Is It possible to use playit.gg to make a DayZ Server?

Is It possible to use playit.gg to make a DayZ Server? and if so How would you go about it?

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I have been testing this with a modded DayZ server hosted on Linux behind CGNAT. Here is what I learned, in case it helps someone in the future.

Yes, Playit can make a DayZ server publicly visible, but I would not yet consider my setup fully reliable for gameplay.

Tunnel configuration

I created a custom UDP tunnel with a port count of 4. A special game preset was not required.

Playit assigned four consecutive public UDP ports. I configured DayZ to use the same range locally:

  • First port: DayZ game port

  • Fourth port: Steam Query port

  • The two intermediate ports remain available for DayZ traffic

Example:

Game port:        11731
Additional ports: 11732–11733
Steam Query port: 11734

Server launch parameter:

-port=11731

In serverDZ.cfg:

steamQueryPort = 11734;

Playit origin configuration:

Local IP:   127.0.0.1
Local Port: 11731
Protocol:   UDP
Port Count: 4

The important part was making the DayZ ports match the consecutive public port range assigned by Playit. Using the original DayZ ports locally while Playit assigned different public ports did not work correctly for discovery.

What worked

With this configuration:

  • Steam found the server through the public IP and Steam Query port.

  • The official DayZ launcher displayed the server.

  • DZSA Launcher detected the server and its complete mod list.

  • BattleMetrics successfully queried and listed it.

  • Remote players could download the mods, connect and load their characters.

  • Packet captures confirmed bidirectional UDP traffic between the player and server.

  • No packets were dropped on the server’s local interface.

For discovery, players must use the Steam Query port, not the game port. The game port is used for the actual connection.

Remaining problem

Although players can connect, one remote player repeatedly became unable to interact with doors or perform actions after playing for a short time. BattlEye then removed him with:

BattlEye: Client not responding

The server log reported:

Player kicked from server: 240 (Client not responding)

The same player could play normally on an official vanilla DayZ server. Restarting his computer, using the official launcher and using DZSA Launcher produced the same result.

Traffic captures showed packets continuing in both directions until the disconnection, so this was not simply a closed game port. It may involve the Playit UDP relay, the player’s network route, BattlEye, or the combination of DayZ mods and tunneled traffic. I have not isolated the exact cause yet.

Current conclusion

Playit can successfully expose a DayZ server and make it visible to Steam, DZSA Launcher and server trackers. A custom four-port UDP tunnel appears to be the correct basic configuration.

However, public visibility does not necessarily mean that long-running gameplay will be reliable. I recommend testing with multiple external players before treating it as a production solution.

I will update this post if further testing identifies whether the BattlEye disconnections are caused by Playit, the player’s route, or something specific to the modded server.