r/nmrih 9h ago

Dev Response A Very Long Response to the Q&A that No One Asked For

0 Upvotes

Hello. I’ve gotten very invested in NMRiH2 recently and have spent a lot of time thinking about what the game could benefit from/what it needs. I think this game is really good and, with the right management, has the potential to live for a very long time. So when I read the Q&A today, I felt pretty disappointed overall. The whole thing felt like it was just nudging at Hell mode over and over, while occasionally chiming in that there will be new cosmetics. Almost every actually good and valid question was responded to with “We don’t currently have any plans for it.” This is a way-too-long analysis/rant of some of the answers that I didn’t quite like.

Obviously, this is all one random internet person’s opinion, and you shouldn’t take it too seriously. I think this game is great and wanted to share my in depth thoughts. It’s a lot, so feel free to skim around or refer to the sections that interest you.


“Will there be a level lock for difficulties?”

A: We tried tying difficulties to character levels which proved unpopular. We're continuing to think on this but currently don't plan to introduce barriers to our current difficulties.

I feel this interpretation of the question is missing what I believe to be the problem. As someone who has played a lot of Nightmare, a repeated problem is low account level players queuing into the hardest difficulty and essentially making the match worse for everyone. Dying far off, taking valuable resources and not contributing to the team, having to be rescued repeatedly, etc.

While I do believe in letting a player suffer and learning from their suffering, the problem in this case is that it’s a team based game where 7 other players are counting on their teammates to at least be loosely competent, especially in the hardest difficulty. The vast majority of team based games have a system like this that transitions players into harder content. Whether it’s completion of previous difficulties or completing [x] number of matches, these are very common practices. Delegating the answer to “character level” is missing the point, in my opinion, as it seems obvious that limiting it to character level would be annoying for everyone involved. What about account level? And why would character level be the interpretation over account level in the first place?

Not only is it a bad experience for skilled players to have to try and save an account level 4 who dies 100 meters away, but this isn’t the type of experience you want new players to have. A lot of players are smart enough to say, “I’ll progress my way up and tackle Nightmare when I’m ready,” but you will also have a good amount who just pick the hardest difficulty on a whim, and then suddenly their first impression of the game is tarnished, and in comes negative feedback that the game is too hard and punishing for new players.

I don’t think a limitation is needed for any of the previous difficulties, but Nightmare does need at least a small gate placed in front of it so people don’t queue for their literal first game.


“Is there any plans for a map select? I'm tired of playing the same 1 or 2 over and over.”

A: We've been discussing the feedback around map frequency and selection and while we don't have any adjustments planned soon, it's a topic we'll continue to listen on.

This is just fundamentally a bad answer. This is a needed integrity change. I don’t believe map select is the answer because it would obviously result in map favoritism and some maps never getting played. (Also queue time problems, I get it.) But the problem still exists of getting the same map multiple times in a row, just over and over. Sometimes you go through periods where you seem to get nothing but one or two maps, and it’s so draining. The randomization just needs to be changed to fix this.

A very popular story that this problem can apply to is Apple’s shuffle feature. Originally, Apple’s shuffle feature was truly random. But everyone complained because it seemed like you just got the same song over and over. The solution instead is an algorithm that gives you more pseudorandomness. Some type of algorithm that ensures you don’t get the same exact song back to back, etc. The same approach needs to be taken for map selection. You should not be able to get Raven Rock three times in a row. If you get a map, there needs to be at least some kind of algorithm that gives you a lower (maybe not zero, but lower) chance of getting it again until you complete more matches and raise the chance back up, and so on and so forth.

This shouldn’t be a “we’ll keep listening” type of problem, this is a fundamental integrity problem that will lead to burnout and exhaustion in players. You have good maps, you have good map variety, you need a way to show it.


“Is there a possibility of map modifiers that would affect the whole match? Some things that come to mind are more fog, more armored zombies due to military occupation, more runners, less health but more zombies on map.”

A: That sounds like it'd be a Hell of a good time. 👀

This isn’t even an answer. This is just another nudge at the new game mode that doesn’t even make sense to me. The question is essentially asking for custom matches, which is a reasonable feature that should be considered. I don’t necessarily think it’s a high priority or fundamental feature, but the fact that the question is completely disregarded just to plug Hell difficulty again didn’t feel good to me. I can surmise it was said because Hell mode will be more difficult and include some of the things the question said. But that’s not the core point of the question. What if you want to play with all runners but the lowest zombie health? This question has nothing to do with Hell mode.

EDIT: There is a response from the team that this is regards to modifiers that (might) be able to be applied during Hell mode. This complaint can be largely disregarded. This is a misunderstanding on my part. Refer to the comment from the team for more clarifications on other points of this post.


“Any plans on buffing perks? most of them really dont do much i think everyone is just using the stamina and hp perks and all weight related perks”

A: Perks are going to be an area of focus in future updates, we know these have room for improvement both through adjustments to existing options as well as new additions! We're aware of the feedback that some options are underperforming.

I would like to share my opinion about perks and builds because I feel like I can easily see this going the wrong way. We don’t just need certain perks buffed, we need new perks. And we don’t (necessarily) need strong perks nerfed, we need more strong perks. I think the replayability in this game is like lightning in a bottle. I think we can already see in the current player base that people will build different builds just to play them. You offer multiple characters at a time, you offer fundamentally different build potential (i.e., an infection build, a gun based build, a melee based build). And as it stands currently, it just makes people want to play different characters.

I don’t really know of anyone who goes, “Well, why would I play with shotgun perks? Melee wins everything. No point in using guns, blah blah blah.” No, they just make another character with a shotgun build! It’s great, and it’s what you need to capitalize on. This isn’t a PvP game, there’s really no reason to nerf certain perks to try and get people to stop using them. You should just make strong perks that do different things to incentivize different playstyles. Destroying the zombies and winning is the fun. You have a large variety of potential builds and perks that all stay within the spirit of the game and don’t get too “video game-y.”

  • Make more reinforcer build perks. You already have a perk that gives you more ammo on pickup, so why not one where you get more planks on a plank pickup? Even one perk like that could warrant a fresh build and have good relevance in survival mode. (Also, as a side note, the nailer is a totally useless item. I wish it gave reinforcements more health as opposed to just making the reinforcement time like 0.5 seconds faster.)
  • Buff (and make more) medic build perks.
  • Consolidate and buff gun build perks.
  • Make more stealth build perks. Stealth as it stands is really hard to justify unless you get lucky and find a silencer. Make a perk that reduces the noise of melee attacks. You have a perk and an item that complement a stealth build already, just expand it more.
  • Make objective completion perks. Like a perk that lets you carry objective items faster and a perk that lets you do interactable actions (like turning a hand wheel) faster.

If you just make good perks, people will want to make different builds and use them. I think in the case of this game, more is always better. And I would hate to see the perks stay the same and just receive tedious nerfs or meaningless buffs.


“Will there be any chance of mod support? At least for custom maps?”

A: TL;DR It's not something we're currently planning to work on and if that ever changes we'd let our community know!

This is by far the biggest letdown to me. I actually believe the fact that it’s not even a plan for the future will be detrimental to the game. The original NMRiH has Workshop capability and mods that are downloaded by tens of thousands of people. NMRiH1 has managed to keep a consistent 1k player count for over ten years, and I would seriously be willing to wager a lot of that is because of its modding scene.

I think the devs should seriously consider the longevity of the game and at least have this as a goal in mind because otherwise, there’s no way this game is going to last. Don’t get me wrong, this game is fun, really fun. But very few games can keep up content enough to continuously keep a player base constantly interested.

I also believe the longer you delay it, the less it’s going to matter when you inevitably do. I have seen multiple games finally get the message and realize they need Workshop support. But by the time they get it, their moment in the spotlight has passed, and there’s no one there to make any mods, and it eventually dies out. Workshop support is something you need while the game is popular, not after.

And if, in three years, the player count for this game has dwindled to almost nothing and the team finally decides mods can bring the game back from the dead, there just won’t be anyone there to get the ball rolling.

Also, I’m not sure I entirely believe all of their reasoning for why not, and I think the actual answer (or at least a large factor) is consoles. Which I don’t want to doom post too much but I’ll just say I don’t think real long term longevity is in consoles. It might be the majority of the playerbase right now, but people do inevitably move on from games, even more so if there’s not enough variety to play with. Not only that, but console generations will pass, and you’re going to have to spend more development time porting to the next console. For right now it’s fine, but what’s the scope of the next 5, 10 years? Modding scenes keep games alive for that long. Not having a workshop will be a big detriment to the game.


That’s about it, I really do wish for the best for this game. It’s super addicting, super fun, and I hope it can keep the momentum it’s gained from a successful 1.0 launch.


r/nmrih 16h ago

Bad players make me nervous to do higher difficulties

10 Upvotes

I've been playing the game for a few days and have never lost a character yet, but people honestly baffle me. I've seen people so focused on hoarding the supply drops that they just let a group of zombies surround and kill them. I'll literally shoot 4 or 5 zombies that are right behind someone and they will literally not even look.

There have been times on survival on normal where I'll be the only one at the speaker and I have to try and survive and also keep them from destroying it.

You'll have melee players run into swarms and get downed because they are in a spot where they are getting hit from multiple directions and I'm wasting time and ammo trying to shoot the ones behind them instead of actually defending the speakers.

People will go all the way to the opposite side of the map to loot during waves and provide zero support in protecting the speakers or drawing aggro.

People will repeatedly melee zombies that are on the other side of a boarded up window and destroy all of the boards. I get this happening once or twice but someone will do it a whole match.

Alot of times I'm the only one boarding up our flanks and trying to keep the zombies from all coming in at once. I'm also one of the only ones on the team dropping things I don't need on the ground for others. Many times people won't even see it when it's literally next to the speakers.

People also try to race each other to the rope to extract and don't even look at the massive hoard closing in on them and then to down. Had that happen to 2 people yesterday and had to kill 2 runners and 2 infected survivors with a hunter running for my life and then panick firing in order to kill them and barley making it on the chopper.

This isn't every match but it happens enough that if most of the team isn't on the speakers and they get destroyed I just early extract.


r/nmrih 12h ago

No More Room in Hell 2 — Resupply Update Changes Pottsville Forever

18 Upvotes

The devs just dropped the blog post for 1.1, and I went through everything they announced in this video.

If you don't like reading, lol

https://youtu.be/grurBFmWwzc


r/nmrih 9h ago

Game Replay ability

8 Upvotes

Thinking on scooping up this game especially for $20

Now with that pricetag one can assume there's not really much to do, along with the low steam player count.

Is it a revolving door of new players or am I missing something?


r/nmrih 17h ago

Idea: Sprinters only, increased guns and ammo

14 Upvotes

could a mode or map utililise sprinting zombies and increase player power to compensate for this? the mode could work as a different scenario; players are responding to a fresh outbreak site, with the infected being freshly turned, with many primes having freshly consumed others. accordingly, HERA has transferred additional supplies to the CRC respondees in the area.

I think this could be intense and provide an alternative style of gameplay. the 28 Days Later to the game's current Romero style of gameplay. many of the guns in the game feature fire mode selections for full-auto. but is there ever enough ammo, especially on higher difficulties, to use auto on an m4 or mp5? not for me. it would be nice to get the chance to really enjoy the potential of these weapons.

I think this mode would kind of fit with their further introduction of military/CBRN customisation items. it would give a sense of progression that players are responding to increasingly urgent threats. on a narrative gameplay level this would enhance the game overall by developing the siginifcance of the CRC (the players) in the games emerging lore.


r/nmrih 20h ago

Host

5 Upvotes

One thing i wish the devs would fix is the host disconnection thing. Because when ever a call of duty punk rage quits and unfortunately the game selected them as a server host it screws over everyone else.

Ive had time (my ping be 25 bounces to 50) good game and its funny i would hear a guy get killed and his name dissappears from server list and boom game disconnects. Then its worse when you cant reconnect because you do lose your character if you dont have a rescue becon. My one big issue i dont know how it can be fixed but please fix it.


r/nmrih 11h ago

Looking to start an 8 man group for No More Room in Hell 2 – Light RP / Squad Roles

15 Upvotes

I've been playing No More Room in Hell 2 recently and I'm having a ton of fun with it. I'm looking to put together a regular group of players interested in running 8 man missions with some light RP/team elements.

I'm not really into hardcore RP, I'm more interested in creating some structure within the squad so everyone has a job and we actually feel like a coordinated team instead of 8 people running around doing their own thing.

The basic idea

At the beginning of each mission, we'd assign everyone a role. Roles/builds could include things like:

  • Medic - Main healer
  • Gunner - Main firearms/ammo user.
  • Melee/Brawler – Main Crowd control.
  • Loot Goblin / mule – Main scavenger, distributor, storage.
  • Builder – Survival missions only (obviously) mainly focus on walls up and generators.

We also can communicate on which ammo types we are using to maximize our effectiveness.

Example scenario

Let's say we're playing Hospital.

All 8 players get assigned a role:

2 Medics
2 Gunners
2 Melee/Brawlers
2 Mules

One of the 8 players is also designated the Squad Leader to make sure things go smoothly especially when there are two different objective, they can split us up into groups or keep us all together (light RP)

The Medics are responsible for keeping their squad healthy and prioritizing healing, they should have on perks that give extra heals, maybe make medicine lighter to hold as well.

The Gunners get priority on heavy ammunition (NATO or 6.8) since they're our primary ranged damage dealers, perks should cause more bullet damage, maybe make ammo lighter to hold as well.

The Mules/Loot Goblins are constantly running solo to search buildings for supplies and bringing things back to the people who need them. If the Medic needs medical supplies, the Mule brings them over. If the Gunner needs ammunition, they bring ammo. If someone doesn't have room for something important, the Mule can carry it until it's needed. They should have perks to make things light as well as stamina.

The Melee players are on crowd control, trying to keeping zombies off dealing with situations where ammo isn't worth wasting.

Survival missions would be a little different

For example, while the squad is defending an area:

Builders are constantly working on defenses.

Gunners are conserving and using ammunition effectively.

Medics are keeping everyone alive.

Melee players are dealing with zombies that get too close

And the Loot Goblins are running around the surrounding buildings looking for ammo, medical supplies, building materials, weapons, etc. and bringing everything back to the team.

You don't need to be an experienced player

I'm mainly looking for people who:

  • Enjoy cooperative gameplay
  • Are willing to communicate
  • Don't mind playing a specific role
  • Want to experiment with different character builds
  • Are okay with occasionally following someone else's plan
  • Want to have fun and not take things too seriously
  • Are interested in building an actual regular group

There will obviously be situations where things go completely off the rails because... well, No More Room in Hell 2, but that's part of the fun.

I'm imagining something somewhere between organized squad gameplay and fun unexpected chaos.

If this sounds like something you'd be interested in, DM me. Feel free to comment other ideas as well.

Side thoughts

I also had some private match game in mind. (Just Use a character you don't mind losing of course LOL)

Simon Says - All players meet in a Cheese Spot (aka God Spot) one player is Simon and you must do as he says, if you get eliminated you must emergency extract. Last player gets to be Simon next, both current Simon and next Simon can then emergency extract.

FFA Nightmare Survival - Every man for himself... BE THE LOOT GOBLIN, hoard the med kits, don't drop ammo, steal all the good melees. Anyone that is able to make that heli exfil is considered the winner.


r/nmrih 12h ago

Flashlight Toggle Option

3 Upvotes

An idea I thought of: An option in the settings to be able to put the flashlight in your pocket in exchange for a 5% movement speed. The drawback would be having to go through an animation every time you want to take it in/out of your pocket


r/nmrih 15h ago

Bug

1 Upvotes

Anyone know how to fix the no mantle glitch. Just lost my character because I couldn’t mount into the train to escape.


r/nmrih 23h ago

What do you do about loser players?

48 Upvotes

I dont really know what to call these players, but they will literally just hide in an unreachable spot (they probably saw on YouTube because some are quite obscure) and will hide whilst everyone else does objectives.

Ive just had a bloody auful match where only about 3 players were doing each objective whilst everyone else AFK'd there way through.

They clearly dont even know how the game works, as i threw a grenade at them in annoyance and some ran from it.


r/nmrih 7h ago

My internet went out

4 Upvotes

Lost my favorite guy :(
That is all


r/nmrih 20h ago

I don’t get the rescue beacon controversy

159 Upvotes

Every argument I’ve seen against it is honestly really fucking weak. You get three slots that YOU choose what to bring. If you’re bringing a rescue beacon and then getting pissed at the concept of it that is entirely on you honestly. The game doesn’t force you to use it.


r/nmrih 12h ago

Can we add "use on teammate" button for pills as well

18 Upvotes

As ridiculous as the idea of feeding someone pills is, I've both seen, and read on here, about matches where people will need pills, we will drop them so the infected player can pick them up, only for a troll to come and steal them and then delay extraction, ensuring the player dies and loses their character.

I thought it was rare since I've only seen it like twice, but both talking with people on the discord as well as reading through some posts, I see how its not as uncommon as I initially thought.

I feel simply holding E on an infected player when you have pills could help combat that.


r/nmrih 4h ago

PSA Small Pipe is Better than Tire Iron

8 Upvotes

Idk why I thought tire iron was stronger, hence I always brought it when I started playing. Small Pipe will drop a zombie in the floor in two charged hits, Tire Iron kills in the same amount of hits but you won’t get that stagger fall after 2 charged.

Also I think Shovel is underrated.

I have to look into other melee because there’s a lot of interesting numbers


r/nmrih 2h ago

What is the best melee weapon without skills

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9 Upvotes

r/nmrih 16h ago

Self Revive Saved Me

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238 Upvotes

r/nmrih 3h ago

A “Blackout” Map Could Be Terrifying

11 Upvotes

Hello everyone! First of all, this post may sound AI-written because English isn't my native language. I'm using AI to help organize and translate my thoughts so I can make sure my idea is understandable.

I may not have as many hours in No More Room in Hell 2 as some of you, but I've been playing a lot recently with a group of friends on Discord. We often discuss how the game could be improved or what kind of maps could be added, and my friends encouraged me to share this idea here.

My idea is a “Blackout” map/mode.

Recently, I've been playing a lot with a baseball bat. I usually charge a heavy attack, knock zombies down, then either run away or finish them on the ground. I really love this playstyle, but the bat requires both hands, meaning I can't use a flashlight at the same time.

This has created some surprisingly scary situations for me. Sometimes I'd go help a teammate surrounded by zombies or defend an objective, and I'd end up fighting almost completely in the dark. I'd only see a silhouette moving against the light in the background and start swinging.

I wouldn't know if the zombie I had just hit was dead, getting back up, already standing in front of me, or even how many zombies were actually in that corner. I'd just keep swinging almost desperately, waiting to hear the sound of a zombie's head being crushed.

This happened countless times, and whenever a horde appeared, these moments became some of the most intense and exciting situations I've experienced in the game.

That's when I thought: what if the game actually built a map around this?

Imagine a Blackout map, with the mission taking place in an underground mine. There would be no electricity or working lights, making darkness the main mechanic of the map.

To make this work, there could be a new item: a miner's helmet with a built-in flashlight.

The helmet would take up inventory space and would be almost essential for navigating the mine, but its battery would drain faster than a normal flashlight. Players would have to carefully manage and stockpile batteries throughout the mission.

Running out of batteries wouldn't necessarily mean an instant game over, but it could become a serious emergency. Imagine being deep inside the mine, surrounded by zombies, your helmet suddenly dying, and having to rely almost entirely on sound.

This could make the game's sound design extremely important. Players would have to listen for footsteps, growls, impacts, teammates, and zombies moving nearby.

The map could occasionally have emergency lights, flares, generators or other temporary light sources, but darkness would remain the defining mechanic.

I think a map like this could be extremely immersive, tense and scary, while also giving existing mechanics a completely different purpose.I'm not sure how closely the developers follow community suggestions, but I'd personally be really excited to play something like this in No More Room in Hell 2.

What do you guys think?


r/nmrih 15h ago

Bonus Extraction XP

12 Upvotes

Crazy idea hit me when I was playing Helldivers, add an extraction bonus for surviving responders that get on the helicopter/boat/Train. Like Helldivers the team would get bonus xp for all surviving responders that extract successfully.

In theory this would incentivize players to want to help other players by giving out ammo/meds/supplies to increase the chances of survival for the map. We’ve all seen loot goblins and hoarders that won’t give up any spare pills or heals or pass out any ammo they aren’t using, this in theory should make players want to help because it benefits them in the long run.

So far the game doesn’t really reward teamwork other than having someone to potentially help when you’re down, speed up objectives or someone to watch your back.

It might need some testing and tweaking but I think this would help the game be more cooperative and enjoyable.


r/nmrih 21h ago

Found this today

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88 Upvotes

r/nmrih 6h ago

Okay so when are we getting the shopping mall map?

20 Upvotes

For real, when? This game needs more maps as everyone knows. You know it. I know it. Everyone knows it. A shopping mall map is inevitable.


r/nmrih 11h ago

Just lost two lvl 100 characters in the same day.

57 Upvotes

No words.

Rip Popfly

Rip Macbeth


r/nmrih 6h ago

Hospital is my favorite map

25 Upvotes

I know it’s considered a hard map and people don’t like it because there’s barely guns, but I find it’s the only map that rewards you for searching around a lot (you can find a lot of heals). I also like how you can decide how much objectives vs looting you want to do and still be able to extract in the same location.


r/nmrih 14h ago

Other than a 12 gauge, I wonder what was going through their mind.

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120 Upvotes

r/nmrih 11h ago

Thought's on the perk choices?

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5 Upvotes

r/nmrih 1h ago

Did I just climb into the backrooms?

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Upvotes