Yeah, I'm not trying to get over-hyped for h1z1. There's just nothing really jumping out at me game-wise any time soon.
The biggest things that drove me to looking into h1z1 a bit was;
- Jimmy Whisenhunt
- I could be mistaken, but first AAA company to take a stab at the survival genre (SOE)?
- MMO - no "community dedicated servers" and all the problems that can come from that. All servers will be provided by SOE using the same anti-cheats that PS2 and EQ:Next/Landmark use (which apparently have been very successful)
Another interesting thing about H1Z1 is how short the dev cycle has been for where they're at right now. Yeah, the game obviously looks like it's way behind in a lot of aspects (polish etc.) compared to DayZ/Rust..but it has only been in production since late February, early March of this year.
https://www.h1z1.com/news/h1z1-what-you-need-to-know
How many players can one server host?
As with Landmark and PlanetSide 2, H1Z1 uses the ForgeLight engine so we have the potential to support thousands of players simultaneously in game. With H1Z1, however, we want to find the balance between it feeling like a zombie apocalypse and having others to play with. As development continues we will adjust the number of players allowed on each server.
How will player servers work? When will they be implemented?
H1Z1 will be one of the first games ever to feature a Player Ruleset Server system, allowing players to the ability to vote on and create custom rule sets and attributes that suits their play style best. We are still working out details, but players can participate in the discussion thread on Reddit:
http://www.reddit.com/r/h1z1/comments/26w2ly/server_rulesets/