Dean "Rocket" Hall has taken to his DayZ Standalone blog
to once again define just what to expect from the zombie apocalypse title, this time discussing the server architecture that the team will hopefully be using.
The latest blog post explains that the new architecture will allow for a more locked down version compared to their currently open-ended DayZ mod system which has led to rampant cheating and hacking. The new system looks to restrict how much a player can interact with the files, making the "server the umpire" and letting it call the shots on what exactly has happened, similar to the behaviour of an MMO with its server system.
This week saw our lead programmer outline a dramatic plan to change the face of DayZ and how it will hit the world at the end of this year. Simply put, the application will move into a traditional client-server relationship which the server makes most of the decisions. This is the common architecture behind virtually every MMO currently out there, and it will be DayZ’s architecture when it releases.
The new architecture planned for DayZ Standalone will also benefit greatly on server performance. Anything that isn't required - like zombie AI having flank manoeuvres or being able to reload - is being ripped out and "replacing it with an optimized solution that has players (the survivors) and AI (the zombies)." Such changes will greatly benefit both player and server administrators, whereas currently running a DayZ mod server is quite taxing.
Dean goes on to say that "achieving this will be tough, as we are already crunching very hard. If this heavy optimization is as successful as it would rationally seem to be on paper, then we will be limited on player numbers not by performance, but map design."
DayZ Standalone has not yet been given a release date.