#PATCH FEEDBACK THREAD - 0.7.1

178 messages · Page 1 of 1 (latest)

crystal wolf
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Hey everyone! This is your central hub to share feedback, thoughts, bugs, and impressions about Health Update #2 (0.7.1). Feedback on features, bugs, or optimization/feel are on the table, we want to hear it all.

What You Can Post Here:
• Perk Pass #1 - What do you think about the the new direction for our perks?
• Runner Crawlers - How do they feel as a new crawler variant?
• Performance & Stability - Any improvements or lingering issues on Broadway/Lewiston?
• Balance Feedback - Weapons, enemies, difficulty, pacing – what feels off or just right? • Bug Reports - Be specific! What happened, where, and how to reproduce, if possible. • General Impressions - What’s feeling better? What still needs work?

Quick Notes:
• Keep it respectful – constructive feedback is the most useful.
• For critical issues (crashes, exploits, progression blockers), please also ping ⁠nmrih2-help-support.
• Devs may follow up with you here for details – keep an eye on replies!

Thanks for helping us shape the future of No More Room in Hell 2. Your feedback here directly informs the next fixes and improvements.

vernal kettle
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Based on the information I gathered from others, it seems that the character's skin is not loading correctly.

kindred tiger
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Not sure if intentional, but the hunting rifle with the scope the barrel just kinda dissappears and you see your hand

obtuse jacinth
# vernal kettle

This is horrifying. We are more pale than the zombies themselves lmao

red totem
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I am noticing that levels are resetting (I had everything unlocked)

neat phoenix
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is this description incorrect? it says on expert, it'll increase both max weight and health

shrewd crane
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broadway spot

shut pagoda
civic night
storm bane
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Aiming AR15 through ACOG scope makes the AR model disappear and reappear when stop aiming.

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A-pose zombie

sacred grove
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adrenaline rush nerf was totally unnecessary, it certainly wasn't a "bad actor" perk since it acts more as a "lose less" perk than something that players can use to snowball

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#🚨┃nmrih2-discussion message reworks for A.Rush and A.Immunity that separate them from being locked to simple percentages would be more interesting than what they are right now
i.e. A.Immunity lengthens the time-to-turn timer instead of giving you a small chance to get off scott-free

timber pollen
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The Butcher Perk Plus Wicked perk both Expert seem to just Remove the Limbs super easy now just one full charged swing and this is with the Meat Cleaver or just one shot with a revolver Not sure if the Update really Nerfed everything right

lean sail
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oh how did the devs screw THIS up? lets go down the list!

Butcher: useless if you didn't have a bladed weapon. now it is if you do! woo.
Adrenaline Rush: all the way down to 10%/20% stamina? Dead Draw. worthless perk now, reroll. (you're going to hear this a lot)
Caravan Expert: I'd rather have health than stamina anyways. dont care.
Lucky Pathogen: pointless. next.
Resident Genes: fun fact, it didn't heal you to full to begin with! I healed all the time with pills and it only ever did, like, half. at most. so eh. still gives you a healing option and pills are usually everywhere.
Sturdy Body: still has a use case because you dont have to be infected to actually get the benefit.
Antibodies: welp, good job, pointless. friggin clowns. reroll this one. next.
Deprived: I'm actually pretty sure that's a typo and the expert version doesn't GIVE you carrying capacity. only point to this is a melee build because you aint carrying anything in a game where your capacity's already more anemic than some poor shlep ass basement virgin with brittle bone disease. kind of an issue!
Marathon Expert: infinite sprint WAS admittedly a bit silly even if it means precisely jack all in tight spaces and urban maps. 30% is still good.
Scavenger: this perk was literally mandatory to begin with, and now it still is if you want to have ammo at all. the devs are just idiots.
Rush: worthless unless it's the expert version, and with the change to lose extra stamina per target hit, the hell's the point of the nerf?
Athlete: stupid f@#$in nerf. hit the gym.
Foreman: did anyone use this to begin with? stupid to nerf this.
Mule: Why is this now nerfing health, you morons? that is not how that works. carrying more BUILDS endurance. I'm convinced yall never served or did real work.
thick skin: stupid nerf.
Wicked: a pointless nerf in a BS patch full of em, you should be going for headshots or center-mass anyways with that one other perk.

welp, time to uninstall and refund until they pull their heads out of their puckerholes.

sacred grove
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you can tell this guy hasn't played the update widecapy
because they would have mentioned the nerfed stamina regen speed if they did

sacred grove
# sacred grove adrenaline rush nerf was totally unnecessary, it certainly wasn't a "bad actor" ...

more specifically, the <20% hp requirement theoretically puts you in oneshot range of most attacks on harder difficulties
therefore i never want to be under 20%hp, and so the only way i'll ever get value out of this perk is if i'm getting slapped so often that it procs naturally, in which case i'm probably losing the responder anyways due to attrition of meds (likelihood of infection is high, but likelihood of dying to infection is quite low due to how powerful each pill bottle is)

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changing to a <50%hp requirement would be more fitting with the advertised stats, being at low hp would still be suboptimal but at least i'll have more of a chance to get value from the perk (like if i'm trying to optimize medkit heals)

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this + the last patch have also almost entirely removed shove's relevance in melee combat (i guess that could be an intended design now that i think about it)
1 target is too inflexible to use safely with how wide the shove arc is, and 25 stam is very expensive for what shove gives you, relative to what melee weapons can do
shove's downsides are pretty clear when compared to kick:

  • 1 target, 20 stability dmg, 25 stam, 20dmg with heavy shoves
  • 3 targets, 100 stability dmg each, 50 stam, more forgiving iframes, 2 shots with foreman (30 + 2x30 from knockdown bonus)

the optimal role of shove and kicks has essentially been swapped when compared to Reanimation; kicks for CC, shoves for single target, except shoves aren't any good against single targets

misty olive
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As a casual player to the game, seeing more nerfs to players and what seems like more buffs to zombies in two major patches is not encouraging. I keep this game installed in the hopes that patches bring more fun to the game but, again, as a casual player, the devs seem to only patch the game towards hardcore players as well as for a "realism" that they think would exist in an apocalypses scenario. I'll keep hoping for some kind of gimmie one day.

wanton obsidian
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Vulture Normal & Expert still do not affect .45acp, there's definitely something wrong with where the 45acp line is pointing to within the perk file itself.

brisk scaffold
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the revive syringe is still in my loadout, but im afraid if i take it off i wont be able to equip it again💀

wanton obsidian
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Steel Chamber still doesn't apply to the Rochester.

The Rochester has 100 Headshot damage by default, Steel Chamber Expert should be pushing the damage to 150 but Primes(130hp) still can't be taken down in one shot.

broken merlin
chilly plinth
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Performance now is quite better this time around.. I had play Lewiston, Waldo and Powerplant including Broadway and finally Hospital..
The new stamina regen and sys, at first I didn't like it that much but after going through with some matches, it started to grow on me.. is much better as long as u know how to manage your stamina ( just like in real life.. is almost identical.. attk attk then rest for a bit ( 2 millisecond) then attk attk...
I have test the melee combat in casual and classic so far.. haven't tested on hard and nightmare yet..
Shoving seems more consistent this time since I was able to deal with 3 zombies with ease by gradual shoving then attk with lights and some heavies.
Kick.. kick being kick.. ( but this time, u be able to do at least 3 kicks ( must applied gradual style when u kick first then wait then kick again on the next zombie).
To the devs, you guys done quite fantastic job on this new mthly updt.. at least to me.. is a decent and I would give 65 percent score for sure ( also first time for me to give long ass feedback like this )

red totem
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I play nightmare as much as possible generally speaking and combat in nightmare is just fine imo

chilly plinth
# shrewd crane broadway spot

I just watch your video.. and even I am still not sure how the hell did he got up there.. that first time I ever see that ever happen.

chilly plinth
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M7 Rifle and 22lr rifle are still broken in this patch.. at this point, i think i might need to uninstall the game to get it work properly?.. [ tho is just these 2 rifles that are not working right]
M7 rifle > auto fire is broken.. it doesnt dmg the zombies and its sound is broken as well, only one shot mod is working but with extreme slow fire rate.
22lr rifle > slow fire rate that it will take at least 4 or 3 secs to follow up its next shot > 1st shot - 4 secs later - 2nd shot.
Kinda wish this new mthly updt would fix these two rifles..

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i also had posted a video here beforehand about the issue of these rifles as well

wanton obsidian
sacred grove
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also note the jank empty click animation at the end of the M7's semi mag widecapy + 922 empty reload being twitchy on bolt charge

chilly plinth
chilly plinth
sacred grove
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zombies should also get ragdoll impulse from red tank explosions
don't remember abt the barrels, but the carriable canisters don't provide impulse so they just do a killbind flop when they die from it

foggy flume
# lean sail oh how did the devs screw THIS up? lets go down the list! >Butcher: useless if ...

I agree, to hell with all this, with the current vision of the game, it will die on release, it's time to delete it until better times. Let's just let these 100 tryharders play now. I can't believe that from the cool multiplayer zombie game that NMRIH1 was, the game is stagnating into this "health" death update.

Maybe in a year, the developers will realize that the game is a game that should be enjoyable. It's a pity that I can't do a refand anymore, because I've spent too much time playing this wonderful game. This is my personal opinion, and you may disagree with it, just as I disagree with the upcoming criticism of my position.

#

F

limber mortar
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For a game that averages 100 players a day, nerfing every perk to the ground is some wild stuff. Add more zombies, sprinters and tank zombies overall but don’t make the entire perk system useless. The sense of your character being precious is completely gone. Who cares now that your maxed out character dies? It doesn’t matter anyway.

tiny plank
storm bane
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The preferred difficulty still put me in nightmare mode despite already set to classic mode only, rarely

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🤦‍♂️

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For more context, had 2 times in a row the game put me in nightmare mode despite my preferred difficulty.

wanton obsidian
red totem
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Waldo evac solo is its own special kind of hell given the zombie spawns

sacred grove
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would you rather play nm or triple your queue time

somber copper
# storm bane Figures

Only 100 - 200 people actively play the game everyday so unfort they have to have preference only capyroar2

kindred tiger
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Just cancel your game after a few min and reque I've been doing that

bold pollen
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Can zombies still climb into responder spawns?

vernal kettle
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Assssssss

storm bane
tiny plank
brisk scaffold
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And since the perks effects have been updated,the perks in game descriptions will also need to be updated

red totem
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There is a bug in the hospital map where you cannot input the code

celest hedge
# red totem

can you give more details on this @red totem
could you not interact with the interface, did the interface not allow you to put in any inputs, did it not give a name to find the code of, etc

red totem
# celest hedge can you give more details on this <@264930352210903041> could you not interact ...

It's been a hot minute since I played that match

From what I can remember there wasn't any way to interact with the interface. The popup where you press E to interact was visible but pressing it only played a character voice line while not taking you to the screen to input the code.

Someone in the lobby mentioned that getting hit by a zombie would allow you to enter the terminal but I can't confirm

chilly plinth
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I am going to uninstall the game and reinstall it on Friday to see if that would fix these odd bugs.. ( well a lot of adjusting on the graphics and my controls after that.. would took at least 20 min )

tiny plank
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so in scopes theres no gun model

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and some of the bodies in the hospital just a-pose until fully searched

tiny plank
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weird lighting bug at the community center

kindred tiger
chilly plinth
red totem
red totem
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Ok so for the entire game I was apparently infected but I never got any symptoms of infection so I found no need to take preventative measures i.e. pills or gene therapy

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I extracted as well

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I am guessing this is a bug?

tiny plank
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Your the chosen one....

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Your the one who can't be bite

red totem
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I got bought down to low hp so many times

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I alone am the immune one

tiny plank
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Save the children!

red totem
hot monolith
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All room has died and my will has passed away.

fervent kestrel
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so i kinda fell from hospital map when i was using ladder

celest hedge
fervent kestrel
obtuse jacinth
fervent kestrel
hot monolith
red totem
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Ngl these skills at the moment seem extremely strong so much so that I consider them meta

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And this is post change

red totem
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There's also still a bug where the closing dialogue isn't accurate. My entire team played through this mission but only I made it out but it still said "everyone got out"

kindred tiger
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Only the important people made it out capyroar2

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So just you lol

red totem
red totem
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He was got by Jerry

red totem
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There is also a bug at least on my end where the stats do not update upon successful extraction

red totem
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Lewiston really out here catching bodies still

red totem
sacred grove
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triple abandoned by the highest nm players is so real

red totem
fathom elm
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Here's possibly what I would like to see in future patches, and updates. -Better and more fluid running animations, everyone looks stale when they run, or when traveling in a group -Improved Ping and UI systems for highlighting items, right now it's hard to see the pings in a hurry and the delay for a mistake ping can be costly
-Increased battery spawn rate, went through entire missions without even bumping into a battery.
-Perhaps a more in depth-complex melee systems with different weapon offering different and unique strengths/playstyles. As of right now, the variety and playstyle is quite limited in being with the swing speed and range being the primary differences, Maybe blade weapons cause bleed damage and cut off limbs, while blunt weapons stun longer/more often and can also break limbs to render them useless.
-Make barricading more in depth, maybe find ways to improve the barricade. Perhaps finding a barbed wire item to cover the 2x4, or maybe find tools to bolster stronger fortification materials, nails, barbed wire, eclectic wire, etc.
-Make objective mini games have more variety and more fun, for now its just codes found on items through out the map
-Add NPCs on the map so the player can save to get free supplies, XP, or possibly bring along to have an extra set of hands, it would be nice to save a police officer and have them go with you on your journey, or better yet have the officer(NPC) say "Hey, I know where we can get help/You gotta help out my friends, they were...( side quest )" then having the NPC interact with the people on the radio. Would be very interesting and could add lore.
-More ways to combat infection, and adjust the way to get infected. It's a little frustrating having to be infected and not have any pills to slow it down. Perhaps normal zombie smack attacks wont infect the player, but maybe a new bite attack would?

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It would be nice to see some adjustments to the infection system.
-Make parkour more fluid, and add more spots for parkour. It doesn't have to be like dying light, but there have been quite a few times where I should've have been able to climb something but couldn't for what ever reason.
-If the player dies, show the zombies eating them. It's very odd they just walk around the player and never even try to eat them, or really at all in the game. It would be nice to see them more animalistic.
-Maybe make the flashlight self recharging on it's own? Through movement, so it offers at least some way of trying to see things in the dark. Gameplay grinds to a halt in some areas when no light is available.
-Maybe add classes if you have enough perks within certain categories? I'm not sure about that one, it was a fun idea.

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-Versus mode would be very cool too.

rapid glade
# fathom elm Here's possibly what I would like to see in future patches, and updates. ...

-Improving ping and UI: could happen
-More complex melee system :keep dreaming my guy , current melee system is not even at the level of dead island 1 melee combat
-Increase battery spawn rate: I don't see the point, you have perks that can help you with battery duration
-More depth in barricades : could happen

  • Variety on mini games : Could happen
    -Npcs : Probably in the future
    -More ways to combat infection: a bit pointless when you have perks to reduce that
  • More fluid parkour: Not gonna happen , One big update nerfed climbing making it more inconsistent
    -Zombie eating midresponder corpse :Guaranteed if the game survives one more year
  • Self recharging flashlight: I don't see the reason for this, don't be lazy
    -Versus mode : if you mean PvEvP it could happen but a very small chance
obtuse jacinth
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Infection is kinda easy to avoid. Having more options to negate punishment isn’t prolly gonna happen lol Asides probably the pill tolerance thing might happen cause 15 minutes a bottle is quite a bit sum of time compared to the first game’s five minutes per bottle.

regal minnow
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Reduce zombie lunge rates and distance and add back OG grapple with a fixed time to react (more generous than originals with better feedback to make a grab obvious)

red totem
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Extending the reconnect time would really help. The game seems to be a bit unstable with it crashing repeatedly on launch (could try send log files of this happening)

I had a instances a few days ago where my PC crashed and I could not return within the two minute time frame due to the game repeatedly crashing causing me to lose my character permanently through no fault of my own.

obtuse jacinth
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I’m curious to what happened to the riot shield zombies after all this time lol

broken merlin
keen tapir
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i forgot to send this but here we go

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hitreg for weapons are kinda wonky

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Steam
any map
it happens with any weapon randomly, its much more noticeable with guns able to onetap zeds

storm bane
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Sometimes after placing radio or climb on anything, the player character stuck in unarmed mode where the player doesn't held anything except the flashlight, switching any items through inventory wheel and quick hotkey wont switch to any items either, the only solution is to climb on anything again and it reverts to normal where the player held any item they select and switch to other items.

regal minnow
hot monolith
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**Issue ive found so far: ****1.**ground damage modifier not working or the health scale ups adds just a little to much to make it take just a little to long to feel enjoyable at all to kill zombies(i want to avoid shove and kick meta please. this isnt a meta per say but a issue of combat isnt really necessary with the way combat is), 2.You have fixed hitting zombies while standing however while crouching there is still a issue with hitting heads, 3. Item swapping animation and item use still remains to be comedically slow frankly annoying as movement option gets smaller, objective item movement speed is cancer with the changes it appears the speeds of player effect the movement speed with objectives so do to the changes objective movement is cancerously slow and annoying.

hot monolith
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Also fix these random assignments objectives. Every building being a gas hotbox, scanner in the bar what is this? It doesn’t match the world at all and is frankly repetitive when every objective spawns as that

potent oak
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You can't see infected veins at 1 hp/critical HP

fervent kestrel
hot monolith
potent oak
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There's an issue with zombies vaulting a wall of one of the stores in the right path of Midtown in the Pottsville map

sharp canopy
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Bug: Butcher Perk still uses old values of 100%/200% increase for base and expert values respectively

Using a kitchen knife or cleaver which has a base limb damage of 30 with charged attacks vs the 60 limb health of zombies, it will always cut off a limb on expert.

Then again, the new values of the Butcher perk (40% increase on expert) I think doesn't make ANY sharp weapons meet any new meaningful breakpoints, making it essentially useless to run

sacred grove
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i think every single +dmg perk in the game has some kind of critical breakpoint issue nmrih2

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sorry. i lied. doorbreaker works as 'intended' and is reasonably balanced imo

sharp canopy
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Shout out my homie doorbreaker

potent oak
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This is from yesterday, i only saw this happen in Broadway for the moment but sometimes zombies will walk with their A pose animation for some reason

short nebula
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I decided to give the game another try after several months:

I noticed some small performance improvements, tha'ts nice! but, still... doesn’t feel as playable as it should be.

I own the "Doorbreaker" perk and tried to kick down three different doors. EVERYTIME time, my character's leg clipped right through them. I got cornered by five infected and barely made it out alive, started panic shooting, but it was worth it bc I was looting a weapon cache and for my surprise: the unload bug is still happening???/? Seriously, is this ever going to get fixed?

One infected dropped from the sixth floor, landed on its feet, and started sprinting straight at me What is this? dying light or what? 10 minutes through and I just wanted the match to end. A hacker dropped 100000 bullets and we zugzugged everything.

But the best part is to come: I didn’t get the medal at the end of the nightmare match, which was the only and sole reason why I played.

See ya in the mid June I guess...

sharp canopy
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Feedback:

  • Scopes are kind of useless and jarring to use, at least the higher zoom ones. They snap to the center of the screen when you use them to zoom in, especially noticeable when you use something like the ACOG sight with the M4 and ADS. Most of the time you want to shoot zombies close to you instead of far away.

  • With perks, perks like Winged for SMG range are completely useless and will NEVER be used especially with perk rerolling. All range increase perks are essentially useless because you will only ever realistically be aiming for zombies that are close to you. I personally think every range falloff perk should be removed because of how redundant they are. Recoil controlling perks are also in a similar boat because it is almost NEVER worth it to full auto a crowd of zombies in way that recoil matters because they're always close to you. Most of the time you just use semi auto fire to pick them off anyways.

  • Shotgun reload animations are still slightly desynced with the shell count in the gun, when you finish reloading the animation cuts out in the middle of another shell reload instead of ending naturally.

hot monolith
pallid maple
gray hornet
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I pressed U (unload weapon) and Y (view weapon mods) at the same time, which caused me to end up in the softlock. After I got out of it for the first time, I couldn't pick up objects (not all) and use items. The second time I pressed Y, I couldn't get out of it anymore. I pressed for everything, nothing saved me from zombies...

sacred grove
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attachment menu softlock strikes again

sonic swallow
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Anyone else have a bug with higher magnification scopes where you see viewmodel hand inside the scope while aiming?

gray hornet
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Am... Where's my character?..

shrewd crane
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MC-15 + Scope = Invisible while aiming

potent oak
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If you reconnect and extract your responder's medals will reset

hot monolith
patent hemlock
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Which seems to be a bug

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it removes your gloves, but not your hand lel

potent oak
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There´s still an old issue with shovel animations making a responder being like it´s frozen (it´s a visual bug and doesn´t affect gameplay)

hot monolith
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Issue ive found so far: **1.**ground damage modifier not working or the health scale ups adds just a little to much to make it take just a little to long to feel enjoyable at all to kill zombies(i want to avoid shove and kick meta please. this isnt a meta per say but a issue of combat isnt really necessary with the way combat is), 2.You have fixed hitting zombies while standing however while crouching there is still a issue with hitting heads, 3. Item swapping animation and item use still remains to be comedically slow frankly annoying as movement option gets smaller, objective item movement speed is cancer with the changes it appears the speeds of player effect the movement speed with objectives so do to the changes objective movement is cancerously slow and annoying.
Also fix these random assignments objectives. Every building being a gas hotbox, scanner in the bar what is this? It doesn’t match the world at all and is frankly repetitive when every objective spawns as that

potent oak
gray hornet
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So I lost 50lvl character because of this...

pallid maple
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What was that

gray hornet
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😔

potent oak
gray hornet
keen tapir
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zeds can clip thru the stores too

minor quiver
minor quiver
gray hornet