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.kju

MP player and server stats

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WhoopsyDayZy!!!!

I see what you did there! ;)

It is indeed all good news!

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Something is off with your numbers.

Not sure what but seems to over estimate.

He's probably using query data from gamespy, I don't really see how it could be wrong...

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Something is off with your numbers.

Not sure what but seems to over estimate.

Hmm they are based on the sum of numplayers gspy field for the active servers. Will investigate, thanks for the headsup.

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Hmm they are based on the sum of numplayers gspy field for the active servers. Will investigate, thanks for the headsup.

I see, for which games?

Just arma2?

That explains the difference in our long term stats as I only record servers which are not in 'waiting' state for long term history. But there seems to be a difference in players now also which I also count as sum of numplayers.

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If I compare between 2 monitoring systems, the one I shared the links to shows about 500-1000 players more than my other system, however the former includes non-dedicated servers, and the latter only dedicated servers, so that difference should be explained there.

Were you referring at the total online players, or the DayZ online players, or perhaps other numbers?

---------- Post added at 12:49 ---------- Previous post was at 12:47 ----------

I see, for which games?

Just arma2?

That explains the difference in our long term stats as I only record servers which are not in 'waiting' state for long term history. But there seems to be a difference in players now also which I also count as sum of numplayers.

It's tracking ARMA2, ARMA2OA and TAKONH at this time. TAKONH numbers should be neglible though.

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Ok, I suspect the difference is probably then most likely related to how quickly servers which are no longer responding are counted as active.

I probably just use a shorter timeout there.

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Ok, I suspect the difference is probably then most likely related to how quickly servers which are no longer responding are counted as active.

I probably just use a shorter timeout there.

I suspect the same, but i'll see to improve it in any case. Thanks again.

---------- Post added at 13:25 ---------- Previous post was at 13:10 ----------

Oh btw im combining Master Server Query output (most of the info except players, or multipacket support afaik) together with direct socket connections.

So if direct socket fails for whatever reason, im still counting the actual data as available from the master server - do you do the same?

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Over 10.000 players currently! http://stats.six-updater.net/stats/history

DayZ reached a new record as well, over 7000 concurrent players!

---------- Post added at 19:18 ---------- Previous post was at 19:14 ----------

The following stats are dedicated-server only:

Overall Stats

qps7y8.png

DayZ Stats

282j04p_thumb.jpg

Wider:

1glu6d.png

Edited by Sickboy

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New records;

Over 14k concurrent players reached recently.

And over 200k unique player names recorded while tracking for some weeks.

Last half year: http://stats.six-updater.net/history_half_year

Last month: http://stats.six-updater.net/history_month

Last week: http://stats.six-updater.net/history_week

Last 24hr: http://stats.six-updater.net/stats/history

Stats for several Mods and Overall:

fog6k4_thumb.jpg

Several stats for Mod usage in general, and gamemodes:

35i9bev_thumb.jpg

Please consider these stats of Alpha quality, monitor frequency and other accuracy is still being improved.

Edited by Sickboy

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Had to find my password so I could login and say, epic. :)

Wasn't long ago I was wondering/thinking deeply about these things. As always, keep up the great work!

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