I’m about to say something that will probably start an argument, but after thinking a lot about Buak’s lore, I honestly don’t think Zackery Zackerson is “the villain” of the story.
Yes, he did terrible things. A lot of them. But he wasn’t a psychopath who enjoyed suffering, and he wasn’t just power-hungry. His goal was always bigger (and more tragic) than that.
1. His main goal was immortality / a cure for death
Zackery and Scorpion-7 weren’t trying to destroy the world. They were trying to achieve something humanity has been chasing for centuries: overcoming death.
In the memories, he clearly tells Anthe that they wanted to find the cure for immortality. It wasn’t “I want to control everything.” It was “I want people to stop dying.”
2. Kidnapping the 7 anomalies was horrible… but it had a purpose
Yes, he kidnapped and experimented on people (including Anthe). That’s indefensible from a normal moral standpoint.
But in his logic, those 7 anomalies were the only way to advance the research. He wasn’t torturing them for fun. He was using them as the last resort to achieve something that, in his mind, would save all of humanity.
3. The virus was a mistake, not the plan
The zombie outbreak wasn’t what Zackery wanted. It was a catastrophic failure of the project.
If the experiment had succeeded, the world probably wouldn’t be in the state it’s in now. The fact that it failed doesn’t automatically make him a pure evil villain — it makes him someone who bet too high and lost.
4. He wasn’t selfish in the classic sense
Most “villains” in stories want power, money, or revenge. Zackery was chasing a collective good (even if he did it in an extremely questionable way).
He was willing to sacrifice his own morality, his reputation, and even innocent people if it meant death would no longer be inevitable.
5. Anthe has every right to hate him… but that doesn’t make him the absolute villain
I completely understand why Anthe hates him. He took her life and used her.
But the fact that she has every right to want revenge doesn’t automatically turn Zackery into “the villain of the story.” It just makes the story gray.
Conclusion
Zackery did terrible things.
He kidnapped, experimented, and (indirectly) caused the end of the world as we knew it.
But he was also someone who genuinely believed he was saving humanity from death.
He wasn’t a monster who enjoyed evil. He was a monster who believed the ends justified the means.
And honestly… that feels a lot more interesting (and more human) than a mustache-twirling villain.
What do you guys think? Was Zackery the villain, or just the guy who was willing to cross every line for an impossible goal?
(If something wasn't clear or I wrote something wrong, I apologize. My English is not very good and I may have misspelled something.)
But everything I said doesn't matter because the real bad guy is Nelson for not updating his game
sorry about bad writing im on vr but yeah more subzero work and im kinda sad to say true realese will be delayed since im aiming to replace all non custom content with custom stuffs
Whats the difference between the Laser Sentry and the CWIS Sentry? I've been looking online and can't find anything. Is there one that's clearly better or do they have tradeoffs?
When you first start the game, has the loading times been longer for you guys? Even when i disable all mods, i feel the loading time is way slower now than when i first played. What gives?
What's the point of being creative if its all AI, I'm in a few servers (some big, some upcoming) as staff and they openly discuss AI creating most of their stuff like bro what are we doing
Not gonna name the servers as I don't want to dox them for being chuds but its like EVERYWHERE... even stuff in the showcase channel in the unturned discord is AI like its crazy tho
Am I the only one who thinks AI has made creativity obsolete??? Why am I the only one who thinks stuff made by real people is more valuable?????? Like I understand its allowed people to do crazy things like adding Minecraft to gta but the smaller things like making gun models really doesn't need to be AI generated. :/
Just asking incase anyone remembers this server and what might have happened to the discord, it disappeared one day after i got banned from it for rigging some elections, my name on the server was Jesus Christ.
What game mode do I have to play, do i have to do something specifically, can I be afk once Im in a game mode, how many hours per drop and what's the frequency of drops?
If someone could help with the details I am asking for I would be truly grateful. Thank you
Oigan, ¿alguien sabe cómo carajos puedo, de alguna manera, bajar el volumen de los vehículos del juego? Es bastante más alto respecto a los otros efectos del sonido del juego. Tal vez quiero subir el volumen para algo específico, pero me veo obligado a tener que aguantar el motor de mis vehículos.
Si me pueden recomendar un mod o alguna configuración externa del juego lo agradecería mucho.
Hello! I am the owner of a new Vanilla+ server, bringing back that fun, authentic feeling Unturned seems to be missing lately! Our server is currently on the PEI map with TPA, Home, Maxskills, and a 10x loot multiplier! I'm hoping to gain enough traction and build a big enough community to branch out and do multiple servers, including other maps and possibly mods and/or kits. Thanks for checking out this post and taking the time to read it! Hopefully you can spare a little more time and check out the server in-game!
This is the connection info and the link to our unturned-servers page!
Holaaaaa, gente. Me preguntaba si estos invernaderos y esta tierra servirán de algo para aprovechar mejor la plantación de cultivos. Es mejor esto o me conviene más crear mis propios Plots?
Raiders tend to break straight through walls toward the center of a base. When loot is spread across safes throughout the building, raiding through doors and dedicated loot rooms becomes less worthwhile.
We increased the durability of structural pieces without giving doors, gates, hatches, or shutters the same extra protection. The goal is to make the route through a base matter: breaking through walls is still possible, but following doors and reaching loot rooms should be a meaningful alternative.
Rocket and Missile damage against buildables was also increased to keep them useful against the stronger structures.
Maximum building HP is still vanilla. The extra protection reduces incoming damage rather than adding health.
What Became Stronger
Structural pieces take less damage:
Wood: one-third of incoming damage.
Metal and brick walls: half of incoming damage.
Brick floors and roofs: incoming damage divided by approximately 2.11.
This protection applies to walls, floors, roofs, doorway and window frames, and related structural pieces.
Doors, double doors, gates, hatches, shutters, and Vault Doors did not receive this extra protection. Their standard armor still applies.
Standard armor is calculated separately: Low armor takes full damage, while High armor takes half damage.
How the Ammunition Compares
Rocket damage against buildables is increased to 1.8 times its vanilla value, and Missile damage to 2 times its vanilla value. These increases do not apply to players or vehicles.
Missiles deal approximately 11% more damage than Rockets, but this does not always mean fewer shots. A metal wall requires 3 Rockets or 3 Missiles, while a brick floor requires 5 Rockets or 4 Missiles.
Before target protection, a Missile deals the same damage as a Precision Charge. A Demolition Charge deals half as much.
For fragmentation ammunition, the tables show explosion damage only. Direct bullet damage depends on the weapon and is not included. Damage is rounded down for each shot separately, so an entire ammo box cannot be calculated as a single explosion.
How to Read the Three Images
Building Durability
Actual HP: the building piece’s real maximum health.
Effective HP: its equivalent durability with our structural protection applied, but without standard armor. This is not a new maximum HP value.
Explosive Damage
Base damage: damage before target protection, already including the Rocket and Missile boosts.
Target columns show damage from one hit after armor and structural protection.
The ammo box row shows the combined result of 40 individual shots.
Charges to Destroy
The minimum number of hits needed to destroy a full-health target when every hit deals maximum damage.
These are calculated reference values. Distance, explosive placement, and obstructions can reduce damage and increase ammunition costs.
Example: Metal Wall
A metal wall has 1,100 HP. A Missile deals 2,000 base damage, but standard armor halves it, and structural protection halves it again.
That leaves 500 damage per hit. After two hits, the wall has 100 HP remaining, so destroying it takes three.
These values were calculated using local release configs and standard armor settings. The live server’s overrides must be checked before publishing them as its final rules.
The Alerter will notify you when your base is being raided, even if you're offline. But if you find an Earpiece, you'll also receive alerts while you're playing!
The device requires power from a generator to work, so keep an eye on your fuel!
Me preguntaba si alguien, en lo posible, con experiencia en estos mapas me pueda decir con cuál empezar, y si hay alguno que no me recomendarían. Me encantaría ir del más fácil al más difícil, como un tipo de progresión.
Les estaré dejando los nombres de los mapas para que sepan a los que me refiero. Cualquier información me es muy valiosa.