PvP action without the long game of exploring to find engagement.
- Upon joining all players are instantly added to one of more than 15 unique but various arenas.
- Each arena runs for roughly 30 minutes...
We operate 3 servers for our gaming community, each server runs a specific configuration to suit various playstyles as well as running a different version of our Zelador Map. This allows us to ensure that each is fine-tuned to provide a unique player exp or to create a specific advanced level of...
!! ZELADOR Map v0.4: Into The Deeps (Play Test) !!
Starts: 5 PM (GMT) | December 31st (New Year’s Eve)
Join us as we ring in the New Year with thrilling adventures and explosive fun!
What’s New?
Over 6 months of development, updates, and changes since the last play test!
New caves, bunkers...
Does DayZ Have a Tick Setting?
DayZ does not have a specific tick rate setting like some other games (e.g., Counter-Strike or Minecraft).
However, it does have an underlying system of server frame rate and simulation cycles that control how often the server processes & updates the game state...
Automating DayZ Server Setup with SteamCMD
This document explains the steps involved in automating the download and installation of SteamCMD, setting up the DayZ server repository, and populating the repository with the core server files.
1. Downloading and Installing SteamCMD
The first step...
Understanding MaxTickRate and NetServerMaxTickRate
In this post, we'll go over the differences between MaxTickRate (Server Tick Rate) and NetServerMaxTickRate (Network Tick Rate), their impacts, and when to adjust them.
1. MaxTickRate (Server Tick Rate)
The **tick rate** determines how...
The Isle Game.ini Configuration Settings Guide
In this guide, you'll find descriptions of important settings in the `Game.ini` file for **The Isle** server, along with their impact and typical values.
1. General Server Session Settings
[/Script/Engine.GameSession]
MaxPlayers=50...
Here is a list of The Isle Configuration Variables. And a slight explanation of their purpose or use in the server and operations of The Isle Game Server.
[/Script/Engine.GameSession]
MaxPlayers=50 # Maximum number of players allowed on the server.
ServerName="My Isle...
Competitive Impact in High-Pop Servers:
- Low FPS can very obviously create very significant imbalances in a high-population server, especially in competitive environments.
In a high pop, very competitive servers, the server’s ability to process updates from all players equally is critical...
High-Population Servers:
- High-population servers require the server to process many actions per second, including player movements, AI behaviors, and object interactions. With more players connected, the server’s workload increases exponentially, as it must constantly update and synchronize...
FPS Impact on Low-Pop vs. High-Pop Game Servers
Low-Population Servers:
- With fewer players connected, a low-population server has fewer player inputs and interactions to process. This reduces the overall demand on the server’s CPU and memory resources. As a result, the server can maintain a...
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