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Announcement2026-07-08

You may have seen above that we launched a new website on wipe night at XDCDayZ.com, and now that post wipe issues have calmed down, and I've got a mo

First, a heads up: this is still very much a work in progress — especially the leaderboard, and the guides need a little polish yet. But the biggest part of this project, and the part I'm most excited about, is the leaderboard and the player stats you can see on the site. I genuinely think we've built something unique here, and I want to walk you through it.

XDC DAYZ LEADERBOARD

Hopefully you've all had a look by now, and you might be wondering how the scoring actually works. I won't be giving out the exact formula — and it's still being refined as we collect more data — but here's the principle:

- You're ranked by your Survival score, which grows the longer your character stays alive and is boosted by survival activities. The harder and more dangerous the activity, the bigger the boost — and that includes PVP. There are two boards to climb: a current-life score that resets when you die, and a combined score that adds up everything across all your lives this wipe.

- Points vary widely by activity, but the biggest earners are PVP kills, missions (tougher missions pay more), airdrops, and raiding. The catch: points for PVP and raiding depend on the situation, your opponent, and sometimes even the time of day. They can go negative if you're farming freshies or offline-raiding weak bases.

Let me unpack that last point, starting with PVP. Every kill is worth a set number of points, modified by two things:

- How long you've been alive vs. your victim. More hours alive is assumed to mean more geared. Kill someone the system reckons is less geared than you and your reward drops; kill a freshie and you'll get nothing, with freshie-farming triggering a negative penalty. Flip it around, though — a freshie who takes down a geared player earns a nice bonus.
- The victim's PVP rating. This is a DayZ-tuned take on an ELO rating: kill a highly rated player and you earn more than you would for a low-rated one. The most dangerous players on the server carry the highest ratings.

Now the raiding — this is the part I can't wait to see in action. We've built a system that estimates how active a base is likely to be at different times of day, so when it gets raided we can tell whether it's happening at peak hours or whether the attackers are going for an offline raid. On top of that, the new territory system assesses the complexity of every base on the server and ranks them from most complex to weakest. The leaderboard ties into both: offline-raid a weak base and you'll earn very few points — if any — maybe even negative; take on the biggest base on the server at peak hours and every scoring action during that raid gets a massive boost. Defenders earn points too, based on whether they're hit during offline or peak hours (though defenders can never go negative).

The hope is that this discourages the kind of behaviour that drives new players off the server, and rewards people for taking on the biggest groups and bases — if only for the points. Down the line we'd love to add a Hall of Shame for dishonourable play, and give every player a rating that reflects how fair and honourable their PVP and raiding really is. That part's still a work in progress for now.

Anyway — I'm running out of space. If you've got any questions, drop them in #channel and I'll answer what I can, and I'll share more as things develop. And if this sounds good to you, please help spread the word. 🙏

(one note for Deer Isle players, you have a leaderboard currently but you're running on a much simpler system currently. Next wipe all the above will apply to you)

( ^ this publishes the above to the website news)